Game machine
The gaming machine improves enjoyment by dynamically adjusting sound output based on internal and external volume settings, addressing the need for enhanced audio control in gaming machines.
Patent Information
- Application Number
- JP2024073914
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-30
- Publication Date
- 2025-11-12
AI Technical Summary
Existing gaming machines lack enhancements to increase player enjoyment through advanced sound control and volume settings, particularly when connected to external devices.
The gaming machine incorporates a sound control mechanism that adjusts sound output based on internal and external volume settings, allowing for seamless transitions between states, including connection and disconnection of external audio devices.
Enhances player engagement by dynamically controlling sound output, improving the overall gaming experience.
Smart Images

Figure 2025168986000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, there is known a gaming machine that can execute a display effect using a display device when a gaming ball enters a starting hole (for example, see Patent Document 1).
[0003] In such gaming machines, it is possible to perform sound effects in accordance with display effects using character images and patterns, change effects, preview effects, etc. Also, settings for games can be made. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-40144 Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the gaming machines described above, there is still room for improvement in terms of technology for increasing the enjoyment of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and aims to improve the enjoyment of games. [Means for solving the problem]
[0007] The present invention has been made to solve at least some of the above-mentioned problems, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in this section indicate the correspondence with the embodiments described later to help understand the present invention, and do not limit the present invention in any way.
[0008] [Application example 1] a sound control means for controlling the sound output from the first sound output means; a first operating means for changing a first volume setting; A gaming machine comprising: a second operating means capable of changing a second volume setting different from the first volume setting; the sound control means causes the first sound output means to output a sound at a volume corresponding to the first volume setting and the second volume setting. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The sound control means Furthermore, the sound output from the second sound output means different from the first sound output means is controlled, When the gaming machine is in a first state, the volume of sound output from the first sound output means is set to a volume corresponding to the first volume setting and the second volume setting; When the gaming machine is in the second state, the volume of sound output from the second sound output means is set to a volume corresponding to a third volume setting that is set to a predetermined constant volume and the first volume setting. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 2, the first state is a state in which the second sound output means, which is an external device of the gaming machine, is disconnected from the gaming machine; The second state is a state in which the second sound output means is connected to the gaming machine. A gaming machine characterized by: [Application example 4] a sound control means for controlling the sound to be output from the sound output means; a volume setting means for setting a set value of the volume to be output from the sound output means, The sound control means outputting a sound from a sound output means in accordance with the setting value set in the volume setting means; When the gaming machine switches from the first state to the second state, the volume of sound output from the sound output means is set to a predetermined constant volume regardless of the setting value set in the first state. A gaming machine characterized by: [Effects of the Invention]
[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 6] FIG. 10 is a diagram for explaining a jackpot determination table. [Figure 7] A diagram for explaining the jackpot type determination table. [Figure 8] A figure to explain the fluctuation pattern determination table when in a non-time-saving state. [Figure 9] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a main-side timer interrupt process. [Figure 12] 10 is a flowchart of a special action process. [Figure 13] 10 is a flowchart of a special symbol waiting process. [Figure 14] 10 is a flowchart of a special symbol determination process. [Figure 15]10 is a flowchart of a game status management process. [Figure 16] 10 is a flowchart of special electric device processing. [Figure 17] 10 is a flowchart of a game status setting process. [Figure 18] 10 is a flowchart of a sub-control main process. [Figure 19] 10 is a flowchart of a sub-side timer interrupt process. [Figure 20] 10 is a flowchart of a received command analysis process. [Figure 21] 10 is a flowchart of the variable effect start processing. [Figure 22] 10 is a flowchart of a connected device setting process. [Figure 23] 10 is a flowchart of a volume change process. [Figure 24] Table 1 shows the volume of the sound output from the internal and external speakers. [Figure 25] 1 is a time chart 1 showing changes in the volume of sounds output from an internal speaker and an external speaker. [Figure 26] 2 is a time chart 2 showing changes in the volume of sounds output from the internal speaker and the external speaker. [Figure 27] 10 is a time chart 3 showing changes in the volume of sounds output from the internal speaker and the external speaker. [Figure 28] 10A and 10B are diagrams for explaining volume change performance example 1 and volume change performance example 2. [Figure 29] FIG. 10 is a diagram for explaining volume change performance example 3. [Figure 30] Table 2 shows the volume of the sound output from the internal and external speakers. [Figure 31] Table 3 shows the volume of the sound output from the internal and external speakers. DETAILED DESCRIPTION OF THE INVENTION
[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, with the gaming board 2 attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame inside the outer frame to which the gaming board 2 is attached. The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, a volume range setting button 69, a frame movable body 600, a wireless connection device 72, and a wired connection device 73. An opening is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening.
[0013] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength that corresponds to the rotation angle. The ball supply tray (upper tray) 61 is located below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61. The effect button 63 is an operating unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is an operating unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses. The sword button 65 is an operating unit located at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword 64 is configured to perform two different operations: a first operation in which the entire sword 64 is pushed downward, and a second operation in which the sword button 65 at the tip is pressed. The frame lamp 66 is located at the bottom of the front frame 53, lower than the ball supply tray (upper tray) 61. The frame lamp 66 has a light-emitting element 66a on its front surface, which produces light effects during play. The speakers 67 are located at the upper left and upper right of the front frame 53, which produce sound effects during play. The select button 68 is a so-called cross key, consisting of a left button, a right button, an up button, and a down button, and allows various inputs. The up and down buttons of the select button 68 are used to set the volume level. This level setting determines the detailed volume setting. The volume range setting button 69 is composed of two buttons and sets the range of volume output. This range setting determines the volume range setting. Note that the range setting may not be set by the volume range setting. The volume is determined by the setting for this stage and the setting for the range. Details of the volume detail setting, volume range setting, and volume will be described later. The movable frame body 600 is a movable gimmick provided on the upper part of the front frame 53. The movable frame body 600 is configured to be movable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0014] The wireless connection device 72 is disposed on the front frame 53. The wireless connection device 72 enables wireless connection (for example, BLUETOOTH (registered trademark) connection). In this embodiment, the wireless connection device 72 is disposed on the front frame 53, but it may be disposed on the game board 2 or the like. The wired connection device 73 is disposed to the left of the select button 68 disposed on the front frame 53. The wired connection device 73 is a connector (for example, a stereo jack) for connecting earphones, headphones, or the like. A connector (for example, an earphone jack) provided at the end of the wiring of the earphones, headphones, or the like is connected to the wired connection device 73.
[0015] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.
[0016] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game nails protruding therefrom to guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is located on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0017] The image display device 7 is located near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix display. The display screen 7a of the image display device 7 includes a display pattern display area in which display patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved images 9C are displayed. The reserved images 9A and 9B are images representing a reserved game and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image representing the reserved game and is also referred to as the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking indicate a reserved game, and is therefore also referred to as the variable image 9C or the variable icon 9C.
[0018] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "1" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and second special symbol, described below. The image display device 7 can clearly display the results of the variable display of the first special symbol and second special symbol, displayed by the first special symbol display device 41a and second special symbol display device 41b, described below, to the player by combining the effect symbols displayed in the left, center, and right symbol display areas.
[0019] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The display of the variable symbols may be scrolled vertically or in other ways. The combination of symbols displayed statically according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the symbols 8L, 8C, and 8R is referred to as a "variable symbol display," "decorative symbol display," or simply a "variable symbol display." The period from when the special symbol starts to change until it stops changing (also referred to as the special symbol change period) is counted as one variable symbol display. Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change until when the special pattern stops, the effect of the temporary stop is included in the effect of the decorative pattern change.
[0020] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.
[0021] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).
[0022] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20, which will be described later. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0023] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a first start opening (first start winning opening, first ball opening, fixed start opening) 20, which always has a constant ease of entry for game balls. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a jackpot random number, etc., and the determination of a jackpot, etc.
[0024] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and includes a second start hole (second start winning hole, second ball hole, variable start hole) 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (Figure 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. It is sufficient for the electric chute 22 to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.
[0025] The gate (through chucker) 28 is located above the big prize device (attacker) 31 in the gaming area 3 and is configured to allow gaming balls to pass through. The passage of a gaming ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of a gaming ball through the gate 28 triggers the acquisition of a normal symbol random number (winning random number) and a win determination, etc.
[0026] Here, the "lottery for special symbols" refers to the process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, the first special symbol display 41a or the second special symbol display 41b (described below) displays a variable special symbol. After a predetermined period of time has elapsed, the special symbol corresponding to the lottery result is displayed as a static (determined) symbol, and the player is notified of the lottery result. The image display device 7 plays a symbol matching game in which a dynamic display of a special symbol is synchronized with the dynamic display of the special symbol. This symbol matching game more effectively notifies the player of the jackpot lottery result. When counting the repeated variable display of special symbols, the terms "rotation" and "variation" are sometimes used. For example, it can be expressed as "3 spins after a jackpot" or "3 changes after a jackpot." The number of times the special symbol changes is specifically managed as the "number of games."
[0027] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.
[0028] The big prize device (attacker, special variable prize device) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a big prize hole (special prize hole) 30. The big prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a big prize hole solenoid 33 (Figure 3). When the opening / closing member 32 is in the open position, game balls can enter the big prize hole 30.
[0029] The special prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the special prize opening 30. The special prize device 31 of this embodiment further includes a special prize device discharge sensor (not shown) that counts the number of game balls discharged from the special prize device 31.
[0030] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3 and discharges game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center on the right side of the game board 2. Details of the indicators 40 will be described later.
[0031] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for a win at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second starting gate 21 and the big winning gate 30.
[0032] 2 is an enlarged view of the displays 40. The displays 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, and a normal symbol reserve display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserve display 43a displays the number of reserved activations (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of reserved activations (second special symbol reserves) stored in the second special symbol display 41b. The normal symbol reserve indicator 44 displays the number of activation reserves (normal symbol reserves) stored in the normal symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Furthermore, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Furthermore, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."
[0033] The special symbol display 41 variably displays (changes in display) a special symbol (identification information), and then displays it in a stopped state to notify the result of a lottery (special symbol winning lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the jackpot opening slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (the type of jackpot that is won). The opening pattern of the jackpot opening slot 30 in the special game will be described later.
[0034] The special symbol display 41 is composed of eight horizontally arranged LEDs, whose illumination patterns indicate special symbols corresponding to the results of a special symbol lottery. For example, in the event of a jackpot (one of the multiple types of jackpots described below), the display shows a jackpot symbol with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). In the event of a loss, the display shows a losing symbol with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Before the special symbol is statically displayed, a variable display (variable display) of the special symbol is displayed for a predetermined period of time. The variable display pattern may be, for example, such that each LED lights up in a repeated flow of light from left to right. The variable display pattern is not limited to the above pattern and can be any illumination pattern as long as each LED is not statically displayed (illuminated in a specific pattern). For example, the variable display pattern may be such that all LEDs flash simultaneously.
[0035] In the gaming machine 1, when a gaming ball enters the first start hole 20 or the second start hole 21, the values (numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special symbol reserve memory area as a first special symbol reserve, and if the game ball enters the second start hole 21, it is stored in the second special symbol reserve memory area as a second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 84e, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area and the second special symbol reserve memory area. The special symbol reserves stored in the special symbol reserve memory area 84e are consumed when variable display of special symbols based on those special symbol reserves becomes possible. "Consuming a reserved special symbol" refers to determining the jackpot random number or other value corresponding to that reserved special symbol and then displaying a variable special symbol to indicate the result of that determination. Therefore, even if the gaming machine 1 cannot immediately display a variable special symbol based on a winning ball entering the first or second starting slot 20 or 21, i.e., even if a winning ball occurs during the variable display of the special symbol or during a special game, it can reserve the right to a jackpot lottery for that winning ball, up to a predetermined number of times. The number of reserved special symbols is displayed on the reserved special symbol indicator 43. The first reserved special symbol indicator 43a and the second reserved special symbol indicator 43b each consist of, for example, four LEDs. Each reserved special symbol indicator 43 displays the number of reserved special symbols by lighting up the LEDs corresponding to the number of reserved special symbols.
[0036] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of second start hole 21 will be described later.
[0037] The normal symbol display 42 is composed of two LEDs, and displays the normal symbol corresponding to the result of the normal symbol lottery according to the lighting pattern of the LEDs. For example, if the lottery result is a win, both LEDs are lit, displaying a normal winning symbol, such as "○○" (○: lit, ●: off). If the lottery result is a loss, only the right LED is lit, displaying a normal losing symbol, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Before the normal symbol is displayed as a static symbol, the normal symbol is displayed as a variable symbol for a predetermined variable time. The variable display mode may be, for example, both LEDs are lit alternately. The variable display mode is not limited to the above mode and can be any lighting mode as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode). For example, the variable display mode may be all LEDs flashing simultaneously.
[0038] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number (winning random number) corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved general maps is displayed on the reserved general map display 44. The reserved general map display 44 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.
[0039] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. Figure 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), and a payout control board 110 (Figure 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control unit can be configured by including at least the sub-control board 90.
[0040] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80 and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0041] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, the general prize hole sensor 27a, and the out counter 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the special prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. Gate sensor 28a is provided inside gate 28 and detects gaming balls that have passed through gate 28. Special prize opening sensor 30a is provided inside special prize opening 30 and detects gaming balls that have entered special prize opening 30. General prize opening sensor 27a is provided inside general prize opening 27 and detects gaming balls that have entered general prize opening 27. Out counter 25 is provided at the most downstream side of game board 2 and detects all gaming balls that have been shot into game area 3. Electric chute solenoid 24 drives movable member 23 of electric chute 22. Special prize opening solenoid 33 drives opening / closing member 32 of special prize device 31.
[0042] The main control board 80 is connected to the displays 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, and the normal symbol reserve display 44.
[0043] The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is occurring, and security signals.
[0044] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and is also connected to a launching device 112 via a launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives a prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball dispensing motor 131 of the ball dispensing device 130 to dispense balls based on a signal from a card unit 135 connected to the gaming machine 1. Dispensed balls are detected by a ball dispensing sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information about ball dispensing based on information from an inserted prepaid card, etc. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When a player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launching volume 115.
[0045] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0046] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 96.
[0047] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100 and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for controlling the display but also still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.
[0048] A wireless connection device 72 and a wired connection device 73 are connected to the audio control board 106, which enable connection with the speaker 67 and external speakers (external speakers such as earphones, headphones, and speakers), and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 and external speakers connected to the wireless connection device 72 and wired connection device 73 via the audio control board 106 based on commands received from the main control board 80. The transmission of signals to output audio, music, sound effects, etc. to the external speakers via the wireless connection device 72 and wired connection device 73 is performed only when the external speakers are connected.
[0049] When external speakers are connected to both the wireless connection device 72 and the wired connection device 73, a signal for outputting voice, music, sound effects, etc. to the external speaker may be transmitted from only one of them, or both may transmit signals for outputting voice, music, sound effects, etc. to the external speaker. Furthermore, when the wireless connection device 72 or the wired connection device 73 is connected to an external speaker, a signal for outputting voice, music, sound effects, etc. to the speaker 67 may or may not be transmitted.
[0050] Audio data such as audio output from the speaker 67 and external speakers is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may be made to execute audio control based on commands. The audio control board 106 may also be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute audio control. The audio data may also be stored in the ROM 103 of the image control board 100.
[0051] When the wireless connection device 72 or the wired connection device 73 of the audio control board 106 is connected to an external speaker using any of the above methods, the wireless connection device 72 or the wired connection device 73 can detect this and can output only information regarding whether or not a connection has been made and information regarding the connected external speaker to the sub-control microcomputer 91 via the input / output circuit 96, but is configured not to be able to output other information to the sub-control microcomputer 91 via the input / output circuit 96.
[0052] The lamp control board 107 is connected to and controls the frame lamp 66 and the panel lamp 5. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. That is, the performance control microcomputer 91 creates lighting pattern data (data determining the on / off state, light color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the lighting pattern data. The lighting pattern data is created using data stored in the sub-ROM 93 of the sub-control board 90. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data regarding lighting patterns and operation patterns may be stored in the ROM.
[0053] The relay board 108 is connected to the effect button 63, the select button 68, the movable frame 600, and the volume range setting button 69. When the effect button 63 is pressed by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The effect control microcomputer 91 also operates the effect button 63 based on commands received from the main control board 80. The effect button 63 can not only be pressed, but also be moved between a normal position (recessed position) in which the upper surface of the button body protrudes slightly and a protruding position in which most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63 and controls the operation of the effect button 63 according to the position change data. The position change data is created using data stored in the sub-ROM 93. When the select button 68 and the volume range setting button 69 are pressed (pushed down) by the player, a switch signal is output to the sub-control board 90 via the relay board 108.
[0054] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (Fig. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 in accordance with the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like provided on the front frame 53 that outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0055] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figure 5. Figure 5(A) is a diagram for explaining the main ROM 83. Figure 5(B) is a diagram for explaining the storage areas provided in the main RAM 84. Figure 5(C) is a diagram for explaining the sub ROM 93. Figure 5(D) is a diagram for explaining the storage areas provided in the sub RAM 94.
[0056] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. The table storage area 83a stores a jackpot determination table, a reach determination table, a normal symbol win determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a large prize opening pattern determination table, etc. These determination tables are referenced by the game control microcomputer 81 in the main control main processing (described later) executed by the game control microcomputer 81.
[0057] The main RAM 84 (Figure 5(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.
[0058] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main processing (described later), and includes pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, and push commands.
[0059] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a probability change flag, a time-saving flag, etc. are set.
[0060] The counter set area 84c is an area where counters used in the main control process (described later) are set, such as a random number counter, a round counter, a probability variable counter, a time-saving counter, and a game counter.
[0061] The special action status set area 84d is an area where a status in the special action processing described later is set. The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for winning special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved, respectively. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved, respectively.
[0062] The regular symbol reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reserved, respectively.
[0063] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main processing (described later) executed by the effect control microcomputer 91.
[0064] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, and an information storage area 94d.
[0065] The command memory area 94a is an area (input buffer) where commands input from the main control unit are stored during the sub-control main processing (described later), and stores commands such as pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, and customer waiting commands.
[0066] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, audio control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, pre-variation end command, variable performance end command, opening performance start command, round performance start command, and ending performance start command are set.
[0067] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a special symbol effect counter, a time-saving effect counter, a game counter, etc. are set. The information storage area 94d is used as a storage area for various effect processes.
[0068] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be explained. The game control microcomputer 81 is configured to acquire a "jackpot random number," a "jackpot type random number," a "reach random number," a "variation pattern random number," and a "normal symbol random number (winning random number)" at the timings described below. All of these are acquired as values of the random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided corresponding to each of these. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect pattern variation effect that indicates a result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one effect pattern remaining among multiple effect patterns (decorative patterns) that are being displayed in a variable manner, and depending on which of the effect patterns that are displayed in a variable manner stop, a combination of effect patterns that indicates a jackpot win (for example, a "7↓7" state) may be formed. Note that the effect pattern that is displayed in a stopped state in a reach state may be displayed as if it is swaying on the display screen 7a.
[0069] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.
[0070] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number" and a "chance-up random number." Both are acquired as values of the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are provided to correspond to each of these.
[0071] The "pre-reading effect random number" is a random number used to determine the pre-reading effect during variable effects, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random number group is stored in the sub-RAM 94.
[0072] The "chance up random number" is a random number used to determine the chance up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.
[0073] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot determination table is a table that the gaming control microcomputer 81 refers to in the main control main processing (described later) to determine whether an acquired jackpot random number value (any value between 0 and 65535) corresponds to a "jackpot" or a "miss." The jackpot determination in the jackpot determination table is made based on the gaming state of the gaming machine 1. For example, in a "low probability state," if the jackpot random number value is "0 to 204," it is determined to be a "jackpot," and in other cases it is determined to be a "miss." Also, for example, in a "high probability state," if the jackpot random number value is "0 to 1366," it is determined to be a "jackpot," and in other cases it is determined to be a "miss."
[0074] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach." The reach determination in the reach determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-shortened state," if the reach random number value is "0 to 13," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 13 (14 to 127)," it is determined to be "not reach." Also, in the "time-shortened state," if the reach random number value is "0 to 5," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 5 (6 to 127)," it is determined to be "not reach."
[0075] The normal symbol win determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose." The determination in the normal symbol win determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."
[0076] The normal symbol variation pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0077] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127).
[0078] In Figure 7, when the first special pattern (Special Pattern 1) is selected, if the random number value for the jackpot type is "0 to 63", the jackpot type is determined to be a "10R special jackpot", if the random number value for the jackpot type is "64 to 95", the jackpot type is determined to be a "7R normal jackpot (100 times time reduction)", and if the random number value for the jackpot type is "96 to 127", the jackpot type is determined to be a "4R normal jackpot (100 times time reduction)". If the second special symbol (special symbol 2) is selected, the jackpot type is determined to be a "10R variable jackpot" if the jackpot type random number is "0-63", a "7R normal jackpot (100 times time reduction)" if the jackpot type random number is "64-95", and a "4R normal jackpot (100 times time reduction)" if the jackpot type random number is "96-127". The jackpot type determination table may also specify the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game.
[0079] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. In Figure 8, for example, when a prize is won at the first starting slot 20 in a non-time-saving state, the jackpot determination table determines it as a "miss" and the reach determination table determines it as a "reach", and if the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is determined to be "P4".
[0080] In Figure 9, for example, when the ball enters the second starting hole 21 in the time-saving state, the jackpot is determined to be a "jackpot" in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".
[0081] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect that has a longer fluctuation time after the reach than a normal reach, and is a reach effect that is executed in an advanced manner after a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set.
[0082] The electric chute opening pattern determination table is a table that the game control microcomputer 81 references during the main control main processing (described below) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11," and in the "time-saving state," the opening pattern is determined to be "opening pattern 12." In opening pattern 11, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. If a predetermined number of game balls have won (the specified number of winning balls: 10), the electric chute 22 is closed even if the opening time remains.
[0083] The large prize opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the opening pattern of the large prize opening 30. In this embodiment, in the case of a "4R jackpot," "opening pattern 21" is determined. In "opening pattern 21," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through fourth rounds. In the case of a "7R jackpot," "opening pattern 22" is determined. In "opening pattern 22," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through seventh rounds. In the case of a "10R jackpot," "opening pattern 23" is determined. In "opening pattern 23," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through tenth rounds. The big winning opening 30 is closed when a predetermined number of game balls have entered (the specified number of winning balls is 10) even if there is still time left for the opening.
[0084] 5. Explanation of jackpots etc. In the gaming machine 1, the jackpot lottery (special symbol lottery) results in either a "jackpot" or a "loss." In the event of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the event of a "loss," a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening (the jackpot opening 30) is opened in an opening pattern corresponding to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of play (unit opening games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play and ends with the start of the next round of play. The time (interval time) during which the jackpot opening is closed between rounds of play is included in the round of play before that closure.
[0085] There are multiple types of jackpots. There are three types of jackpots: "10R probability jackpot," "7R normal jackpot (100 times time reduction)," and "4R normal jackpot (100 times time reduction)." After a "probability jackpot," the jackpot enters a high probability time reduction state (high probability, high base state). On the other hand, after a "normal jackpot," the jackpot enters a low probability time reduction state (low probability, high base state). This low probability time reduction state continues for 100 times.
[0086] 6. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "probability fluctuation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 is performing probability fluctuation control for the special symbols on the special symbol display 41 is referred to as the "high probability state," and the state in which the probability fluctuation control is not performed is simply referred to as the "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 achieves the high probability state by determining a jackpot using a jackpot determination table (Figure 7) in which the number of jackpot random number values determined to be a jackpot is higher in the high probability state than in the normal probability state, as the probability fluctuation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.
[0087] Furthermore, the state in which the game control microcomputer 81 is controlling the time-variation reduction of the special symbol on the special symbol display 41 is referred to as the "time-shortened state," while the state in which the time-variation reduction is not controlled is simply referred to as the "non-time-shortened state." In the time-shortened state, the special symbol's time of variation (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time-shortened state. The game control microcomputer 81 determines the variation pattern using a variation pattern determination table (Figures 8 and 9) that is determined so that a variation pattern with a shorter variation time is selected more frequently in the time-shortened state than in the non-time-shortened state. In other words, when the game control microcomputer 81 is controlling the time-variation reduction of the special symbol on the special symbol display 41, a shorter variation time is more likely to be selected as the variation time for the variable display of the special symbol compared to when the time-variation reduction control is not being performed. As a result, in the time-shortened state, the pace of consumption of reserved special symbols is accelerated, making it more likely that a valid win (a win that can be stored as a reserved special symbol) will occur in the starting slot. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.
[0088] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols of the normal symbol display device 42 in parallel with the fluctuation time reduction control for the special symbols of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols in the time-shortened state but not in the non-time-shortened state. For the probability fluctuation control of the normal symbols, the game control microcomputer 81 performs hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random number values (winning random number values) determined to be a hit is higher in the time-shortened state than in the non-time-shortened state. Therefore, the probability of a hit is higher in the time-shortened state than in the normal probability state for the normal symbols. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbols of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 will be a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving mode, the normal symbol fluctuation time is shorter than in the non-time-saving mode. Here, the normal symbol fluctuation time is 30 seconds in the non-time-saving mode, but 1 second in the time-saving mode. Furthermore, in the time-saving mode, the electric chute 22 remains open for a longer period of time during auxiliary play than in the non-time-saving mode. That is, the game control microcomputer 81 controls the electric chute 22 to extend its open time. Additionally, in the time-saving mode, the electric chute 22 opens more frequently during auxiliary play than in the non-time-saving mode. That is, the game control microcomputer 81 controls the electric chute 22 to increase its number of openings. When the game control microcomputer 81 controls the probability fluctuation and fluctuation time reduction for the normal symbol on the normal symbol display 42, and controls the opening time extension and opening count increase for the electric chute 22, the electric chute 22 opens more frequently, and game balls land more frequently in the second starting slot 21 than when these controls are not being executed. As a result, the base value, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called the “high base state,” and the state in which they are not executed is called the “low base state.” In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient if the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol on the normal symbol display 42, fluctuation time reduction control for the normal symbol on the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may also be controlled independently of the time-shortening state.
[0089] In the gaming machine 1, the game state after winning a 10R probability variable jackpot and playing a jackpot game is a high probability state and a time-saving state. This game state is particularly called a "high probability high base state," "high probability time-saving state," or "probability variable game state." The high probability high base state continues for 10,000 times, so it essentially ends when a jackpot is won and the jackpot game is played.
[0090] Furthermore, the game state after a jackpot game resulting from winning a 7R normal jackpot or a 4R normal jackpot is a low probability state (normal probability state) and a time-saving state. This game state is particularly referred to as a "low probability high base state," "low probability time-saving state," or "time-saving game state." The low probability high base state ends when the variable display of special symbols is executed a predetermined number of times (here, 100 times), or when a jackpot is won and the jackpot game is executed.
[0091] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low probability state and a low base state (non-electric support control state). This gaming state is particularly referred to as the "low probability low base state." The low probability low base state is sometimes referred to as the "normal gaming state" or the "low probability non-time-saving state (also simply referred to as the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played will be referred to as the "special gaming state (jackpot gaming state)."
[0092] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball from the right to enter the right play area 3B (Figure 1) can provide a more advantageous gameplay. This is because the electric support control makes the electric chute 22 more likely to open than in a low-base state, making it easier to win in the second start gate 21 than in the first start gate 20. Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed hit. In addition, in the gaming machine 1, play is performed with a right-handed hit even during a jackpot. On the other hand, in a low-base state, a left-handed hit to enter the left play area 3A (Figure 1) can provide a more advantageous gameplay. Because electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.
[0093] 7. Operation of the gaming control microcomputer 81 Next, we will explain the operation of the game control microcomputer 81 installed on the main control board 80 (Fig. 3). The counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 81 are installed in the main RAM 84 (Fig. 5).
[0094] [Main control main processing] FIG. 10 is a flowchart of the main control processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs initialization processing (step S001). In the initialization processing, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.
[0095] After the initialization process, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (jackpot random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) by incrementing them by 1. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0096] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (e.g., every 4 msec). That is, the main timer interrupt process is executed at predetermined cycles (e.g., every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is permitted.
[0097] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt processing (step S005 in FIG. 10). In the main timer interrupt processing, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 11) described above. In other words, the update processing of various random number counter values is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing to the start of the next main timer interrupt processing).
[0098] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. The game control microcomputer 81 also sets payout data for paying out prize balls corresponding to the winning slots, i.e., the first start slot 20, the second start slot 21, the big winning slot 30, and the regular winning slot 27, in the output buffer of the main RAM 84.
[0099] After the input process, the game control microcomputer 81 performs a start gate sensor detection process (step S103). In the start gate sensor detection process, the game control microcomputer 81 determines whether a game ball has passed through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a storage area corresponding to the current number of balls reserved for special symbol 2 among the first to fourth storage areas of the second special symbol reservation storage area.
[0100] The game control microcomputer 81 performs a preliminary determination of a jackpot in the start port sensor detection process. Based on the above-mentioned random number group, it determines whether or not a jackpot has occurred, and if so, the type of jackpot and the fluctuation pattern. Then, it creates a preliminary determination command from the preliminary determination result and sets it in the command set area 84a of the main RAM 84.
[0101] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, it refers to the normal pattern win determination table to determine whether there has been a win. Next, the game control microcomputer 81 refers to the normal pattern change pattern determination table to select a change pattern. The game control microcomputer 81 sets the selected normal pattern change pattern, thereby starting the change display of the normal pattern. Thereafter, it stops the change display, and in the case of a "win," it sets the electric chute opening pattern by referring to the electric chute opening pattern determination table, and activates the electric chute 22.
[0102] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs reserved ball count processing (step S106). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.
[0103] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S108). In other processing, for example, based on the number of reserved balls for special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing that number, and based on the number of reserved balls for special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing that number.
[0104] [Special Action Processing] FIG. 12 is a flowchart of the special operation process (FIG. 11: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," and "4." When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination and a variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. Specifically, the game control microcomputer 81 first determines whether the special symbol variation time has elapsed and ended. If the variation time has elapsed, it sets a variation stop command and sets the special operation status to "3." If the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), it performs special symbol determination processing (step S1306). In the special symbol determination processing, an opening command is output when a jackpot occurs. Specifically, the game control microcomputer 81 first executes game state management processing. The game state management processing is processing for managing the number of STs (the number of variations controlled to the probability variable game state) and the number of time-saving game states (the number of variations controlled to the time-saving game state). Next, if the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1." On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability variable flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric accessory processing, a jackpot game is executed. Specifically, the opening of the jackpot opening 30 is controlled according to the opening pattern based on the round counter, and a round designation command and an ending command are set. In addition, at the end of the jackpot, a time-saving counter and a probability change counter are set.
[0105] [Special pattern standby process] FIG. 13 is a flowchart of the special symbol standby process (FIG. 12: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" or not (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserve memory area does not store a random number group acquired as a result of winning in the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether or not there is a jackpot, and if it is determined that there is a jackpot, turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process.
[0106] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (whether it is in a time-saving state or not), the determination result of the jackpot determination process (step S1402), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reserved storage area by one from the current position to the side from which it is read, and clears the reserved information stored in the second special symbol reserved storage area in the location farthest from the side from which it is read (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared; if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through these steps, the reserved second special symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of the second special symbol reservation storage area is shifted toward the reserved consumption image display area and displayed as reserved consumption image 9C. Furthermore, the reserved images 9B (the second, third, and fourth reserved images 9B of the four reserved images 9B from the left) corresponding to the second to fourth storage areas of the second special symbol reservation storage area are each shifted one position to the left (Figure 1). This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and the variation time timer is set. The variation time timer is set to a variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcomputer 81 sets the special operation status to "2."In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).
[0107] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" or not (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired as a result of winning in the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether or not a jackpot has occurred, and if it is determined to be a jackpot, turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process.
[0108] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, a variation pattern is selected by referring to the variation pattern determination table (FIGS. 8 and 9) based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the determination result of the jackpot determination process (step S1408), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for special symbol 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of the various random number values stored in the first to fourth memory areas of the first special symbol reservation memory area by one from the current position toward the side where they are read, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the side where they are read (step S1411). Through the above steps, the first special symbol reservations are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first storage area of the first special symbol reserved storage area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved symbol consumption image display area and is displayed as reserved symbol consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth storage areas of the first special symbol reserved storage area (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) each shift one position to the right (Figure 1). This allows the player to recognize that one reserved first special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, which starts the variable display of the first special symbol and sets the variation time timer. The variation time timer is set to a variation time determined according to the variation pattern selected in the variation pattern selection processing. In addition, the game control microcomputer 81 sets the special operation status to "2." The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information about the special chart stop pattern data set in the jackpot determination process (step S1408) and information about the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information about the fluctuation time).
[0109] In step S1413, the game control microcomputer 81 determines whether the game state is a customer waiting standby state. If the game state is a customer waiting standby state (step S1413: YES), the game control microcomputer 81 ends the special symbol standby process. If the game state is not a customer waiting standby state (step S1413: NO), the game control microcomputer 81 performs customer waiting standby process (step S1414). In the customer waiting standby process, the game control microcomputer 81 sets the game state to a customer waiting standby state, sets a customer waiting standby command in the command set area 84a of the main RAM 84, and performs a customer waiting demo effect on the display screen 7a. Thereafter, the special symbol standby process ends.
[0110] As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table (FIG. 7) of this embodiment, the lottery based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the lottery based on the first special symbol reservation.
[0111] [Special design confirmation process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game status management process (step S1501). The game status management process will be described later. Next, the game control microcomputer 81 determines whether the jackpot flag is ON (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is determined that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is determined that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process is terminated.
[0112] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, if it is a 7R jackpot, the opening pattern 22 is set, and if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process for resetting the probability variable flag and the time-shortening flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.
[0113] [Game status management processing] FIG. 15 is a flowchart of the game status management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 determines whether the probability variable flag is ON (step S1601). If it is determined that the probability variable flag is ON (step S1601: YES), the probability variable counter is decremented (step S1602) and the process proceeds to step S1603. On the other hand, if it is determined that the probability variable flag is not ON (step S1601: NO), that is, if the probability variable flag is OFF, the process proceeds to step S1605.
[0114] In step S1603, the game control microcomputer 81 determines whether the probability variable counter is "0." If it is determined that the probability variable counter is "0" (step S1603: YES), the probability variable flag is turned OFF (step S1604), and the process proceeds to step S1605. On the other hand, if it is determined that the probability variable counter is not "0" (step S1603: NO), the process of step S1604 is not executed, and the process proceeds to step S1605. If the probability variable flag is ON, processing is performed as a high probability state, and if the probability variable flag is OFF, processing is performed as a non-high probability state (low probability state).
[0115] In step S1605, the game control microcomputer 81 determines whether the time-shortening flag is ON. If it is determined that the time-shortening flag is ON (step S1605: YES), the time-shortening counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is determined that the time-shortening counter is not ON (step S1605: NO), that is, if the time-shortening counter is OFF, the process proceeds to step S1609.
[0116] In step S1607, the game control microcomputer 81 determines whether the time-shortening counter is "0." If it is determined that the time-shortening counter is "0" (step S1607: YES), the time-shortening flag is turned OFF (step S1608), and the process proceeds to step S1609. On the other hand, if it is determined that the time-shortening counter is not "0" (step S1607: NO), the process proceeds to step S1609 without executing the process of step S1608. If the time-shortening flag is ON, the process is performed as if the time-shortening state was active, and if the time-shortening flag is OFF, the process is performed as if the time-shortening state was not active.
[0117] In step S1609, the game control microcomputer 81 sets a game state designation command and ends the game state management process.
[0118] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric accessory processing (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes the opening processing of the jackpot (step S1701). In the opening processing, the game control microcomputer 81 determines whether or not it is the opening period, and sets the opening command at the timing when it is first determined that it is the opening period.
[0119] Next, the game control microcomputer 81 executes a special prize opening process (step S1702). In the special prize opening process, it is determined whether or not the special prize opening 30 is currently open, and if it is determined that the special prize opening 30 is currently open and the special prize opening 30 is currently closed, the special prize opening 30 is opened and a special prize round designation command is set. If it is determined that the special prize opening 30 is currently open and the special prize opening 30 is currently open, the special prize opening 30 is maintained in an open state.
[0120] Next, the game control microcomputer 81 determines whether or not a prize has been won at the special prize opening 30 (step S1703). This process determines whether or not a prize has been won at the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is determined that a prize has been won (step S1703: YES), a prize winning command is set (step S1704) and the process proceeds to step S1705. On the other hand, if it is determined that no prize has been won (step S1703: NO), the process of step S1704 is not executed and the process proceeds to step S1705.
[0121] In step S1705, the game control microcomputer 81 executes a special prize opening closing process. The special prize opening closing process determines whether or not the closing condition for the special prize opening 30 is met, and if so, closes the special prize opening 30. Furthermore, if the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.
[0122] Next, the game control microcomputer 81 determines whether the jackpot has ended (step S1706). This process is a process for determining whether the round counter is "0". If it is determined that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is determined that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric device process is terminated.
[0123] In step S1707, the game control microcomputer 81 executes the jackpot ending process. In the jackpot ending process, it is determined whether the ending time has elapsed, and if so, the jackpot flag is turned OFF and the game status setting process is executed (step S1708).
[0124] [Game status setting process] FIG. 17 is a flowchart of the game status setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 determines whether or not a probability variable jackpot has occurred (step S1801). If it is determined to be a probability variable jackpot (step S1801: YES), the probability variable flag and the time-saving flag are turned ON (step S1802), the probability variable counter and the time-saving counter are set to 10000 (step S1803), and the process proceeds to step S1804. On the other hand, if it is determined not to be a probability variable jackpot (step S1801: NO), the processes of steps S1802 and S1803 are not executed, and the process proceeds to step S1804.
[0125] In step S1804, the game control microcomputer 81 determines whether or not a normal jackpot has occurred. If it is determined to be a normal jackpot (step S1804: YES), the time-saving flag is turned ON (step S1805), the time-saving counter is set to 100 (step S1806), and the process proceeds to step S1807. On the other hand, if it is determined not to be a normal jackpot (step S1804: NO), the processes of steps S1805 and S1806 are not executed, and the process proceeds to step S1807. In step S1807, the game control microcomputer 81 sets the game state designation command (step S1806), and then ends the game state setting process.
[0126] 8. Operation of the performance control microcomputer 91 Next, we will explain the operation of the performance control microcomputer 91 provided on the sub-control board 90 (Figure 4). Counters, flags, status, buffers, etc. that appear in the explanation of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0127] [Sub-control main processing] FIG. 18 is a flowchart showing the sub-control main processing. When the power of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.
[0128] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0129] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4003). While the interrupt is allowed, the sub-side timer interrupt process (step S4004) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.
[0130] [Sub-side timer interrupt processing] 19 is a flowchart of the sub-side timer interrupt process (step S4004 in FIG. 18). The performance control microcomputer 91 first performs a received command analysis process (step S4101). The received command analysis process will be described in detail later.
[0131] After the received command analysis process, the performance control microcomputer 91 performs a connected device setting process (step S4101A). The connected device setting process will be described in detail later. After the connected device setting process, the performance control microcomputer 91 performs a variable performance process (step S4102). After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4103). In the switch process, the performance control microcomputer 91 sets the display content of the display screen 7a based on the switch data (edge data and level data) output from the performance button 63, select button 68, and volume range setting button 69. After the switch process, the performance control microcomputer 91 performs a volume change process (step S4103A). The volume change process will be described in detail later.
[0132] After the volume change process, the performance control microcomputer 91 performs a command transmission process (step S4104). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process, etc., to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display performance according to the received commands. The audio control board 106, which has received the various commands, executes an audio performance by outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a light-emitting performance by controlling the light emission of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4105) and ends this process. The other processes include random number update processing, etc.
[0133] [Received command analysis process] FIG. 20 is a flowchart of the received command analysis process (step S4101 in FIG. 19). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4201). If a pre-determination command has been received (step S4201: YES), a look-ahead performance determination process is performed (step S4202). The "look-ahead performance determination process" is a process for determining whether or not a look-ahead performance will be executed and, if so, the look-ahead performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the look-ahead performance random number counter and, by referring to the acquired random number value and a look-ahead performance pattern determination table stored in the sub-ROM 93, determines whether or not to execute a look-ahead performance and, if so, the look-ahead performance pattern. On the other hand, if a pre-determination command has not been received (step S4201: NO), the above-mentioned look-ahead performance determination process is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 84e contains a jackpot, and is executed during the variable effect.
[0134] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4203). If a reserved ball count command has been received (step S4203: YES), the reserved ball display process is performed (step S4204). In the reserved ball display process, the values of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94c of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4203: NO), the reserved display process described above is skipped.
[0135] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4205). If a variation start command has been received (step S4205: YES), a variation performance start process is performed (step S4206). The "variation performance start process" is a process for selecting the variation performance pattern (contents) to be executed during the special symbol variation. On the other hand, if a variation start command has not been received (step S4205: NO), the above-mentioned variation performance start process is skipped.
[0136] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (step S4207). If it has been received (step S4207: YES), it performs a variation performance end process (step S4208). The "variation performance end process" is a process for stopping the variation performance that is executed while the special symbol is varying. In the variation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the variation stop command, and sets a variation performance end command to end the variation performance. As a result, the performance symbol corresponding to the currently varying special symbol 1 or special symbol 2 is stopped and displayed. Note that if the variation stop command has not been received (step S4207: NO), the above-mentioned variation performance end process is skipped.
[0137] Next, the effect control microcomputer 91 determines whether a win-related command has been received from the main control board 80 (step S4209). Win-related commands include a jackpot opening command, a round designation command, an ending command, a minor win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4209: YES), the microcomputer 91 performs a win-related effect pattern determination process corresponding to each command (step S4210). For example, if a jackpot opening command has been received, the microcomputer 91 selects a preset opening effect pattern corresponding to the type of jackpot, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (step S4104), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no signal has been received (step S4209: NO), the above-described winning-related effect pattern determination process is skipped.
[0138] In step S4211, the performance control microcomputer 91 executes a customer waiting standby process. Next, the performance control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.
[0139] [Variable performance start processing] FIG. 21 is a flowchart of the variable effect start process (step S4206 in FIG. 20). The performance control microcomputer 91 first analyzes the variation start command (step S4301). Here, the performance control microcomputer 91 sets information about the special symbol stop symbol data included in the variation start command and information about the variation pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The information acquired here can be referenced by the performance control microcomputer 91 as appropriate.
[0140] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4302). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.
[0141] Next, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S4303). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table stored in the sub-ROM 93. After determining the chance-up effect pattern, the effect control microcomputer 91 may further refer to the random number value and the stop symbol pattern determination table to determine a combination of effect symbols 8L, 8C, 8R, etc. to be stopped and displayed.
[0142] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in steps S4301 to S4303 is realized (step S4304). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process, the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.
[0143] Next, the performance control microcomputer 91 sets the variable performance timer (step S4305) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.
[0144] [Connection device setting process] 22 is a flowchart of the connected device setting process (step S4101A in FIG. 19). The connected device setting process connects and disconnects the gaming machine 1 to an external speaker (external speaker such as earphones or headphones) via the wireless connection device 72 and to an external speaker via the wired connection device 73, and switches the speaker that outputs sound between the speaker 67 (internal speaker) provided in the gaming machine 1 and the external speaker.
[0145] The performance control microcomputer 91 first checks the connection state and determines whether or not it is in connection mode (step S4401). If it is determined that it is not in connection mode (it is in disconnection mode) (step S4401: NO), the process proceeds to step S4405. If it is determined that it is in connection mode (step S4401: YES), the performance control microcomputer 91 determines whether or not there is disconnection information (step S4402). Here, disconnection information refers to a signal received by the performance control microcomputer 91 that terminates the connection transmitted from the external speaker, information indicating that the performance control microcomputer 91 has determined to terminate the connection with the external speaker, etc. If it is determined that there is no disconnection information (step S4402: NO), the performance control microcomputer 91 terminates the connection device setting process.
[0146] If it is determined that disconnection information exists (step S4402: YES), the connection state is set to disconnection mode (step S4403), and the speaker that outputs sound is changed to the internal speaker (step S4404). By changing the speaker that outputs sound to the internal speaker, sound is not output from the external speaker in disconnection mode, but is output from the internal speaker. Note that in this embodiment, when sound is output from the internal speaker, sound is not output from the external speaker, but sound may be output from the external speaker even when sound is output from the internal speaker.
[0147] In step S4405, the performance control microcomputer 91 determines whether or not connection information is present. Here, the connection information is, for example, a signal received by the performance control microcomputer 91 from an external speaker requesting connection. If it is determined that there is no connection information (step S4405: NO), the performance control microcomputer 91 ends the connected device setting process.
[0148] If it is determined that connection information exists (step S4405: YES), the connection state is set to connection mode (step S4406), and the speaker that outputs sound is changed to the external speaker (step S4407). By changing the speaker that outputs sound to the external speaker, sound is not output from the internal speaker in connection mode, but is output from the external speaker. Note that in this embodiment, when sound is output from the external speaker, sound is not output from the internal speaker, but sound may be output from the internal speaker even when sound is output from the external speaker.
[0149] [Volume change processing] Fig. 23 is a flowchart of the volume change process (step S4103A in Fig. 19). In the volume change process, the volume range setting and the volume detail setting are changed based on the press information of the volume range setting button 69 and the volume button (the up or down button of the select button 68) created in the switch process (step S4103 in Fig. 19). The volume of the sound output from the internal speaker is determined by the set values of the volume range setting and the volume detail setting, while the volume of the sound output from the external speaker is determined by the set value of the volume detail setting and is not dependent on the volume range setting. The volume of the sound output from the external speaker is determined by the volume setting, which is set to a certain volume in advance, and the set value of the volume detail setting.
[0150] The performance control microcomputer 91 first determines whether the volume range setting button 69 has been pressed (step S4501). If it is determined that the volume range setting button 69 has not been pressed (step S4501: NO), the process proceeds to step S4503. If it is determined that the volume range setting button 69 has been pressed (step S4501: YES), the performance control microcomputer 91 performs processing to change the volume range setting (step S4502). The volume range setting buttons 69 include a button for increasing the volume range setting and a button for decreasing the volume range setting, and depending on which button is pressed, the performance control microcomputer 91 sets the volume range setting to one of 10 levels from 0 to 9. In this embodiment, the volume range setting is set to 10 levels from 0 to 9, but other numbers of levels may also be used. For example, the volume range setting may be set to 5 levels from 0 to 4. Then, the process proceeds to step S4503.
[0151] In step S4503, the performance control microcomputer 91 determines whether or not the volume button (the up or down button of the select button 68) has been pressed (step S4503). If it is determined that the volume button has not been pressed (step S4503: NO), the performance control microcomputer 91 ends the volume change process.
[0152] If it is determined that a volume button has been pressed (step S4503: YES), the performance control microcomputer 91 changes the volume detail settings (step S4504). The volume buttons include a button for increasing the volume and a button for decreasing the volume, and depending on which button is pressed, the performance control microcomputer 91 sets the volume according to the button that was pressed. The performance control microcomputer 91 sets the volume detail settings among six levels from 0 to 5. In this embodiment, the volume detail settings are set to six levels from 0 to 5, but other numbers of levels may also be used. For example, the volume range setting may be set to ten levels from 0 to 9. The performance control microcomputer 91 then terminates the volume change process.
[0153] [Output Volume Table 1] FIG. 24 is Table 1 of the volume of sounds output from the internal speaker and external speaker. The volume of the sounds to be output is selected between "0" and "90." The performance control microcomputer 91 sets the volume of the sounds to be output by setting the possible range and level of the volume of the sounds to be output. The possible range is set by the volume range setting when sounds are output from the internal speaker (disconnected mode), and is set by a predetermined setting when sounds are output from the external speaker (connected mode). The level setting is set by the volume detail setting for both disconnected mode and connected mode. In other words, the performance control microcomputer 91 determines the volume of the sounds to be output from the internal speaker (disconnected mode volume) by the volume range setting and volume detail setting. The performance control microcomputer 91 also determines the volume of the sounds to be output from the external speaker (connected mode volume) by a predetermined setting and volume detail setting, regardless of the volume range setting.
[0154] The volume range setting can be changed between 10 levels, from 0 to 9, using the volume range setting button 69. As shown in FIG. 24(a), the volume of the sound output from the internal speaker (the volume in disconnected mode) depends on the volume range setting. Therefore, when the volume range setting value is "1," the volume changes between "0" and "10." When the volume range setting value is "2," the volume changes between "0" and "20." When the volume range setting value is "9," the volume changes between "0" and "90." In other words, the larger the volume range setting value, the larger the volume range. On the other hand, as shown in FIG. 24(b), the volume of the sound output from the external speaker (the volume in connected mode) is a predetermined setting regardless of the volume range setting. Therefore, regardless of the volume range setting value, the volume changes between "0" and "90" (the same as when the volume range setting value is "9"). That is, the volume of the sound output from the external speaker (volume in connection mode) is changed between a predetermined volume ("0" to "90"). In this embodiment, the volume of the sound output from the external speaker is changed between "0" to "90" regardless of the value of the volume range setting, just as when the volume range setting value is "9", but it may be the same as another value other than "9". For example, it may be "1" or "2". It may be any number.
[0155] The volume detail setting can be changed in six steps from 0 to 5 using the volume button (the up or down button of the select button 68). The volume of the sound output increases as the value of the volume detail setting increases, within the range of possible volumes. The volume of the sound output from the internal speaker (disconnection mode) is "0" when the volume range setting value is "1" and the volume detail setting value is "0," "2" when the volume detail setting value is "1," "4" when the volume detail setting value is "2," "6" when the volume detail setting value is "3," "8" when the volume detail setting value is "4," and "10" when the volume detail setting value is "5" (output volume for each volume detail setting in FIG. 24(a)). For each increase in the volume detail setting value by 1, the volume increases by 2 (increase / decrease in FIG. 24(a)). Also, if the volume range setting value is "2" and the volume detail setting value is "0", the volume is "0", if the volume detail setting value is "1", the volume is "4", if the volume detail setting value is "2", the volume is "8", if the volume detail setting value is "3", the volume is "12", if the volume detail setting value is "4", the volume is "16", if the volume detail setting value is "5", the volume is "20" (output volume for each volume detail setting in Figure 24(a)), and the volume increases by 4 for each increase in the volume detail setting value (increase / decrease in Figure 24(a)). In other words, the volume of the sound output from the internal speaker (disconnection mode) increases differently depending on the volume range setting value.
[0156] On the other hand, the volume (connection mode) of the sound output from the external speaker is "0" regardless of the value of the volume range setting if the volume detail setting value is "0", "18" if the volume detail setting value is "1", "36" if the volume detail setting value is "2", "54" if the volume detail setting value is "3", "72" if the volume detail setting value is "4", and "90" if the volume detail setting value is "5" (output volume for each volume detail setting in Figure 24(b)), and the volume increases by 18 for each increase in the volume detail setting value (increase / decrease in Figure 24(b)). In other words, the volume (connection mode) of the sound output from the external speaker increases by the same amount regardless of the volume range setting value.
[0157] When the connection status is changed (including when it is initially set), the volume of the sound output from the internal speaker (disconnected mode) is set to "3" as the value of the volume detail setting, and varies depending on the value of the volume range setting (output volume for each volume detail setting in Figure 24(a)). On the other hand, when the connection status is changed, the volume of the sound output from the external speaker (connected mode) is set to "3" as the value of the volume detail setting, and is predetermined and the same regardless of the value of the volume range setting (output volume for each volume detail setting in Figure 24(b)).
[0158] That is, in disconnected mode, the performance control microcomputer 91 sets the volume of the sound output from the internal speaker to a volume that corresponds to the volume range setting and the volume detail setting. Also, in connected mode, the performance control microcomputer 91 sets the volume of the sound output from the external speaker to a volume that corresponds to a volume setting ("0" to "90") that is set to a fixed amount in advance and the volume detail setting. Also, when switching from disconnected mode to connected mode, the performance control microcomputer 91 sets the volume of the sound output from the external speaker to a fixed volume ("54") that is set in advance, regardless of the volume setting that was set in disconnected mode (output volume for each volume detail setting in Figure 24(b)).
[0159] [Volume Time Chart 1] 25 is a time chart 1 showing the change in the volume of the sound output from the internal speaker and the external speaker. This shows the change in the volume of the sound output from the speaker when the connection state is changed and when the volume button (the up or down button of the select button 68) is pressed.
[0160] At T1 in FIG. 25, as shown in FIG. 25(A), the connection state of the external speaker is disconnected from the gaming machine (disconnected mode). At T1, as shown in FIGS. 25(B) and (C), the internal speaker output is enabled and the external speaker output is disabled. Also, as shown in FIG. 25(D), the volume range setting value is "5," and as shown in FIG. 24(a), the volume setting range is "0 to 50." As shown in FIG. 25(G), the volume detail setting value is "5" (6 levels from 0 to 5). Therefore, at T1, the sound is output from the internal speaker, and the volume of the sound output is "50" (FIG. 25(H)).
[0161] At t1 in FIG. 25, the connection state of the external speaker changes from disconnection mode to connection to the gaming machine (connection mode) as shown in FIG. 25(A). As a result, at T2, the internal speaker output is disabled and the external speaker output is enabled as shown in FIGS. 25(B) and (C). Also, because the external speaker output is enabled, the volume setting range is "0 to 90" as shown in FIG. 24(b), regardless of the volume range setting value. Also, as shown in FIG. 25(G), the value of the volume detail setting becomes "3." Therefore, the volume of the sound output from the external speaker becomes "54" (FIG. 25(H), FIG. 24(b)).
[0162] At T2 in Fig. 25, as shown in Figs. 25(E) and (F), the volume button (low) is pressed once, and then the volume button (high) is pressed three times. In response to these presses, the volume detail settings change from "2," "3," "4," to "5," as shown in Fig. 25(G). As a result, the volume of the sound output from the external speaker changes in increments of 18 (Fig. 24(b)), changing to "36," "54," "72," and "90" (Figs. 25(H), 24(b)). This volume does not depend on the volume range setting value; it is based on a preset constant volume ("0" to "90") (Fig. 24(b)).
[0163] At t2 in Figure 25, the connection state of the external speaker changes from connection mode to disconnection mode, as shown in Figure 25(A). As a result, at T3, the internal speaker output is enabled and the external speaker output is disabled, as shown in Figures 25(B) and (C). Also, as shown in Figure 25(D), the volume range setting value is "5," and as shown in Figure 24(a), the volume setting range is "0 to 50." Also, as shown in Figure 25(G), the volume detail setting value becomes "3." Therefore, the volume of the sound output from the internal speaker becomes "30" (Figures 25(H), 24(a)).
[0164] At T3 in Fig. 25, as shown in Figs. 25(E) and (F), the volume button (low) is pressed once, and then the volume button (high) is pressed three times. In response to these presses, the volume detail settings change from "2," "3," "4," to "5," as shown in Fig. 25(G). Also, as shown in Fig. 25(D), the value of the volume range setting is "5." Therefore, the volume of the sound output from the internal speaker changes in increments of 10 (Fig. 24(a)), changing to "20," "30," "40," and "50" (Figs. 25(H), 24(a)).
[0165] [Volume Time Chart 2] 26 is a time chart 2 showing the change in the volume of the sound output from the internal speaker and the external speaker. This shows the change in the volume of the sound output from the speaker when the connection state is changed and when the volume button (the up or down button of the select button 68) is pressed.
[0166] The differences from Time Chart 1 shown in Figure 25 are that the volume range setting value shown in Figure 26(D) is "8" and that the speaker volume value shown in Figure 26(H) is different from the speaker volume value shown in Figure 25(H). For T1 and T3 when the internal speaker output is enabled (Figures 25(B) and 26(B)), the speaker volume values (Figures 25(H) and 26(H)) are different, but for T2 and T4 when the external speaker output is enabled (Figures 25(B) and 26(B)), the speaker volume values (Figures 25(H) and 26(H)) are the same. This is because the internal speaker depends on the volume range setting, but the external speaker does not.
[0167] That is, in disconnected mode, the performance control microcomputer 91 sets the volume of the sound output from the internal speaker to a volume that corresponds to the volume range setting and the volume detail setting. Also, in connected mode, the performance control microcomputer 91 sets the volume of the sound output from the external speaker to a volume that corresponds to a volume setting ("0" to "90") that is set to a fixed amount in advance and the volume detail setting. Also, when switching from disconnected mode to connected mode, the performance control microcomputer 91 sets the volume of the sound output from the external speaker to a fixed volume ("54") that is set in advance, regardless of the volume setting that was set in disconnected mode.
[0168] Furthermore, when switching from connection mode to disconnection mode, the performance control microcomputer 91 adjusts the volume of the sound output from the internal speaker to a volume that corresponds to the volume range setting and the volume detail setting. Also, when switching from disconnection mode to connection mode, the performance control microcomputer 91 adjusts the volume of the sound output from the external speaker to a volume that corresponds to the volume setting and the volume detail setting, which are preset to a certain level.
[0169] [Volume Time Chart 3] 27 is a time chart 3 showing changes in the volume of the sound output from the internal speaker and the external speaker. This shows changes in the volume of the sound output from the speakers when the connection state is changed, when a volume button (the up or down button of the select button 68) is pressed, and when the volume range setting button 69 is pressed.
[0170] At T1 in FIG. 27, the connection state of the external speaker is a state in which it is connected to the gaming machine (connection mode), as shown in FIG. 27(A). At T1, as shown in FIGS. 27(B) and (C), the internal speaker output is disabled, and the external speaker output is enabled. Also, because the external speaker output is enabled, the volume setting range is "0 to 90," as shown in FIG. 24(b). As shown in FIG. 27(G), the value of the volume detail setting is "5" (6 levels from 0 to 5). Therefore, at T1, sound is output from the external speaker, and the volume of the output sound is "90" (FIG. 27(H), FIG. 24(b)).
[0171] At t1 in FIG. 27, the connection state of the external speaker changes from connection mode to disconnected mode (disconnected mode) as shown in FIG. 27(A). As a result, at T2, as shown in FIGS. 27(B) and (C), the internal speaker output is enabled and the external speaker output is disabled. Also, as shown in FIG. 27(D), the volume range setting value is "7," and as shown in FIG. 24(a), the volume setting range is "0 to 70." As shown in FIG. 27(G), the volume detail setting value is "3." Therefore, the volume of the sound output from the internal speaker is "42" (FIG. 27(H), FIG. 24(a)).
[0172] At T2 in Fig. 27, as shown in Figs. 27(E) and (F), the volume button (low) is pressed once, and then the volume button (high) is pressed three times. In response to these presses, the volume detail settings change from "2," "3," "4," to "5," as shown in Fig. 27(G). Also, as shown in Fig. 27(D), the value of the volume range setting is "7." Therefore, the volume of the sound output from the internal speaker changes in increments of 14 (Fig. 24(a)), changing to "28," "42," "56," and "70" (Figs. 27(H), 24(a)).
[0173] At t2 in FIG. 27, the volume range setting button 69 is pressed, and the volume range setting value changes to "6," as shown in FIG. 27(D). As a result, the volume detail setting value becomes "3," as shown in FIG. 27(G). Because the volume range setting value is "6," the volume setting range is "0 to 60," as shown in FIG. 24(a). Therefore, the volume of the sound output from the internal speaker becomes "36" (FIGS. 27(H), 24(a)). Note that in this embodiment, when the connection status and volume range setting values change, the volume detail setting value becomes a constant value ("3"); however, it is also possible for the volume detail setting value to remain unchanged when the connection status and volume range setting values change.
[0174] [Volume change examples 1 and 2] Figure 28 is a diagram for explaining volume change performance example 1 and volume change performance example 2. Volume change performance example 1 is explained in Figure 28 (A) to (D), and volume change performance example 2 is explained in Figure 28 (E) to (H).
[0175] Volume change example 1 shows the change in the volume of the sound output from the speaker when the connection status is changed or the volume button (up or down button of the select button 68) is pressed. Volume change example 1 corresponds to the volume time chart 1 shown in Figure 25.
[0176] As shown in Figure 28(A), the display screen 7a displays special decorative symbols 8L, 8C, and 8R in a variable manner. Because the device is in disconnection mode, a connection status image IHM with the words "disconnection mode" indicating that the device is in disconnection mode is displayed in the upper left corner of the display screen 7a.
[0177] Also, a volume detail setting image OSS indicating the value of the volume detail setting, a detailed volume increase image OSU indicating that the volume will increase when the up button of the select button 68 is pressed, and a detailed volume decrease image OSD indicating that the volume will decrease when the down button of the select button 68 is pressed are displayed at the bottom left of the display screen 7a. Also, a volume range setting image OHS indicating the value of the volume range setting, a volume range increase image OHU indicating that the volume range will increase when the up button of the volume range setting button 69 is pressed, and a volume range decrease image OHD indicating that the volume range will decrease when the down button of the volume range setting button 69 is pressed are displayed at the bottom center of the display screen 7a.
[0178] An output speaker image OB indicating which speaker is outputting the sound is displayed at the bottom right of the display screen 7a. Here, the output speaker image OB indicates that the sound is being output at a volume of 50 from the internal speaker (speaker 67 provided in the gaming machine 1) (FIG. 24(a)).
[0179] As shown in FIG. 28(B), the connection status has changed to connection mode, and the connection status image IHM indicates that the mode is connection mode. Furthermore, because the connection status has changed, the volume detail setting image OSS indicates that the volume detail setting has become "3." Furthermore, because the connection status has changed to connection mode and sound is now being output from an external speaker (such as an earphone), the output speaker image OB indicates that the volume is being output from the external speaker at 54 (FIG. 24(b)). Note that, because the volume is output from an external speaker, this volume is determined by the volume detail setting, regardless of the volume range setting. Because this volume does not depend on the volume range setting, the volume range setting image OHS, which indicates the value of the volume range setting, may be shaded in black, displayed as "-", or left blank.
[0180] As shown in Fig. 28(C), the volume detail setting has been changed, and the volume detail setting image OSS indicates that the volume detail setting has become "5." In addition, as the volume detail setting has become "5," the output speaker image OB indicates that the volume is output from the external speaker at a volume of 90 (Fig. 24(b)). Note that this volume is determined by the volume detail setting, regardless of the volume range setting, because the volume is output from the external speaker.
[0181] As shown in Fig. 28(D), the connection status has changed to disconnected mode, and the connection status image IHM indicates that it is in disconnected mode. Also, because the connection status has changed, the volume detail setting image OSS indicates that the volume detail setting has become "3." Also, because the connection status has changed to disconnected mode and sound is now being output from the internal speaker, the output speaker image OB indicates that the volume is being output from the internal speaker at 30 (Fig. 24(a)). Note that this volume is determined by the volume range setting and volume detail setting, as the volume is output from the internal speaker.
[0182] Volume change example 2 shows the change in the volume of the sound output from the speaker when the connection status is changed or when the volume button (up or down button of select button 68) is pressed. Volume change example 2 corresponds to volume time chart 2 shown in Figure 26.
[0183] As shown in Figure 28(E), the special decorative symbols 8L, 8C, and 8R are displayed in a variable manner on the display screen 7a. Because the device is in the disconnection mode, a connection status image IHM with the words "Disconnection Mode" indicating that the device is in the disconnection mode is displayed in the upper left corner of the display screen 7a.
[0184] Also, a volume detail setting image OSS indicating the value of the volume detail setting, a detailed volume increase image OSU indicating that the volume will increase when the up button of the select button 68 is pressed, and a detailed volume decrease image OSD indicating that the volume will decrease when the down button of the select button 68 is pressed are displayed at the bottom left of the display screen 7a. Also, a volume range setting image OHS indicating the value of the volume range setting, a volume range increase image OHU indicating that the volume range will increase when the up button of the volume range setting button 69 is pressed, and a volume range decrease image OHD indicating that the volume range will decrease when the down button of the volume range setting button 69 is pressed are displayed at the bottom center of the display screen 7a.
[0185] An output speaker image OB indicating which speaker is outputting the sound is displayed at the bottom right of the display screen 7a. Here, the output speaker image OB indicates that the sound is being output at a volume of 80 from the internal speaker (speaker 67 provided in the gaming machine 1) (FIG. 24(a)).
[0186] As shown in FIG. 28(F), the connection status has changed to connection mode, and the connection status image IHM indicates that the mode is connection mode. Also, because the connection status has changed, the volume detail setting image OSS indicates that the volume detail setting has become "3." Also, because the connection status has changed to connection mode and sound is now being output from an external speaker (such as an earphone), the output speaker image OB indicates that the volume is being output from the external speaker at 54 (FIG. 24(b)). Note that, because the volume is output from an external speaker, this volume is determined by the volume detail setting, regardless of the volume range setting. Because this volume does not depend on the volume range setting, the volume range setting image OHS, which indicates the value of the volume range setting, may be shaded in black, displayed as "-", or left blank.
[0187] As shown in Fig. 28(G), the volume detail setting has been changed, and the volume detail setting image OSS indicates that the volume detail setting has become "5." In addition, as the volume detail setting has become "5," the output speaker image OB indicates that the volume will be output from the external speaker at 90 (Fig. 24(b)). Note that this volume is determined by the volume detail setting, regardless of the volume range setting, because the volume is output from the external speaker.
[0188] As shown in Fig. 28(H), the connection status has changed to disconnected mode, and the connection status image IHM indicates that it is in disconnected mode. Also, because the connection status has changed, the volume detail setting image OSS indicates that the volume detail setting has become "3." Also, because the connection status has changed to disconnected mode and sound is now being output from the internal speaker, the output speaker image OB indicates that the volume is being output from the internal speaker at 48 (Fig. 24(a)). Note that this volume is determined by the volume range setting and volume detail setting, as the volume is output from the internal speaker.
[0189] [Volume change example 3] 29 is a diagram for explaining volume change performance example 3. Volume change performance example 3 shows changes in the volume of the sound output from the speaker when the connection state is changed, when a volume button (the up or down button of the select button 68) is pressed, or when the volume range setting button 69 is pressed. Volume change performance example 3 corresponds to the volume time chart 3 shown in FIG.
[0190] As shown in Figure 28(A), the special decorative symbols 8L, 8C, and 8R are displayed in a variable manner on the display screen 7a. Since the connection mode is selected, a connection status image IHM with the characters "Connection Mode" indicating the connection mode is displayed in the upper left corner of the display screen 7a.
[0191] Also, a volume detail setting image OSS indicating the value of the volume detail setting, a detailed volume increase image OSU indicating that the volume will increase when the up button of the select button 68 is pressed, and a detailed volume decrease image OSD indicating that the volume will decrease when the down button of the select button 68 is pressed are displayed at the bottom left of the display screen 7a. Also, a volume range setting image OHS indicating the value of the volume range setting, a volume range increase image OHU indicating that the volume range will increase when the up button of the volume range setting button 69 is pressed, and a volume range decrease image OHD indicating that the volume range will decrease when the down button of the volume range setting button 69 is pressed are displayed at the bottom center of the display screen 7a.
[0192] An output speaker image OB, which indicates which speaker is outputting sound, is displayed at the bottom right of the display screen 7a. Here, the output speaker image OB indicates that sound is being output from an external speaker (such as an earphone) at a volume of 90 (FIG. 24(b)).
[0193] As shown in FIG. 29(B), the connection status has changed to the connected mode, and therefore the connection status image IHM indicates that it is now in the disconnected mode. Also, because the connection status has changed, the volume detail setting image OSS indicates that the volume detail setting has become "3." Also, because the connection status has changed to the disconnected mode and sound is now being output from the internal speaker (speaker 67 provided in the gaming machine 1), the output speaker image OB indicates that the volume is being output from the internal speaker at 42 (FIG. 24(a)). Note that this volume is determined by the volume range setting and the volume detail setting, as the volume is output from the internal speaker.
[0194] As shown in Fig. 29(C), the volume detail setting has been changed, and the volume detail setting image OSS indicates that the volume detail setting has become "5." In addition, as the volume detail setting has become "5," the output speaker image OB indicates that the volume will be output from the internal speaker at 70 (Fig. 24(a)). Note that this volume is determined by the volume range setting and the volume detail setting, as the volume is output from the internal speaker.
[0195] As shown in FIG. 29(D), the volume range setting has been changed, and the volume range setting image OHS indicates that the volume range setting has become "6." As a result of the change in the volume range setting, the volume detail setting has become "3," and the volume detail setting image OSS indicates that the volume detail setting has become "3." As a result of the change in the volume range setting and volume detail setting, the output speaker image OB indicates that the volume will be output by the internal speaker at 36 (FIG. 24(a)). Note that this volume is determined by the volume range setting and volume detail setting, as the volume is output by the internal speaker.
[0196] [Output Volume Table 2] 30 is Table 2 of the volumes of sounds output from the internal speaker and the external speaker. Here, another example of Table 1 of the volumes of sounds output from the internal speaker and the external speaker described in FIG. 24 will be described.
[0197] When sound is output from the internal speaker (disconnected mode), the volume of the sound output can be "0" to "10", "10" to "20", etc. (Figure 30(a) possible range), and the range is 11 for all volume range settings. The volume range setting sets the lower and upper limits of the volume range, and the size of the range does not change. In addition, the volume detail setting changes the volume of the sound output in increments of 2 (Figure 30(a) increase / decrease).
[0198] In other words, when sound is output from the internal speaker (disconnected mode), the volume range setting sets the lower and upper limits of the volume range, and the volume detail setting changes the volume within that range.
[0199] On the other hand, when sound is output from an external speaker (connection mode), the volume of the output sound is constant at "50" to "60" regardless of the volume range setting (available range in Figure 30(b)). Also, the volume of the output sound can be changed by 2 increments depending on the volume detail setting (increase / decrease in Figure 30(b)).
[0200] In other words, when sound is output from an external speaker (connection mode), a fixed volume range is set with lower and upper limits that are independent of the volume range setting, and the volume is changed within that range using the volume detail settings.
[0201] When sound is output from the internal speaker (disconnected mode), the volume of the sound output only overlaps between the lower and upper limits, such as "0" to "10," "10" to "20," and "20" to "30," but it may overlap more. For example, it may be "0" to "20," "10" to "30," or "20" to "40."
[0202] Furthermore, as another example of a table of the volume of sounds output from the internal speaker and the external speaker, instead of regular volume setting values like "Output Volume Table 1" and "Output Volume Table 2," the table may be volume setting values that do not follow rules and that the player is recommended to use. For example, when the volume detail settings are "0," "1," "2," "3," "4," and "5," the output volume may not increase or decrease by a constant amount, such as "50," "33," "46," "80," "83," and "32."
[0203] [Output Volume Table 3] Fig. 31 is Table 3 of the volume of sounds output from the internal speaker and external speaker. Here, another example of Table 1 of the volume of sounds output from the internal speaker and external speaker described in Fig. 24 and Table 2 of the volume of sounds output from the internal speaker and external speaker described in Fig. 30 will be described.
[0204] Here, as shown in Figure 31(a), an example is shown in which the volume of the sound output from the internal speaker (volume in disconnected mode) changes the upper limit of the output volume for each volume detail setting depending on the value of the volume range setting. Also, here, an example is shown in which the volume detail setting is changed in 10 steps from 0 to 9 using the volume button (up or down button of select button 68). The volume range setting is changed in 10 steps from 0 to 9 using the volume range setting button 69.
[0205] When sound is output from the internal speaker (disconnected mode), if the volume range setting value is "9," and the volume detail setting value is "0," the volume is "0," if the volume detail setting value is "1," the volume is "10," and if the volume detail setting value is "2," the volume is "20." The volume increases by "10" for each increment of the volume detail setting value. When the volume range setting value is "9," the volume detail setting value changes between "0" and "9," and the output volume changes between "0" and "90" (Figure 31(a)). Also, when the volume range setting value is "8," the volume increases by "10" for each increment of the volume detail setting value, just like when the volume range setting value is "9," but the volume detail setting value changes between "0" and "8," and the output volume changes between "0" and "80" (Figure 31(a)).
[0206] In other words, when the volume range setting value is "8", it differs from when the volume range setting value is "9" in that the range of the volume detail setting values is different (the range is smaller) and the upper limit of the volume detail setting values is different (the upper limit is smaller). Also, the range of the output volume is different (the range is smaller) and the upper limit of the output volume value is different (the upper limit is smaller). Note that in this case, the volume range setting value does not exist when it is "9".
[0207] Also, when sound is output from the internal speaker (disconnected mode), even if the volume range setting value is "7", the volume increases by "10" for each increase in the volume detail setting value by 1, but when the volume detail setting value changes between "0" and "7", the output volume changes between "0" and "70" (Figure 31(a)).
[0208] In other words, when sound is output from the internal speaker (disconnected mode), as the volume range setting value decreases, the range of volume detail setting values becomes smaller and the upper limit of the volume detail setting values becomes smaller. Also, the range of output volume becomes smaller and the upper limit of the output volume value becomes smaller. In other words, when sound is output from the internal speaker (disconnected mode), as the volume range setting value increases, the range of volume detail setting values becomes wider and the upper limit of the volume detail setting values becomes larger. Also, the range of output volume becomes wider and the upper limit of the output volume value becomes larger.
[0209] On the other hand, the volume (connection mode) of the sound output from the external speaker will be "0" if the volume detail setting value is "0", regardless of the volume range setting value, "10" if the volume detail setting value is "1", and "20" if the volume detail setting value is "2". The volume increases by "10" for each increase of 1 in the volume detail setting value. When the volume detail setting value is changed between "0" and "9", the output volume will change between "0" and "90" (Figure 31(b)).
[0210] In other words, the volume of the sound output from the external speaker (connection mode) is determined by the range of the volume detail setting value, regardless of the volume range setting value. That is, in disconnection mode, the performance control microcomputer 91 sets the volume of the sound output from the internal speaker to a volume that corresponds to the volume range setting and the volume detail setting. Also, in connection mode, the performance control microcomputer 91 sets the volume of the sound output from the external speaker to a volume that corresponds to a volume setting ("0" to "90") that is set to a fixed amount in advance and the volume detail setting.
[0211] When the connection status is changed (including when it is initially set), the volume of the sound output from the internal speaker (disconnected mode) and the volume of the sound output from the external speaker (connected mode) are both set to a volume detail setting value of "3." However, other volume detail setting values may also be used. For example, the volume detail setting value may be "5."
[0212] Furthermore, in this embodiment, when sound is output from the internal speaker (disconnection mode), as the volume range setting value increases, the range of the volume detail setting values increases and the upper limit of the volume detail setting values increases. Although it has been stated that the range of output volume increases and the upper limit of the output volume values increases, for example, when the volume range setting value is "1," the range of volume detail setting values is "1" to "9," and the output volume for each volume detail setting is "10" to "90." When the volume range setting value is "2," the range of volume detail setting values is "2" to "9," and the output volume for each volume detail setting is "20" to "90." When the volume range setting value is "3," the range of volume detail setting values is "3" to "9," and the output volume for each volume detail setting is "30" to "90." As the volume range setting value increases, the range of volume detail setting values decreases and the lower limit of the volume detail setting values increases. Alternatively, the range of output volume may decrease and the lower limit of the output volume may increase.
[0213] Furthermore, for example, when the volume range setting value is "1", the range of volume detail setting values is "0" to "5", and the output volume for each volume detail setting is "0" to "50", when the volume range setting value is "2", the range of volume detail setting values is "1" to "6", and the output volume for each volume detail setting is "10" to "60", when the volume range setting value is "3", the range of volume detail setting values is "2" to "7", and the output volume for each volume detail setting is "20" to "70", and the lower and upper limit values of the volume detail setting values increase as the volume range setting value increases. Also, the lower and upper limit values of the output volume values may increase.
[0214] In addition, in this embodiment, the output volume is increased or decreased uniformly by "10" for each detailed volume setting, but it may be set without any rules for each detailed volume setting. For example, when the detailed volume setting value changes from "1," "2," "3," to "4," the output volume may not be uniform, such as "10," "12," "25," "40," etc.
[0215] [Example of effect] Below are some examples of the effects of controlling the volume of the sound output from the speaker using multiple settings.
[0216] [Effect 1] As shown in "Output Volume Table 1," "Volume Time Chart 1," "Volume Time Chart 2," and "Volume Time Chart 3," the gaming machine 1 of the above embodiment includes a sound control unit (effect control microcomputer 91) that controls the sound output from the first sound output unit (internal speaker), a first operation unit (the up and down buttons of the select button 68) that can change the first volume setting (volume detail setting), and a second operation unit (volume range setting button 69) that can change the second volume setting (volume range setting) that is different from the first volume setting. The sound control unit causes the first sound output unit to output sounds at volumes corresponding to the first volume setting (volume detail setting) and the second volume setting (volume range setting) (FIG. 24(a)). This configuration allows for volume levels to be determined by combining two volume settings. Therefore, even when there are multiple volume levels, fewer operations are required to set the volume than when there is only one volume setting. This increases the gaming machine's enjoyment.
[0217] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in "Output Volume Table 1," "Volume Time Chart 1," "Volume Time Chart 2," and "Volume Time Chart 3," the sound control means (effect control microcomputer 91) further controls the sound output from the second sound output means (external speaker) different from the first sound output means (internal speaker). When the gaming machine is in the first state (disconnected mode), the sound control means controls the volume of the sound output from the first sound output means (internal speaker) to a volume corresponding to the first volume setting (volume detail setting) and the second volume setting (volume range setting). When the gaming machine is in the second state (connected mode), the sound control means controls the volume of the sound output from the second sound output means (external speaker) to a volume corresponding to the third volume setting, which is preset to a constant volume, and the first volume setting (volume detail setting). With this configuration, when the speaker from which sound is output is an external speaker such as an earphone, the game can be started at the recommended volume. This can enhance the game's enjoyment.
[0218] [Effect 3] In the gaming machine 1 of the above embodiment, as shown in "Output Volume Table 1," "Volume Time Chart 1," "Volume Time Chart 2," and "Volume Time Chart 3," the first state is a state in which the second sound output means (external speaker), which is an external device to the gaming machine, is disconnected from the gaming machine, and the second state is a state in which the second sound output means (external speaker) is connected to the gaming machine. With this configuration, when the speaker that outputs sound is an external speaker such as an earphone, the game can be started at the recommended volume. This can increase the enjoyment of the game.
[0219] [Effect 4] As shown in "Output Volume 1," "Volume Time Chart 1," "Volume Time Chart 2," and "Volume Time Chart 3," the gaming machine 1 of the above embodiment includes a sound control unit (effect control microcomputer 91) that controls the sound output from the sound output unit (external speaker), and a volume setting unit (up and down select buttons 68 and volume range setting button 69) that sets the volume of the sound output from the sound output unit. The sound control unit controls the sound output from the sound output unit to a preset volume regardless of the volume setting in the first state (disconnected mode) when the gaming machine switches from the first state (disconnected mode) to the second state (connected mode) (see Figures 25 and 26). This configuration allows players to start playing at a recommended volume when the sound is output from an external speaker such as an earphone. This enhances the gaming experience.
[0220] [Variations] Below, modified examples of controlling the volume of sound output from a speaker using a plurality of settings will be shown.
[0221] [Variation 1] In the above embodiment, the volume of the sound is controlled by two operating means, but the amount of light from the lamp may also be controlled by two operating means.
[0222] [Variation 2] In the above embodiment, the two sound output means are one speaker 67 provided in the gaming machine 1 and the other an external speaker (external speaker such as earphones, headphones, or speakers) not provided in the gaming machine 1, but the two sound output means may each be a separate speaker provided in the gaming machine 1.
[0223] [Variation 3] In the above embodiment, the two volume settings are set by different operating means, but it is also possible to set the two volume settings by one operating means.
[0224] [Variation 4] In the above embodiment, the setting value is changed each time the operating means is pressed, but the setting value may be changed by pressing the operating means once and holding it down. Also, in the above embodiment, the setting value is changed by pressing the operating means, but the setting value may be changed by other operating methods. For example, a slide switch or a dial switch may be used. Also, in the above embodiment, the operating means is mounted in a location that is easy for a player to operate, but it may be mounted in a location that is inaccessible to a player. For example, it may be on the back of the gaming machine. It may also be on the control board of the gaming machine.
[0225] [Variation 5] In the above embodiment, the two states are a state in which the gaming machine is connected to an external speaker and a state in which the gaming machine is disconnected from an external speaker, but other two states may also be used. For example, the two states may be a rest state in which the player is eating or the like and is not in front of the gaming machine, and a playing state in which the player is playing, a low probability state and a high probability state for the lottery of special symbols, a no-extension state and an extension state for the opening of normal power, a power-saving state and a non-power-saving state, an error state and an error-free state, different levels of volume settings, or different levels of light intensity settings.
[0226] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect 1] a sound control means for controlling the sound output from the first sound output means; a first operating means for changing a first volume setting; A gaming machine comprising: a second operating means capable of changing a second volume setting different from the first volume setting; the sound control means causes the first sound output means to output a sound at a volume corresponding to the first volume setting and the second volume setting. A gaming machine characterized by: [Aspect 2] The gaming machine according to aspect 1, The sound control means Furthermore, the sound output from the second sound output means different from the first sound output means is controlled, When the gaming machine is in a first state, the volume of sound output from the first sound output means is set to a volume corresponding to the first volume setting and the second volume setting; When the gaming machine is in the second state, the volume of sound output from the second sound output means is set to a volume corresponding to a third volume setting that is set to a predetermined constant volume and the first volume setting. A gaming machine characterized by: [Aspect 3] The gaming machine according to aspect 2, the first state is a state in which the second sound output means, which is an external device of the gaming machine, is disconnected from the gaming machine; The second state is a state in which the second sound output means is connected to the gaming machine. A gaming machine characterized by: [Aspect 4] a sound control means for controlling the sound to be output from the sound output means; a volume setting means for setting a set value of the volume to be output from the sound output means, The sound control means outputting a sound from a sound output means in accordance with the setting value set in the volume setting means; When the gaming machine switches from the first state to the second state, the volume of sound output from the sound output means is set to a predetermined constant volume regardless of the setting value set in the first state. A gaming machine characterized by:
[0227] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.
[0228] The gaming machine 1 of the above embodiment has been described using a pachinko gaming machine as an example, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from gaming balls to gaming medals.
[0229] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.
[0230] Furthermore, two or more of the above-described multiple effect examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed on the sub-display device.
[0231] While the present aspect has been described above based on embodiments and modifications, the above-described embodiments are intended to facilitate understanding of the present aspect and are not intended to limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are also included in the present aspect. [Explanation of symbols]
[0232] 1...Amusement machines 7...Image display device 7a…Display screen 63...Performance button 66...Frame lamp 68...Select button 81...Game control microcomputer 91...Performance control microcomputer 101...Image control microcomputer
Claims
1. a sound control means for controlling the sound to be output from the first sound output means; a first operating means for changing a first volume setting; A gaming machine including a second operating means capable of changing a second volume setting different from the first volume setting, the sound control means causes the first sound output means to output a sound at a volume corresponding to the first volume setting and the second volume setting. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, The sound control means Furthermore, the sound output from the second sound output means different from the first sound output means is controlled, When the gaming machine is in a first state, the volume of sound output from the first sound output means is set to a volume corresponding to the first volume setting and the second volume setting; When the gaming machine is in the second state, the volume of sound output from the second sound output means is set to a third volume setting that is set to a predetermined constant volume and a volume corresponding to the first volume setting. A gaming machine characterized by:
3. 3. The gaming machine according to claim 2, the first state is a state in which the second sound output means, which is an external device of the gaming machine, is disconnected from the gaming machine; the second state is a state in which the second sound output means is connected to the gaming machine; A gaming machine characterized by:
4. a sound control means for controlling the sound to be output from the sound output means; a volume setting means for setting a set value of the volume to be output from the sound output means, The sound control means outputting a sound from a sound output means in accordance with the setting value set in the volume setting means; When the gaming machine switches from the first state to the second state, the volume of sound output from the sound output means is set to a predetermined constant volume regardless of the setting value set in the first state. A gaming machine characterized by:
Citation Information
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Game machine
JP2012040144A