Gaming machine
The gaming machine addresses the lack of convenient volume adjustment by integrating dynamic sound control and adjustment mechanisms, enhancing user experience through adaptive volume changes based on player interaction.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-12
- Publication Date
- 2026-03-25
Smart Images

Figure 2026052962000001_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a gaming machine.
Background Art
[0002] Conventionally, pachinko gaming machines and spinning reel gaming machines (so-called slot machines), which are types of gaming machines, can execute various game performances to enhance the interest. In such gaming machines, as one of the various game performances, a sound performance that outputs sound is executed. And, for example, the gaming machine described in Patent Document 1 attempts to further enhance the interest by making it possible to adjust the volume of the sound output in the sound performance.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such gaming machines, it is preferable that the convenience of volume adjustment is high, and there remains room for further improvement.
Means for Solving the Problems
[0005] A gaming machine that solves the above problems comprises: sound output means capable of outputting sound; sound output control means capable of controlling the sound output means; operation means; storage means capable of storing volume information relating to the volume when the sound output means outputs sound; and volume adjustment means capable of adjusting the volume information based on adjustment operations using the operation means, wherein the sound output means outputs a specific sound and an adjustment sound associated with the adjustment operation, the sound output control means is capable of performing specific control to decrease the volume of the specific sound over time, the adjustment sound is not subject to the specific control, and the volume adjustment means is capable of controlling the specific The gist of this is that the volume information can be adjusted based on whether the adjustment operation was performed during a specific period in which the control is being executed, and the volume of the specific sound output from the sound output means changes in a first mode over time if the adjustment operation is not performed during the specific period, changes in a second mode different from the first mode over time if the adjustment operation is performed to increase the volume during the specific period, and changes in a third mode different from both the first and second modes over time if the adjustment operation is performed to decrease the volume during the specific period. [Effects of the Invention]
[0006] According to the present invention, the convenience of volume adjustment can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 is a schematic perspective view of a pachinko game machine. [Figure 2] Figure 2 is a schematic front view of the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figures 4(a) to 4(c) show examples of display modes for a performance display device. [Figure 5] Figures 5(a) to 5(c) show examples of display modes for volume meters and light intensity meters in a performance display device. [Figure 6] Figures 6(a) to 6(d) show examples of changes in background sound volume. [Figure 7] Figures 7(a) and 7(b) show examples of changes in background sound volume. [Figure 8] Figure 8 shows the various ways in which different effects are performed during the gameplay period and the waiting period. [Figure 9] Figures 9(a) to 9(c) show examples of when the volume meter is displayed. [Figure 10] Figures 10(a) and 10(b) show examples of changes in background sound volume when a special game is started while specific control is being performed. [Figure 11] Figures 11(a) and 11(b) show examples of changes in background noise volume when a power outage occurs. [Figure 12] Figures 12(a) and 12(b) show examples of changes in background sound volume when a special pre-show with special content is performed while specific control is being executed. [Modes for carrying out the invention]
[0008] The following describes an embodiment of the gaming machine. In the following description, up, down, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including a game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20 so as to be openable and closable. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14. The game machine 10 is equipped with a locking device SJ that locks the inner frame 13 and the front frame 14, which act as door members, so as to prevent them from being opened. The locking device SJ is unlocked by inserting a key that fits the locking device SJ and rotating it in a predetermined direction, allowing the middle frame 13 and the front frame 14 to open. The gaming machine 10 is equipped with an open sensor KS (shown in Figure 3) that can detect when at least one of the middle frame 13 and the front frame 14 is open relative to the outer frame 12. In this embodiment, the middle frame 13 and the front frame 14 correspond to door members. In this specification, when the door members are open, it means when at least one of the middle frame 13 and the front frame 14 is open. In this specification, when the door members are closed, it means when both the middle frame 13 and the front frame 14 are closed.
[0009] The gaming machine 10 is equipped with a launch handle 16 as a gripping means that can be grasped. The launch handle 16 is an example of a means that is operated when launching a game ball into the game area 21. The launch handle 16 is provided, for example, on the front side of the front frame 14. The gaming machine 10 is configured so that the launch strength of the game ball can be adjusted by adjusting the amount of rotation of the launch handle 16. The gaming machine 10 is also equipped with a handle sensor HS (shown in Figure 3) that can detect contact with the launch handle 16. The handle sensor HS is a touch sensor that can detect when the launch handle 16 is grasped.
[0010] The gaming machine 10 includes, as an example of operable operating means, a performance button EB and a directional pad CB. The performance button EB and the directional pad CB are operating means that can be operated by the player. As an example, the performance button EB and the directional pad CB are button-type means configured to allow pressing. The performance button EB and the directional pad CB are not limited to being button-type, but may also be touch sensor type, or a predetermined display device may be configured to function as a touch panel type means. The directional pad CB is composed of multiple operable parts, such as an up button B1, a right button B2, a down button B3, and a left button B4.
[0011] The gaming machine 10 is equipped with decorative lamps 17 as light-emitting means. The decorative lamps 17 are capable of performing effects (hereinafter referred to as "light-emitting effects") by turning on (emitting light), flashing, and turning off a built-in light-emitting element. The decorative lamps 17 are provided, for example, on the frame 11 or the game board 20. The gaming machine 10 is equipped with speakers 18 as sound output means. The speakers 18 are capable of performing effects (hereinafter referred to as "sound effects") by outputting sounds such as human and animal voices, sound effects, and music. For example, the speakers 18 are provided, for example, on the frame 11.
[0012] The gaming machine 10 is capable of performing a welcome animation. The welcome animation is performed with content that welcomes the player. In the gaming machine 10, the welcome animation is performed by outputting a welcome sound from speaker 18. In the gaming machine 10, the welcome animation is performed by outputting the sound (voice) "We've been waiting for you" from speaker 18.
[0013] The gaming machine 10 is capable of performing a door opening error notification. The door opening error notification is executed with content indicating that the door member is open with respect to the outer frame 12. In the gaming machine 10, the door opening error notification is executed by outputting a door opening error sound from the speaker 18. In the gaming machine 10, the door opening error notification is executed by outputting a sound (voice) of "The door is open" from the speaker 18. The door opening error notification is continuously executed until a predetermined notification end condition is satisfied. In the present embodiment, the notification end condition is satisfied when the door opening error is no longer detected, or when a predetermined time (for example, 30 seconds) has elapsed since the door opening error was detected.
[0014] As shown in FIG. 2, the gaming machine 10 includes a game board 20. On the front side of the game board 20, a substantially circular game area 21 is defined in a front view. The game board 20 includes a guide path 21a for guiding the launched game balls to the game area 21. The game board 20 includes a prevention valve 21b for preventing the game balls launched into the game area 21 from flowing back reversely into the guide path 21a. The launched game balls are guided by the guide path 21a and reach the game area 21 by passing through the prevention valve 21b located at the most downstream of the guide path 21a. The game balls that reach the game area 21 flow down in the game area 21. An opening 23a is formed at substantially the center in a front view on the game board 20. A center frame 23 with various designs is assembled to the opening 23a.
[0015] The gaming machine 10 includes an information display panel 22. The information display panel 22 includes a first special symbol display section 22a and a second special symbol display section 22b as display sections capable of displaying a special game (special symbol variation game). In the special game, predetermined symbols are variably displayed, and finally the special symbol is fixedly stopped and displayed. The special symbol is a symbol for notifying the result of an internal lottery (a jackpot lottery described later). The first special symbol display section 22a displays the first special game. The second special symbol display section 22b displays the second special game. In this specification, "variable display" means a state in which the type of the displayed symbol changes with the passage of time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed and the type of the displayed symbol does not change. For a symbol, "fixed stop display" has the same meaning as "derivation". In the gaming machine 10, the second special game is preferentially executed with respect to the first special game. In the gaming machine 10, the first special game and the second special game are not executed simultaneously in parallel. As described above, as the variable game, the special game includes a first special game and a second special game.
[0016] The special symbols include a jackpot symbol which is an example of a jackpot display result and a losing symbol which is an example of a losing display result. In the gaming machine 10, when winning a jackpot in the jackpot lottery, a jackpot symbol is derived in the special game, and after the end of the special game of the jackpot, a jackpot game is awarded. In the present embodiment, winning a jackpot in the jackpot lottery corresponds to winning the jackpot lottery. Further, the probability of winning the jackpot lottery corresponds to the jackpot probability.
[0017] The information display panel 22 includes a first special game hold display unit 22c and a second special game hold display unit 22d as display units that display information that allows for the identification of the number of special games held. The first special game hold display unit 22c displays information that allows for the identification of the number of special games held for the first special game (hereinafter referred to as the first special game hold). The second special game hold display unit 22d displays information that allows for the identification of the number of special games held for the second special game (hereinafter referred to as the second special game hold). For example, the upper limit for the first special game hold and the second special game hold is 4. In the following explanation, a special game whose execution is being held back may be simply referred to as a "special game in reserve" or a "special game that is being held back." As described above, the gaming machine 10 can hold back the execution of multiple special games. A special game that is being held back corresponds to a special game whose execution is being held back because the start condition has been met, but the execution condition has not yet been met.
[0018] The information display panel 22 includes a normal symbol display unit 22e. The normal symbol display unit 22e displays a normal game (normal symbol variation game). In a normal game, predetermined symbols are displayed in a variable manner, and finally, a normal symbol is displayed as a confirmed stop. Normal symbols are symbols used to notify the result of an internal lottery (a normal win lottery, described later). Normal symbols include a normal win symbol, which is an example of a normal win display result, and a normal loss symbol, which is an example of a normal loss display result. In the gaming machine 10, if a normal win is won in the normal win lottery, a normal win symbol is derived in a normal game, and after the normal game for that normal win ends, a normal win game is granted.
[0019] The information display panel 22 includes a normal hold display unit 22f. The normal hold display unit 22f displays information that allows for the identification of the number of holds in a normal game (hereinafter referred to as the normal hold number). For example, the upper limit of the normal hold number is 4.
[0020] The gaming machine 10 is equipped with an image display device 25. For example, the image display device 25 as a display means may be a display device such as a liquid crystal display or an organic EL display. The image display device 25 is equipped with a display area 25r on which an image is displayed. The image display device 25 is capable of displaying an image. The image display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The image display device 25 performs an effect (hereinafter referred to as a display effect) that displays a predetermined image as one of the effects.
[0021] The performance display device 25 displays a performance game (a performance symbol variation game) as one of the display performances. In the performance game, multiple rows of performance symbols are displayed in a variable manner, and finally a combination of performance symbols (hereinafter referred to as a symbol combination) is derived. Performance symbols (decorative symbols) are symbols that are decorated with characters, patterns, etc., and are symbols used to diversify the display performance. As an example, the performance game in this embodiment is performed by displaying (scrolling) the performance symbols in the left column, middle column, and right column in a predetermined direction.
[0022] The performance game begins and ends with the special game. In the performance game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a winning symbol is derived in the special game, the performance game derives a winning symbol combination. A winning symbol combination is a symbol combination in which all the performance symbols in all rows are the same performance symbol, such as "777". When a losing symbol is derived in the special game, the performance game derives a losing symbol combination. A losing symbol combination is, for example, a symbol combination in which at least some of the performance symbols are different from the performance symbols in other rows, such as "778" or "787". In this specification, "temporary stop display" refers to a temporary stop state before the performance symbols are displayed as a confirmed stop, such as a fluctuating display. Thus, "temporary stop display" means a state that indicates there is a possibility that the symbols will fluctuate again, or a state that is different from a confirmed stop display.
[0023] In a performance game, a reach performance may be executed. A reach performance is a performance in a performance game that forms a reach and ultimately leads to a predetermined combination of symbols. A reach is a state in which the same performance symbol is temporarily stopped and displayed in one of several specific rows of symbols, while the performance symbol continues to be displayed in other rows of symbols. As an example, in this embodiment, the left and right rows correspond to a specific row of symbols, and the middle row corresponds to another row of symbols. There may be multiple types of reach performances that differ in the characters that appear and the actions of the performance symbols. Reach performances are executed during the execution of a special game. There are normal reach performances and super reach performances that are performed after the start of a normal reach performance. When a super reach performance is executed, the expectation of a big win may be higher than when only a normal reach performance is executed.
[0024] The gaming machine 10 is equipped with a performance lamp EL. The performance lamp EL performs a performance (lighting performance) by illuminating, flashing, and extinguishing a built-in light-emitting element. The performance lamp EL can be considered one of the light-emitting means. In this embodiment, the function of a performance execution means capable of executing a performance is realized by at least one of the performance devices, which includes the decorative lamp 17 and the performance lamp EL as light-emitting means, the speaker 18 as a sound output means, and the performance display device 25 as a display means. Thus, the performance execution means includes at least one of the light-emitting means, the sound output means, and the display means.
[0025] The gaming machine 10 is equipped with a first start port 26 as a start port. The first start port 26 is always open so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 3) that detects game balls that have entered the first start port 26. In the gaming machine 10, when a game ball is detected by the first start sensor SE1, the conditions for holding the first special game may be met, and the conditions for paying out a predetermined number of prize balls are also met.
[0026] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 3) that detects a game ball that has entered the second start port 27. In the gaming machine 10, when a game ball is detected by the second start sensor SE2, the conditions for holding the second special game may be met, and the conditions for paying out a predetermined number of prize balls may also be met. The gaming machine 10 is equipped with a normal variable member 28 that can operate between an open state in which a game ball can enter the second start port 27 and a closed state in which a game ball cannot enter the second start port 27. In the closed state, a game ball can enter the second start port 27, but it may be more difficult to enter than in the open state. The gaming machine 10 is equipped with a first actuator A1 (shown in Figure 3) as an example of a means for operating the normal variable member 28. The normal variable member 28 is operated to the open state in a normal winning game.
[0027] The gaming machine 10 is equipped with a large prize opening 29. The gaming machine 10 is equipped with a special variable member 30, which is an example of a means that can operate between an open state in which game balls can enter the large prize opening 29 and a closed state in which game balls cannot enter the large prize opening 29. In the closed state, game balls can enter the large prize opening 29, but it may be more difficult to enter them compared to the open state. The gaming machine 10 is equipped with a second actuator A2 (shown in Figure 3) as an example of a means that operates the special variable member 30. The special variable member 30 is operated to the open state in a game where a special symbol is won. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 3) that detects game balls that have entered the large prize opening 29. In the gaming machine 10, when a game ball is detected by the count sensor SE3, the conditions for dispensing a predetermined number of prize balls are met.
[0028] The gaming machine 10 includes a gate 31. The gaming machine 10 also includes a gate sensor SE4 (shown in Figure 3) that detects game balls passing through the gate 31. In the gaming machine 10, when a game ball is detected by the gate sensor SE4, the conditions for holding a normal game may be met, but the conditions for paying out prize balls may not be met.
[0029] The gaming machine 10 includes a first general prize entry point 32a and a second general prize entry point 32b as general prize entry points. The gaming machine 10 is equipped with a first general sensor SE5 (shown in Figure 3) that detects a game ball that enters the first general prize entry point 32a. In the gaming machine 10, when a game ball is detected by the first general sensor SE5, the conditions for dispensing a predetermined number of prize balls are met. Similarly, the gaming machine 10 is equipped with a second general sensor SE6 (shown in Figure 3) that detects a game ball that enters the second general prize entry point 32b. In the gaming machine 10, when a game ball is detected by the second general sensor SE6, the conditions for dispensing a predetermined number of prize balls are met. The number of general prize entry points may be one or more. General prize entry points are also called ordinary prize entry points.
[0030] The gaming machine 10 is equipped with an out port 34. In this embodiment, game balls that do not enter the first start port 26, the second start port 27, the big prize port 29, the first general prize port 32a, or the second general prize port 32b are discharged to the outside of the game board 20 through the out port 34. The gaming machine 10 is also equipped with game components such as nails (game nails) and windmills that change the behavior of game balls flowing down the game area 21.
[0031] The gaming machine 10 is equipped with an out sensor SE7 (shown in Figure 3) that detects game balls (out balls) discharged from the game board 20 to the outside. The out sensor SE7 is positioned on a passage through which game balls launched into the game area 21 of the game board 20 and game balls discharged to the outside of the game board 20 are collected and pass. Game balls discharged to the outside of the game board 20 include game balls that enter the out opening 34. Game balls discharged to the outside of the game board 20 also include game balls that enter the start openings 26, 27, the big prize opening 29, and the general prize openings 32a, 32b. The out sensor SE7 functions as a discharged ball detection means that detects game balls discharged from the game board 20. The discharged ball detection means can also be called an out ball detection means that detects out balls.
[0032] Next, we will explain the path along which the game balls flow. The gaming machine 10 has multiple paths for the game balls to flow down in the game area 21, depending on the launch strength of the game balls. The paths for the game balls to flow down can also be understood as the areas through which the game balls flow down. Among the multiple paths are a first path R1 that passes to the left of the center frame 23 and leads to the out opening 34, and a second path R2 that passes to the right of the center frame 23 and leads to the out opening 34. The first path R1 and the second path R2 may overlap in part, or they may not overlap at all. Hereinafter, when the game board 20 is viewed from the front, the area located to the left of the center line CL that divides the game area 21 into left and right halves will be referred to as the left area RA, and the area located to the right of the center line CL will be referred to as the right area RB. The path flowing down in the left area RA corresponds to the first path R1, and the path flowing down in the right area RB corresponds to the second path R2.
[0033] By operating the launch handle 16 to adjust the launch strength of the game ball, the player can launch the game ball into the left area RA and the right area RB, and guide the game ball into the start openings 26, 27, the big prize opening 29, the gate 31, and the general prize openings 32a, 32b. Specifically, when the launch strength is adjusted to be weaker and the game ball is launched (so-called left-handed shooting), the game ball is more likely to be guided downwards into the left area RA, and has the potential to enter the first start opening 26 and the first general prize opening 32a. On the other hand, when the launch strength is adjusted to be stronger and the game ball is launched (so-called right-handed shooting), the game ball is more likely to be guided downwards into the right area RB, and has the potential to enter into one of the second start opening 27, the big prize opening 29, the gate 31, or the second general prize opening 32b. Specifically, the first path R1 has a first starting opening 26 and a first general prize opening 32a, and the second path R2 has a second starting opening 27, a large prize opening 29, a gate 31, and a second general prize opening 32b. In other words, the left area RA has the first starting opening 26 and the first general prize opening 32a, and the right area RB has the second starting opening 27, a large prize opening 29, a gate 31, and a second general prize opening 32b. When the ball flows down the first path R1, the probability of it entering the second starting opening 27, the large prize opening 29, the gate 31, and the second general prize opening 32b is lower than when it flows down the second path R2. When the ball flows down the second path R2, the probability of it entering the first starting opening 26 and the first general prize opening 32a is lower than when it flows down the first path R1. In this specification, launching a game ball so that it flows down the first path R1 may be referred to as "left-handed launch," and launching a game ball so that it flows down the second path R2 may be referred to as "right-handed launch."
[0034] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 is equipped with a probability variation function that changes the probability of winning a jackpot to a high probability, an entry assistance function that assists in the entry of game balls into the second start port 27, and a time reduction function that shortens the variation time of special games. The game state in the gaming machine 10 is composed of a combination of the operating states (operated and inoperable) of these functions.
[0035] This section explains the probability variation function (hereinafter referred to as the probability variation function). The gaming machine 10 has multiple probability states, each with a different probability of winning a jackpot. These multiple probability states include a low probability state and a high probability state, where the probability of winning a jackpot is higher than in the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, increasing the likelihood of winning a jackpot. Therefore, the high probability state is advantageous for the player. The high probability state is what is known as the "probability variation state (probability variation state)".
[0036] Let me explain the ball entry assistance function. The ball entry assistance function is a function that supports the entry of balls into the regular electric prize mechanism, and is a so-called "electric support function". The gaming machine 10 has multiple ball entry rate states, which are states in which the rate of game balls entering the second start opening 27 is different. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than that of the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. For this reason, the high ball entry rate state is advantageous for the player.
[0037] For example, a high ball-scoring rate state can be achieved by executing one of the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the variation time of a normal game compared to the low ball-scoring rate state. The second auxiliary control is a control that changes the probability of a normal win in a normal win lottery to a higher probability than in the low ball-scoring rate state. The second auxiliary control may be a control in which the normal win lottery itself is not performed in the low ball-scoring rate state, but in the high ball-scoring rate state, the normal win lottery is performed with a predetermined winning probability. The third auxiliary control is a control that lengthens the total opening time of the normal variable member 28 in one normal win game compared to the low ball-scoring rate state. As the third auxiliary control, it is preferable to perform at least one of the following controls: a control that increases the number of times the normal variable member 28 is opened in one normal win game compared to the low ball-scoring rate state, and a control that lengthens the opening time of the normal variable member 28 in a normal win game compared to the low ball-scoring rate state.
[0038] Next, we will explain the variable time reduction function (hereinafter referred to as the time reduction function). The gaming machine 10 has multiple variation time states, each with a different variation time (average variation time) for the special game. These multiple variation time states include a long variation time state and a short variation time state, in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the variation time state shifts from the long variation time state to the short variation time state, increasing the number of special games that can be played effectively per unit time. In other words, the efficiency of consuming reserved special games is improved. In this embodiment, the time-saving function operates in conjunction with the ball entry assistance function. That is, the time-saving function operates together with the ball entry assistance function and is deactivated together with the ball entry assistance function.
[0039] In this embodiment, there are three game states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The first advantageous state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The second advantageous state is a game state in which the probability variation function is inactive, but the ball entry assistance function and time reduction function are inactive. The gaming machine 10 is not limited to having three game states, and some or all of them may be different game states in which the functions that are activated among the probability variation function, ball entry assistance function, and time reduction function are changed. Furthermore, there may be one game state, two game states, or four or more game states.
[0040] Next, I will explain what a jackpot is. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. The type of jackpot symbol is also the type of jackpot. Jackpot symbols are classified into one or more types. As an example, in this embodiment, they are classified into two types: specific symbols and normal symbols. In the gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0041] In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). For example, the "predetermined sequence of events" here refers to an opening sequence that identifies the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round of games is played up to a predetermined maximum number of times, during which the large prize slot 29 is opened. Each round of games ends when a predetermined maximum number of game balls enter or when a predetermined maximum time has elapsed. In the round of games, the large prize slot 29 is opened in a predetermined opening pattern. A round sequence of events is performed during each round of games. In a jackpot game, once the final round of games has ended, a predetermined sequence of events is played for a set period of time (hereinafter referred to as the ending time). For example, the "predetermined sequence of events" here refers to an ending sequence that identifies the end of a jackpot game. The jackpot game ends when the ending time has elapsed.
[0042] In the gaming machine 10, the game state after the jackpot game ends is controlled according to the type of jackpot symbol (type of jackpot). For example, for specific symbols, the game state is controlled to the first advantageous state from the end of the jackpot game until the next jackpot game is awarded. For normal symbols, the game state is controlled to the second advantageous state from the end of the jackpot game until a predetermined number of special games are completed, or until the next jackpot game is awarded. However, the game state after the jackpot game may be controlled to the first advantageous state if the game ball that entered the large prize pocket 29 passes through a specific area (the so-called V-zone), and to the second advantageous state if it does not pass through the specific area.
[0043] Next, the electrical configuration of the gaming machine 10 will be explained. As shown in Figure 3, the gaming machine 10 includes a main board 40. The main board 40 performs predetermined processing and outputs control signals, such as control commands, which are an example of control information, according to the results of said processing. The gaming machine 10 also includes a sub-board 50. The main board 40 and the sub-board 50 are connected in such a way that control signals can be output in one direction from the main board 40 to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.
[0044] First, let me explain the main board 40. The main board 40 comprises a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program (main control program) for the main CPU 41. For example, the main board 40 may also include a microprocessor. This microprocessor may include a main CPU 41 as a processing unit, and a main ROM 42 and a main RWM 43 as storage units. Furthermore, this microprocessor may also include a random number circuit for generating hardware random numbers.
[0045] The main ROM 42 stores judgment values and tables used for various judgments and lotteries. For example, the main ROM 42 stores the jackpot judgment values used in the jackpot lottery. There are two types of jackpot judgment values: high probability values and common values. When the probability variation function is not active, only the common values are used in the jackpot lottery. On the other hand, when the probability variation function is active, both the common values and high probability values are used in the jackpot lottery. For example, the main ROM 42 stores multiple types of variation patterns. A variation pattern is information that can identify the variation time from the start to the end of a special game. A variation pattern is information that can identify at least a part of the performance content (variation content) of the performance game performed during the execution of the special game. There are two types of variation patterns: jackpot variation patterns and losing variation patterns. A jackpot variation pattern is a variation pattern that performs a reach performance in the performance game and ultimately derives the jackpot symbol combination. A losing variation pattern is a variation pattern in the game that ultimately leads to a losing combination of symbols. Losing variation patterns include "with reach" variation patterns, which involve a reach animation in the game, and "without reach" variation patterns, which do not involve a reach animation in the game.
[0046] The main RWM43 stores various information that is rewritten according to the results of processing by the main CPU41. For example, the information stored by the main RWM43 includes flags, counters, and timers. The main board40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0047] The main CPU 41 is connected to the first start sensor SE1, the second start sensor SE2, the count sensor SE3, the gate sensor SE4, the first general sensor SE5, the second general sensor SE6, and the out sensor SE7. The main CPU 41 is configured to accept detection signals output by sensors SE1 to SE7 when they detect a game ball. The main CPU 41 is connected to the information display panel 22 (display units 22a to 22f). The main CPU 41 is configured to control the display content of display units 22a to 22f. The main CPU 41 is connected to actuators A1 and A2. The main CPU 41 can control the operation of the first actuator A1 and the operation of the second actuator A2.
[0048] The main CPU 41 is connected to the open sensor KS. The main CPU 41 is configured to accept the open signal output by the open sensor KS when it detects the door member is open. This allows the main CPU 41 to detect when the door member is open. The main CPU 41 is also configured to accept the closed signal output by the open sensor KS when it detects the door member is closed. This allows the main CPU 41 to detect when the door member is closed. When the main CPU 41 detects the open signal, it outputs a door open command to the sub-board 50. Conversely, when the main CPU 41 detects the closed signal, it outputs a door closed command to the sub-board 50. The opening of the door member is an event that does not occur during normal gameplay and corresponds to a so-called error. In the following explanation, the opening of the door member will be referred to as a "door open error".
[0049] The main CPU 41 is connected to the clear switch CS via an RWM clear switch circuit (not shown). The main CPU 41 is configured to receive an RWM clear signal, which is output when the clear switch CS is operated (pressed). The clear switch CS is a switch that is operated to clear (erase) at least a portion of the stored contents of the main RWM 43 when the power is turned on. In other words, in this embodiment, the clear switch CS is an example of an initialization operation means that can initialize at least a portion of the stored contents of the main RWM 43. Furthermore, when the main CPU 41 receives an RWM clear signal, it outputs an RWM clear command to the sub-board 50. The clear switch CS is located on the rear side of the gaming machine. Therefore, the clear switch CS cannot be accessed unless the locking device SJ is unlocked and the door member is opened. Accordingly, in principle, the clear switch CS can only be operated by an administrator who possesses the key to the locking device SJ.
[0050] The main CPU 41 is connected to the handle sensor HS. The main CPU 41 is configured to accept a handle detection signal, which is output when the handle sensor HS detects contact with the launch handle 16. This allows the main CPU 41 to detect contact with the launch handle 16. When the main CPU 41 detects the handle detection signal, it outputs a handle detection command to the sub-board 50.
[0051] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 performs various processes by executing a control program (sub-control program) for the sub-CPU 51. For example, the sub-board 50 may include a microprocessor. This microprocessor may include a sub-CPU 51 as a processing unit, and sub-ROM 52 and sub-RWM 53 as storage units. This microprocessor may also include a random number circuit for generating hardware random numbers.
[0052] The sub-ROM 52 stores sub-control programs and judgment values used for predetermined lotteries. The sub-ROM 52 also stores display effect data used for display effects, light effect data used for light effect effects, and sound effect data used for sound effects. In addition, the sub-ROM 52 may store movable body effect data used for movable body effects related to the movable bodies of the gaming machine 10.
[0053] The sub-RWM53 stores various information that is rewritten during the operation of the gaming machine 10. For example, the information stored by the sub-RWM53 includes flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0054] The sub-CPU 51 is connected to the decorative lamp 17. The sub-CPU 51 is configured to control the light emission mode of the decorative lamp 17. The sub-CPU 51 is connected to the performance lamp EL. The sub-CPU 51 is configured to control the light emission mode of the performance lamp EL. In this embodiment, the sub-CPU 51 controls at least one of the decorative lamp 17 and the performance lamp EL, thereby realizing the function of a light emission control means capable of controlling the light emission means. The sub-CPU 51 is connected to the speaker 18. The sub-CPU 51 is configured to control the output mode of the speaker 18. In this embodiment, the sub-CPU 51 controls the speaker 18, thereby realizing the function of a sound output control means capable of controlling the sound output means. The sub-CPU 51 is connected to the performance display device 25. The sub-CPU 51 is configured to control the display content of the performance display device 25. In this embodiment, the sub-CPU 51 controls the performance display device 25, thereby realizing the function of a display control means capable of controlling the display means. In the following explanation, the decorative lamp 17, the speaker 18, and the performance display device 25 may be collectively referred to as the "performance device group."
[0055] The sub-CPU 51 is connected to the performance button EB. The sub-CPU 51 is configured to accept an operation signal (on signal) to be output when the performance button EB is operated. The sub-CPU 51 is also connected to the directional pad CB. The sub-CPU 51 is configured to accept separate operation signals (on signals) to be output when buttons B1 to B4 of the directional pad CB are operated.
[0056] Incidentally, the sub-CPU 51 can recognize various situations based on various commands output from the main CPU 41. For example, the sub-CPU 51 can recognize that the door member has been opened based on the door open command. That is, the sub-CPU 51 can recognize whether a door open error has occurred based on the door open command. Also, the sub-CPU 51 can recognize that the door member has been closed based on the door close command. That is, the sub-CPU 51 can recognize whether the door open error has been resolved based on the door close command. Furthermore, the sub-CPU 51 can recognize that the clear switch CS has been operated based on the RWM clear command. And the sub-CPU 51 can recognize contact with the launch handle 16 based on the handle detection command. That is, the sub-CPU 51 can recognize that the launch handle 16 is being held based on the handle detection command.
[0057] Next, we will explain the various processes performed by the main CPU 41. The main CPU 41 executes processes such as special symbol input processing and special symbol start processing as timer interrupt processing performed at predetermined control cycles (e.g., 4ms).
[0058] First, let's explain the special symbol input process. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1. If a game ball enters the first start opening 26, the main CPU 41 determines whether the number of first special reserved balls stored in the main RWM 43 is less than the upper limit. If the number of first special reserved balls is less than the upper limit, the main CPU 41 updates the number of first special reserved balls by adding 1. Subsequently, the main CPU 41 controls the first special reserved ball display unit 22c to display information that allows identification of the updated number of first special reserved balls. Thus, the conditions for holding the first special game are met when the number of first special reserved balls is less than the upper limit and a game ball is detected by the first start sensor SE1.
[0059] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. For example, the random numbers may be special win random numbers used in the jackpot lottery (special win lottery), win symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used in the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information to be used in the first special game in the main RWM 43, the gaming machine 10 can postpone the execution of the first special game until the start conditions for the first special game are met. Furthermore, when the random number information to be used in the first special game is stored in the main RWM 43, the main CPU 41 performs a pre-read command generation process that can generate pre-read commands. The lookup command and the process for generating lookup commands will be explained later.
[0060] When random number information to be used for the first special game is stored in the main RWM 43, if no game ball has entered the first start opening 26, and the number of first special reserves is not less than the upper limit, the main CPU 41 determines whether a game ball has entered the second start opening 27 based on whether a detection signal has been input from the second start sensor SE2. If a game ball has entered the second start opening 27, the main CPU 41 determines whether the number of second special reserves stored in the main RWM 43 is less than the upper limit. If the number of second special reserves is less than the upper limit, the main CPU 41 updates the number of second special reserves by adding 1. The main CPU 41 controls the second special reserve display unit 22d to display information that allows identification of the updated number of second special reserves. Thus, the reserve condition for the second special game is met when the number of second special reserves is less than the upper limit and a game ball is detected by the second start sensor SE2.
[0061] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. The main CPU 41 stores the random number information in a manner that allows it to identify that it is random number information to be used for the second special game and to identify the order in which the random number information should be stored. By storing the random number information to be used for the second special game in the main RWM 43, the gaming machine 10 can postpone the execution of the second special game until the start conditions for the second special game are met. If the random number information to be used for the second special game is stored in the main RWM 43, and no game balls have entered the second start port 27, and the number of second special reserves is not less than the upper limit, the main CPU 41 terminates the special symbol input process. When the random number information to be used for the second special game is stored in the main RWM 43, the main CPU 41 performs a pre-read command generation process.
[0062] Here, we will explain lookahead commands and the process of generating lookahead commands. Pre-read commands are classified into three types: Type 1, Type 2, and Type 3. Type 1 pre-read commands are generated when the value of the special win random number does not match the jackpot determination value. Type 2 pre-read commands are generated when the value of the special win random number matches the high probability value. Type 3 pre-read commands are generated when the value of the special win random number matches the common value.
[0063] In the pre-read command generation process, the main CPU 41 generates a pre-read command based on the random number value obtained in the special symbol input process and outputs it to the sub-board 50. At this time, the main CPU 41 generates a pre-read command that can identify the type of special game and the number of special reserves, and stores it in the output buffer. For example, in the pre-read command generation process when random number information to be used for the second special game is obtained, if the number of special reserves for the second special game is "3", the main CPU 41 generates a pre-read command that can identify that the number of special reserves for the second special game is "3" and corresponds to the second special game. In the following explanation, the pre-read command corresponding to the first special game may be referred to as the first pre-read command, and the pre-read command corresponding to the second special game may be referred to as the second pre-read command.
[0064] Furthermore, when a lookahead command is generated, the main CPU 41 stores the generated lookahead command in the main RWM 43. At this time, the main CPU 41 stores it in a way that allows it to identify whether it is a first lookahead command or a second lookahead command, and the storage order of each of the first and second lookahead commands. Note that even without storing the lookahead command in the main RWM 43, the main CPU 41 can identify which lookahead command was generated from the random number information stored in the main RWM 43. Therefore, it is not necessary to store the generated lookahead command in the main RWM 43.
[0065] Incidentally, in the gaming machine 10, when the probability variation function is not activated, the special game that triggered the output of the Type 1 or Type 2 pre-read command may be a losing special game, and the special game that triggered the output of the Type 3 pre-read command may be a winning special game. On the other hand, when the probability variation function is activated, the special game that triggered the output of the Type 1 pre-read command may be a losing special game, and the special game that triggered the output of the Type 2 or Type 3 pre-read command may be a winning special game.
[0066] Next, we will explain the process for initiating the special pattern. In the special symbol start process, the main CPU 41 determines whether the conditions for starting a special game are met. The main CPU 41 makes a positive determination if it is neither in a jackpot game nor in the execution of a special game, and a negative determination if it is in a jackpot game or in the execution of a special game. If the conditions for starting a special game are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main CPU 41 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the main CPU 41 determines whether the first special reserve number is greater than zero. If the first special reserve number is zero, the main CPU 41 terminates the special symbol start process.
[0067] If the first special reserve number is greater than zero, the main CPU 41 performs the process of executing the first special game. Specifically, the main CPU 41 decrements the first special reserve number by 1 and updates it. The main CPU 41 controls the first special reserve display unit 22c to display information that allows identification of the updated first special reserve number. Next, the main CPU 41 obtains the first stored random number information from the main RWM 43 among the random number information used for the first special game. Subsequently, the main CPU 41 performs a jackpot lottery using the special winning random number identified from the obtained random number information. The main CPU 41 performs a jackpot lottery with a jackpot probability corresponding to the current probability state (whether or not the probability variation function is activated).
[0068] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses random numbers that can be determined from the random number information to perform a jackpot symbol lottery and determines the jackpot symbol to be derived in the first special game. The main CPU 41 uses random numbers that can be determined from the random number information to perform a variation pattern determination lottery and determines the jackpot variation pattern. After that, the main CPU 41 terminates the special symbol start process.
[0069] If a big win is not achieved, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be derived in the first special game. In the losing spin process, the main CPU 41 uses random numbers that can be determined from the random number information to perform a spin pattern determination lottery and determines a losing spin pattern with or without a reach. After that, the main CPU 41 terminates the special symbol start process.
[0070] If the second special reserve number is greater than zero, the main CPU 41 performs the process to execute the second special game. The process to execute the second special game is the same as the process to execute the first special game, but with "first special game" replaced by "second special game" and "first special reserve number" replaced by "second special reserve number," so a detailed explanation is omitted. In other words, the main CPU 41 subtracts the second special reserve number, performs a jackpot lottery, and performs one of the following variation processes based on the result of the jackpot lottery, before ending the special symbol start process.
[0071] The main CPU 41 outputs a spin start command and a special symbol command to the sub-board 50 during the jackpot spin processing and the loss spin processing. The spin start command is a control command that can identify the spin pattern determined in each spin processing and the start of a special game (performance game). The special symbol command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each spin processing. Note that the spin start command and the special symbol command are different control commands when the spin processing of the first special game is executed and when the spin processing of the second special game is executed.
[0072] When the special symbol start process is completed, the main CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. Specifically, when executing the first special game, the main CPU 41 controls the first special symbol display unit 22a to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display unit 22a to derive the special symbol determined in the special symbol start process. Also, when the variation time defined in the variation pattern has elapsed, the main CPU 41 outputs a control command (hereinafter referred to as the variation end command) that can identify the end of the special game (performance game) to the sub-board 50.
[0073] Meanwhile, when the main CPU 41 executes the second special game, it controls the second special symbol display unit 22b to start displaying a predetermined symbol variation. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the second special symbol display unit 22b to derive the special symbol determined in the special symbol start process. Also, when the variation time defined in the variation pattern has elapsed, the main CPU 41 outputs a variation end command to the sub-board 50.
[0074] Next, we will explain the processing of jackpot wins. The jackpot game processing is the process for granting a jackpot game. When the main CPU 41 derives a jackpot symbol in a special game, it executes the jackpot game processing after the special game for the jackpot has ended. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the main CPU 41 identifies the type of jackpot game. The main CPU 41 then grants the identified type of jackpot game.
[0075] First, the main CPU 41 outputs a control command (hereinafter referred to as the opening command) to the sub-board 50 that can identify the start of the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute a round game. That is, the main CPU 41 controls the second actuator A2 using the opening control data for the identified jackpot game to open the large prize slot 29. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit, or when the above-mentioned upper limit time has elapsed, the main CPU 41 controls the second actuator A2 to close the large prize slot 29, thereby ending the round game. The main CPU 41 repeats this processing to execute a round game until the maximum number of round games specified for the jackpot game have been completed. Each time a round game is started, the main CPU 41 outputs a control command (hereinafter referred to as the round command) to the sub-board 50 that can identify the start of the round game. When the final round of gameplay ends, the main CPU 41 outputs a control command (hereinafter referred to as the ending start command) to the sub-board 50 that can identify the start of the ending time. When the ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 may also be configured to output a control command (hereinafter referred to as the ending end command) to the sub-board 50 that can identify the elapsed ending time.
[0076] Next, we will explain the probability transition process, which involves changing the probability state. When the main CPU 41 finishes a jackpot game based on a specific symbol, it sets a high probability flag in the main RWM 43. That is, the main CPU 41 controls the game to a high probability state. On the other hand, when the main CPU 41 finishes a jackpot game based on a normal symbol, it does not set a high probability flag in the main RWM 43. That is, the main CPU 41 controls the game to a low probability state. When the main CPU 41 starts a jackpot game and a high probability flag is set, it clears the high probability flag. That is, the main CPU 41 controls the game to a low probability state during a jackpot game.
[0077] Next, we will explain the process for transitioning between the ball entry rate state and the change time state. When a jackpot game ends, the main CPU 41 sets an activation flag in the main RWM 43. That is, the main CPU 41 controls the game to a high ball entry rate state. After a jackpot game based on normal symbols ends, each time a special game is started, the main CPU 41 updates the value of the execution counter stored in the main RWM 43 to count the number of special games that have been executed since the end of the jackpot game. When the number of special games executed since the end of the jackpot game reaches the activation count, the main CPU 41 clears the activation flag stored in the main RWM 43 when the special game ends. That is, after a jackpot game based on normal symbols ends, the main CPU 41 controls the game to a low ball entry rate state when the activation count special game ends. When a jackpot game is started and the activation flag is set, the main CPU 41 clears the activation flag. That is, during a jackpot game, the main CPU 41 controls the game to a low ball entry rate state. Furthermore, the main CPU 41 controls the system to a short fluctuation time state when controlling for a high ball-in percentage state, and to a long fluctuation time state when controlling for a low ball-in percentage state.
[0078] Next, we will explain the normal pattern input process. In the special symbol input process, the main CPU 41 determines whether a game ball has entered the gate 31 based on whether it has received a detection signal from the gate sensor SE4. If a game ball enters the gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number by adding 1. Subsequently, the main CPU 41 controls the normal reserve display unit 22f to display information that allows for the identification of the updated normal reserve number. Thus, the reserve condition for a normal game is met when the normal reserve number is less than the upper limit and a game ball is detected by the gate sensor SE4.
[0079] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. For example, the random numbers are normal winning random numbers used in the normal winning lottery. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used in a normal game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information to be used in a normal game in the main RWM 43, the gaming machine 10 can postpone the execution of the normal game until the start conditions for that normal game are met. When the random number information to be used in a normal game is stored in the main RWM 43, if no game balls have entered the gate 31 and the number of normal reserves is not less than the upper limit, the main CPU 41 terminates the normal symbol input process.
[0080] Next, we will explain the process for starting the normal pattern. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is greater than zero. If the normal reserve number is zero, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is greater than zero, the main CPU 41 performs the process to run a normal game. Specifically, the main CPU 41 decrements the normal reserve number by 1 and updates it. The main CPU 41 controls the normal reserve display unit 22f to display information that allows identification of the updated normal reserve number. Next, the main CPU 41 obtains the first stored random number information from the main RWM 43 among the random number information used for the normal game. Next, the main CPU 41 performs a regular win lottery using a regular win random number identified from the acquired random number information. For example, the main CPU 41 performs a regular win lottery according to the current ball entry rate status (whether or not the ball entry assistance function is activated).
[0081] Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. For example, the main CPU 41 determines the variation time of the normal game by determining the variation pattern for the normal game. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 outputs a control command that can identify the determined normal symbols and a control command that can identify the variation pattern for the normal game to the sub-board 50, and ends the normal symbol start process. After that, the main CPU 41 ends the normal symbol start process.
[0082] When the normal symbol start process is completed, the main CPU 41 executes the normal game through a process separate from the normal symbol start process. Specifically, when the main CPU 41 executes the normal game, it controls the normal symbol display unit 22e to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern for the normal game. When the variation time defined in the variation pattern for the normal game has elapsed, the main CPU 41 controls the normal symbol display unit 22e to derive the normal symbol determined in the normal symbol start process.
[0083] Next, we will explain the various processes performed by the sub-CPU 51. First, let's explain the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects related to the special game while the special game is being played. When the sub-CPU 51 receives a variation start command and a special symbol command, it controls the performance display device 25 to execute the performance game corresponding to the special game. Specifically, when the sub-CPU 51 receives a variation start command, it selects a performance pattern (performance content) for the performance game based on the variation pattern that can be identified from the control command. Also, when the sub-CPU 51 receives a special symbol command, it determines the symbol combination to be derived in the performance game based on the special symbol that can be identified from the command. If the sub-CPU 51 can identify a winning symbol from the special symbol command, it determines the winning symbol combination. If the sub-CPU 51 can identify a losing symbol from the special symbol command, it determines the losing symbol combination.
[0084] Furthermore, the sub-CPU 51 determines whether the conditions for executing the reach animation are met. For example, the reach condition is met when a variation pattern with a reach is determined. In addition to the determination of a variation pattern with a reach, the reach condition may also include the determination of a reach lottery and the winning of the reach lottery. When the reach condition is met and the winning symbols can be identified from the special symbol command, the sub-CPU 51 determines the animation symbols that constitute the winning symbol combination as the reach animation symbols. When the reach condition is met and the losing symbols can be identified from the special symbol command, the sub-CPU 51 determines a losing symbol combination that includes a reach. When the reach condition is not met and the losing symbols can be identified from the special symbol command, the sub-CPU 51 determines a losing symbol combination that does not include a reach.
[0085] As shown in Figure 4(a), the sub-CPU 51 controls the performance display device 25 to start displaying the performance symbols of each symbol row in a variation state, triggered by the input of a variation start command. In other words, the sub-CPU 51 starts the performance game. Specifically, the sub-CPU 51 controls the performance display device 25 to display the three rows of performance symbols EZ in a variation state. Subsequently, after starting the performance game, when a predetermined timing arrives, the sub-CPU 51 temporarily stops displaying the performance symbols EZ of each symbol row, thereby temporarily stopping the display of the symbol combinations. Then, triggered by the input of a variation end command, the sub-CPU 51 finalizes and displays the performance symbols EZ of each symbol row in a fixed stop state, thereby finalizing and finalizing the symbol combinations. Note that the sub-CPU 51 may also finalize and finalize the symbol combinations when the variation time defined in the variation pattern has elapsed, regardless of the variation end command. In this case, the variation end command may be omitted.
[0086] Next, I will explain the demonstration presentation. The gaming machine 10 is configured to be able to execute demonstration sequences (hereinafter referred to as "demo sequences") while in standby mode. In this embodiment, "standby mode" is a state that is neither in the process of executing a special game, nor in the process of waiting for a pending special game to start, nor in the process of playing a jackpot game. The state of "waiting for a pending special game to start" is the period from the end of the most recent special game or jackpot game until the conditions for starting the next special game are met and the pending special game starts. In the following description, the period in standby mode will be referred to as "standby period," and the period in which a special game is in the process of executing, a jackpot game is being awarded (in the process of executing), or waiting for a pending special game to start will be referred to as "game period."
[0087] The sub-CPU 51 controls the performance devices to start a demo performance when it detects the start of a standby period. At this time, the sub-CPU 51 detects that a standby period has started when a predetermined period has elapsed since the last input of a variation end command or an ending end command. However, the configuration may also involve the main CPU 41 detecting whether a standby period has started. In this case, the main CPU 41 detects that a standby period has started when no special games are being executed, no jackpot games are being played, and both the first special reserve count and the second special reserve count are zero, and a predetermined period has elapsed. The main CPU 41 then outputs a control command to the sub-board 50 that can detect the start of a standby period. During the standby period (while the demo performance is running), if a variation start command is input, the sub-CPU 51 controls the performance devices to end the demo performance and execute a performance game.
[0088] As shown in Figures 4(b) and 4(c), the demo performance of this embodiment consists of a symbol display demo performance in which the performance symbol EZ is displayed, and a title performance in which title information TJ, which indicates the title of the gaming machine, is displayed. Specifically, when the sub-CPU 51 determines the start of the standby period, it controls the execution of each performance in the order of symbol display demo performance → title performance → symbol display demo performance → title performance →… every predetermined time elapsed.
[0089] As shown in Figure 4(b), in the pattern display demo, the pattern combination that was confirmed and stopped in the last executed performance game is temporarily paused and displayed on the performance display device 25. As shown in Figure 4(c), in the title performance, title information TJ is displayed across the entire display area 25r of the performance display device 25. In this embodiment, title information TJ is an example of model information that can identify the model of the gaming machine 10. In other words, title information TJ is information that can identify the motif of the gaming machine 10. In this embodiment, title information TJ is composed of an image that mimics a string of characters indicating the model of the gaming machine and a background image related to the motif of the gaming machine.
[0090] Next, I will explain the process of creating a jackpot animation. The jackpot animation processing is the process of executing the animations during a jackpot game (hereinafter referred to as the jackpot animation). When the sub-CPU 51 receives an opening command, it controls the animation devices to execute the opening animation. The sub-CPU 51 also controls the animation devices to execute the round animation when it receives a round command. Furthermore, when the sub-CPU 51 receives an ending start command, it controls the animation devices to execute the ending animation. Finally, when the sub-CPU 51 receives an ending end command, it controls the animation devices to end the ending animation. For example, the sub-CPU 51 may control the animation display device 25 so that a warning about excessive gambling is displayed during the ending animation.
[0091] Next, we will explain the welcome animation process. The welcome animation process is the process for executing the welcome animation. The sub-CPU 51 may execute control to execute the welcome animation when the launch handle 16 is grasped during the standby period. For example, when the sub-CPU 51 receives a handle detection command, it may control the speaker 18 to execute the welcome animation.
[0092] When the sub-CPU 51 executes a welcome animation, it stores an "executed" flag in a predetermined memory area within the sub-RWM 53 to identify that the welcome animation has already been performed. If the executed flag is stored, the sub-CPU 51 will not execute the welcome animation even if a handle detection command is entered. Furthermore, when the executed flag is stored, the sub-CPU 51 clears the executed flag when a change start command is entered.
[0093] Next, we will explain the door open error notification process. The door open error notification process is the process for triggering a door open error notification. When a door open error is detected, the sub-CPU 51 executes control to trigger the door open error notification. The sub-CPU 51 controls the speaker 18 so that a door open error sound is output when a door open command is entered.
[0094] Furthermore, the sub-CPU 51 terminates the door open error notification when the notification termination condition is met. For example, the sub-CPU 51 terminates the door open error notification when a door close command is input or when a predetermined time has elapsed since a door open command was input. In this case, the main CPU 41 may measure the time elapsed since the door open error was detected and output a predetermined control command to the sub-CPU 51 when the measured time reaches a predetermined time, thereby enabling the sub-CPU 51 to determine whether a predetermined time has elapsed since the door open error was detected. Alternatively, the sub-CPU 51 may measure the time elapsed since the door open command was input, thereby enabling the sub-CPU 51 to determine whether a predetermined time has elapsed since the door open error was detected.
[0095] Next, we will explain the memory processing of lookup commands. When a first look-ahead command is input, the sub-CPU 51 stores the input first look-ahead command in the sub-RWM 53. At this time, the sub-CPU 51 stores the first look-ahead command in the sub-RWM 53 in such a way that the storage order of the first look-ahead command can be determined according to the first special hold number that can be determined from the first look-ahead command. Similarly, when a second look-ahead command is input, the sub-CPU 51 stores the input second look-ahead command in the sub-RWM 53. At this time, the sub-CPU 51 stores the second look-ahead command in the sub-RWM 53 in such a way that the storage order of the second look-ahead command can be determined according to the second special hold number that can be determined from the second look-ahead command.
[0096] Furthermore, when a termination command is entered after a variable pattern command corresponding to the first special game is entered into the sub-CPU 51, the sub-CPU 51 erases the first look-ahead command that was stored first among the first look-ahead commands stored in the sub-RWM 53. Similarly, when a termination command is entered after a variable pattern command corresponding to the second special game is entered into the sub-CPU 51, the sub-CPU 51 erases the second look-ahead command that was stored first among the second look-ahead commands stored in the sub-RWM 53.
[0097] In the gaming machine 10, there are cases where it is controlled to a state of being unable to continue playing, which is a state of being unable to play. That is, the gaming machine 10 can be controlled to a state of being unable to play, which is a state of being unable to play. In the gaming machine 10, the maximum difference is counted. The maximum difference is also called MY (or MY value). In pachinko gaming machines, the maximum difference is also called the maximum difference in balls (or maximum difference in balls). In reel-type gaming machines, the maximum difference is also called the maximum difference in tokens. In the gaming machine 10, when the maximum difference reaches a predetermined value, it is controlled to be unable to continue playing. In this embodiment, the condition of being unable to play can be met when the maximum difference reaches a predetermined value. In the gaming machine 10, the predetermined value is set to "95000".
[0098] In addition, in the gaming machine 10, if the maximum difference reaches a predetermined value while a jackpot game is awarded, the machine will be controlled to a state where further play is impossible after the jackpot game ends. If the maximum difference does not reach the predetermined value during a jackpot game, the machine will not be controlled to a state where further play is impossible after the jackpot game ends. Furthermore, in the gaming machine 10, if the maximum difference reaches a predetermined value while a special game is in progress, the machine will be controlled to a state where further play is impossible without waiting for the special game to end. In this case, because the machine is controlled to a state where further play is impossible while the special game is still in progress, the special game that was being played will be forcibly terminated.
[0099] The gaming machine 10 is capable of executing a complete function activation notification (disabled state notification effect) that allows the player to identify that the game will be controlled to a disabled state after the end of a jackpot game. The complete function activation notification corresponds to an effect that suggests or notifies that the game will be controlled to a disabled state after the end of a jackpot game. For example, in the gaming machine 10, the complete function activation notification is executed when the activation notification information is displayed on the effect display device 25. For example, the activation notification information may include the string "The game will stop after the end of the jackpot game." The complete function activation notification ends when the jackpot game ends. The complete function activation notification is not limited to being executed only on the effect display device 25, but may also be executed on some or all of the effect devices, such as the effect display device 25, decorative lamps 17, and speakers 18. Incidentally, in the gaming machine 10, an activation notification sound is output from the speaker 18 when the complete function activation notification is started. The activation notification sound can also be considered a type of complete function activation notification. The completion function activation notification is executed on the performance display device 25 when the maximum difference reaches a predetermined value while a jackpot game is awarded.
[0100] The gaming machine 10 is capable of executing a complete function activation warning (reaching warning effect, reaching notification effect) that allows the player to identify when the maximum difference is approaching a predetermined value. The complete function activation warning corresponds to an effect that notifies the player that the maximum difference is approaching a predetermined value. The complete function activation warning is executed on the effect display device 25 when the remaining value until the maximum difference reaches the predetermined value falls below a predetermined notification start value. In other words, the complete function activation warning is executed on the effect display device 25 when the remaining value until the maximum difference reaches the predetermined value falls below the notification start value. When the complete function activation warning is executed, it continues to be executed until the maximum difference reaches the predetermined value. For example, in the gaming machine 10, the complete function activation warning is executed when the activation warning information is displayed on the effect display device 25. For example, the activation warning information may include the string "The maximum difference will soon reach the predetermined value." The complete function activation warning is not limited to being executed only on the performance display device 25; for example, it may be executed on some or all of the performance devices, including the performance display device 25, the decorative lamps 17, and the speaker 18. Incidentally, in the gaming machine 10, when the complete function activation warning is initiated, an activation warning sound is output from the speaker 18. The activation warning sound can also be considered a type of complete function activation warning. In the following explanation, the remaining value until the maximum difference reaches a specified value is referred to as the "remaining difference reached".
[0101] In the gaming machine 10, when the completion function activation warning is not executed, the execution of the completion function activation warning is initiated when the remaining difference to reach falls below the notification start value. However, in the gaming machine 10, after the execution of the completion function activation warning is initiated because the remaining difference to reach falls below the notification start value, the execution of the completion function activation warning may not end even if the remaining difference to reach exceeds the notification start value. Specifically, in the gaming machine 10, after the execution of the completion function activation warning is executed because the remaining difference to reach falls below the notification start value, even if the remaining difference to reach becomes equal to or greater than the notification start value, the execution continues until the remaining difference to reach reaches the notification end value. In this embodiment, the notification start value is set to "500" and the notification end value is set to "1000". The notification start value and notification end value may be changed as appropriate, and the notification start value and notification end value may be the same.
[0102] The gaming machine 10 is capable of executing a complete function activation notification (incapacitation notification effect) that allows the player to identify that the machine has been controlled to an incapacitation state. The complete function activation notification corresponds to an effect that notifies the player that the machine has been controlled to an incapacitation state. For example, in the gaming machine 10, the complete function activation notification is executed when the activation notification information is displayed on the effect display device 25. For example, the activation notification information may include the string "Today's game has ended." The complete function activation notification is not limited to being executed only on the effect display device 25; for example, it may be executed on some or all of the effect devices, such as the effect display device 25, decorative lamps 17, and speakers 18. Incidentally, in the gaming machine 10, an activation notification sound is output from the speaker 18 when the complete function activation notification is started. The activation notification sound can also be considered a type of complete function activation notification. The complete function activation notification is executed on the effect display device 25 when the maximum difference reaches a predetermined value and the machine is controlled to an incapacitation state.
[0103] In the gaming machine 10, during a jackpot game, a complete function activation warning is executed before the maximum difference reaches a predetermined value, and a complete function activation notification is executed when the maximum difference reaches the predetermined value. Therefore, the complete function activation warning and the complete function activation notification are not executed in parallel. Also, in the gaming machine 10, when not in a jackpot game, a complete function activation warning is executed before the maximum difference reaches a predetermined value, and when the maximum difference reaches the predetermined value, the machine is controlled to a non-progressing state, thereby executing a complete function activation notification. Therefore, the complete function activation warning and the complete function activation notification are not executed in parallel. Also, in the gaming machine 10, when the maximum difference reaches a predetermined value during a jackpot game, a complete function activation notification is executed, and when the jackpot game ends, the machine is controlled to a non-progressing state, thereby executing a complete function activation notification. Therefore, the complete function activation notification and the complete function activation notification are not executed in parallel.
[0104] Here, we will explain the maximum difference information processing performed by the main CPU 41. The maximum difference information processing corresponds to the process of counting the maximum difference. Information that can identify the maximum difference (hereinafter referred to as maximum difference information) is stored in the main RWM43. The maximum difference information is a value that can identify the maximum difference, and is the maximum difference itself. In the maximum difference information processing, the main CPU41 updates the maximum difference information and counts the maximum difference. The maximum difference corresponds to a value that can change as game media are provided.
[0105] In maximum difference information processing, when the main CPU 41 controls the game to dispense game balls as prize balls, it adds the number of dispensed game balls to a value identifiable from the maximum difference information and updates the maximum difference information. That is, when the main CPU 41 awards prize balls, it updates the maximum difference information in conjunction with the awarding of prize balls. When the main CPU 41 receives a detection signal from the out sensor SE7, it subtracts 1 from the value identifiable from the maximum difference information and updates the maximum difference information. However, if the value identifiable from the maximum difference information before subtraction is 0, the main CPU 41 does not update the maximum difference information. When the main CPU 41 updates the maximum difference information, it outputs a maximum difference command to the sub-board 50 that identifies the updated maximum difference. As described above, the maximum difference is counted based on the number of prize balls awarded and the number of out balls (effective balls). Thus, the maximum difference is a value that can change as the game progresses.
[0106] The main CPU 41 determines whether the maximum difference, which can be determined from the maximum difference information, has reached a predetermined value. If the maximum difference has reached the predetermined value, the main CPU 41 determines whether a jackpot game is in progress. If the maximum difference has reached the predetermined value when a jackpot game is not in progress, the main CPU 41 performs a loop process. When the loop process is in progress, the game becomes unplayable. Therefore, by performing the loop process, the main CPU 41 controls the game to be unplayable. When controlling the game to be unplayable, the main CPU 41 outputs an unspecified command to the sub-board 50 that allows it to identify that the game has been controlled to be unplayable. On the other hand, if the maximum difference has reached the predetermined value during a jackpot game, the main CPU 41 performs a loop process after the jackpot game ends and controls the game to be unplayable. Also, if the maximum difference has reached the predetermined value during a jackpot game, the main CPU 41 outputs a specified command to the sub-board 50 that allows it to identify that the maximum difference has reached the predetermined value during a jackpot game. Furthermore, if the maximum difference reaches a predetermined value during a jackpot game and the game is controlled to enter a state where further progress is impossible after the jackpot game ends, the main CPU 41 outputs an unspecified command to the sub-board 50.
[0107] As described above, in the gaming machine 10, the main CPU 41 controls the machine to an unplayable state by performing loop processing. In this embodiment, the main CPU 41 performs loop processing, thereby realizing a function as an unplayable state control means that can control the machine to an unplayable state in which it is impossible to continue playing. Furthermore, in the gaming machine 10, the machine may be controlled to an unplayable state when the maximum difference reaches a predetermined value. In particular, in the gaming machine 10, if the maximum difference reaches a predetermined value while a jackpot game is awarded, the machine is controlled to an unplayable state after the jackpot game ends. In other words, the main CPU 41 can control the machine to an unplayable state after the jackpot game ends if the maximum difference reaches a predetermined value while a jackpot game is awarded.
[0108] Next, we will explain the process of updating the maximum difference information performed by the sub-CPU 51. In the maximum difference information update process, the sub-CPU 51 updates the sub-maximum difference information when a maximum difference command is input. Specifically, when a maximum difference command is input, the sub-CPU 51 identifies the maximum difference from that command. Then, the sub-CPU 51 updates the identified maximum difference to the sub-maximum difference information that can be identified. The sub-maximum difference information is stored in the sub-RWM 53.
[0109] Next, we will explain the completion function activation notification process performed by the sub-CPU 51. In the completion function activation notification process, the sub-CPU 51 determines whether a specific planned command has been entered. If no specific planned command has been entered, the sub-CPU 51 terminates the completion function activation notification process. On the other hand, if a specific planned command has been entered, the sub-CPU 51 controls the display device 25 so that the execution of the completion function activation notification begins. In addition, as the completion function activation notification begins, the sub-CPU 51 controls the speaker 18 so that an activation notification sound is output.
[0110] Next, we will explain the complete function activation warning process performed by the sub-CPU 51. In the complete function activation warning process, the sub-CPU 51 determines whether the sub-maximum difference information has been updated. If the sub-maximum difference information has not been updated, the sub-CPU 51 terminates the complete function activation warning process. If the sub-maximum difference information has been updated, the sub-CPU 51 controls the display device 25 so that the complete function activation warning is initiated if, while the complete function activation warning is not being executed, the maximum difference that can be determined from the updated sub-maximum difference information exceeds 94500. The case where the maximum difference that can be determined from the updated sub-maximum difference information exceeds 94500 corresponds to the case where the remaining difference to reach falls below the warning start value of 500. In addition, when the complete function activation warning is initiated, the sub-CPU 51 controls the speaker 18 so that an activation warning sound is output.
[0111] Furthermore, even if the maximum difference that can be determined from the updated maximum difference information for secondary use falls below 94500, the secondary CPU 51 will not terminate the execution of the complete function activation warning. When the secondary CPU 51 is executing the complete function activation warning, if the maximum difference that can be determined from the updated maximum difference information for secondary use falls below 94000, it will terminate the execution of the complete function activation warning. Incidentally, if an unspecified command is entered, the secondary CPU 51 will terminate the execution of the complete function activation warning.
[0112] Next, we will explain the completion function activation notification process performed by the sub-CPU 51. In the complete function activation notification process, the sub-CPU 51 determines whether an unspecified command has been entered. If no unspecified command has been entered, the sub-CPU 51 terminates the complete function activation notification process. If an unspecified command has been entered, the sub-CPU 51 controls the display device 25 to start the execution of the complete function activation notification. In addition, as the complete function activation notification starts, the sub-CPU 51 controls the speaker 18 to output an activation notification sound.
[0113] The gaming machine 10 is capable of executing a special pre-show. The special pre-show can be executed for special games whose execution has been postponed. The special pre-show can be executed using the show lamp EL and speaker 18. Specifically, in the gaming machine 10, the show lamp EL lights up, and a pre-show sound is output from speaker 18, and the special pre-show is executed. In the gaming machine 10, the special pre-show can be executed for the first special game whose execution has been postponed when the ball entry assistance function and time-saving function are not activated. The special pre-show will not be executed for the second special game whose execution has been postponed when the ball entry assistance function and time-saving function are not activated. Furthermore, the special pre-show will not be executed when the ball entry assistance function and time-saving function are activated.
[0114] Special pre-shows can be performed with specific content or with special content. In the gaming machine 10, the EL show lamp lights up, a pre-show sound for specific content (for example, a "bang" sound effect) is output, and the special pre-show for specific content is performed. In the gaming machine 10, the EL show lamp lights up, a pre-show sound for special content (for example, a "whirring" sound effect) is output, and the special pre-show for special content is performed.
[0115] A special pre-show with specific content can be performed on both special games that result in a jackpot and special games that result in a loss. Therefore, when a special pre-show with specific content is performed, it is not possible to determine whether the special game targeted by that special pre-show will result in a jackpot. However, in the gaming machine 10, when a special pre-show with specific content is performed, the probability of a jackpot is higher than when a special pre-show is not performed. For this reason, when a special pre-show with specific content is performed, the probability of a jackpot increases. In this embodiment, the sound of the special pre-show with specific content corresponds to a predetermined sound. Thus, the sound output by the speaker 18 includes a predetermined sound. In the gaming machine 10, the sound of the special pre-show with specific content can be output when the special pre-show with specific content is performed. Therefore, in this embodiment, a predetermined condition is met when it is decided to perform a special pre-show with specific content. And in this embodiment, the predetermined sound can be output when the predetermined condition is met. A special pre-game animation for a specific type of game may be triggered when a game ball enters the starting slots 26 and 27 (indicating that the execution of the special game has been suspended). Therefore, the sound of the pre-game animation for a specific type of game corresponds to a sound that can be output when a game ball enters the starting slots 26 and 27, that is, when the conditions for starting the variable game are met. In other words, the sound of the pre-game animation for a specific type of game can also be described as a sound related to the fulfillment of the conditions for starting the variable game.
[0116] On the other hand, special pre-shows for special content can only be executed for special games that result in a jackpot, out of the special games that result in a jackpot and special games that result in a loss. Therefore, when a special pre-show for special content is executed, it can be determined that the special game targeted by the special pre-show will result in a jackpot. In this embodiment, the sound of the special pre-show corresponds to the special sound. Thus, the sound output by speaker 18 includes the special sound. The gaming machine 10 can output the sound of the special pre-show when a special pre-show for special content is executed. Therefore, in this embodiment, the special condition is met when it is decided to execute the special pre-show for special content. And in this embodiment, the special sound can be output in conjunction with the meeting of the special condition. Special pre-shows for special content can be executed when a game ball enters the start gates 26 and 27 (the execution of the special game is suspended). Therefore, the sound of the special pre-show corresponds to the sound that can be output when a game ball enters the start gates 26 and 27, that is, when the start condition for the variable game is met. In other words, the special pre-game sound effects can be considered sounds related to the fulfillment of the conditions for starting the variable game.
[0117] In gaming machine 10, even if a player wins the jackpot lottery, the probability of a specific type of special pre-animation being performed is higher than the probability of a special pre-animation with special content being performed. Furthermore, in gaming machine 10, the opportunity for a special pre-animation with special content to be performed is less frequent than the opportunity for a specific type of special pre-animation to be performed. In other words, in gaming machine 10, the opportunity for a special pre-animation sound to be played is less frequent than the opportunity for a specific type of pre-animation sound to be played. Thus, in gaming machine 10, a special pre-animation with special content is a type of so-called premium animation (or premium animation).
[0118] Furthermore, in the gaming machine 10, if a pre-performance sound is output from speaker 18 and a special pre-performance is executed while background sound is being output, the output of the background sound that was being output is stopped. At this time, the output of the background sound is stopped and restricted for the duration that the pre-performance sound is being output. In addition, although internal control is performed to output the background sound, the output of the background sound may be effectively stopped by not actually outputting the background sound from speaker 18. In this case, for example, the output of the background sound may be stopped by not outputting the sound of the channel corresponding to the background sound from speaker 18.
[0119] Next, we will explain the control related to the execution of special pre-show productions. If the ball entry assistance function and the time-saving function are not activated and the first pre-read command is entered, the sub-CPU 51 determines whether a special pre-show is being executed. If a special pre-show is being executed, the sub-CPU 51 does not execute a special pre-show for the first special game corresponding to the entered first pre-read command.
[0120] On the other hand, if a special pre-show is not performed, the sub-CPU 51 decides whether to perform a special pre-show. In deciding whether to perform a special pre-show, the sub-CPU 51 conducts a lottery to determine whether to perform a special pre-show. If the sub-CPU 51 wins the lottery to perform a special pre-show, it is decided to perform a special pre-show. On the other hand, if the sub-CPU 51 does not win the lottery to perform a special pre-show, it is decided not to perform a special pre-show. The probability of winning the lottery to perform a special pre-show varies depending on the pre-read command entered. For example, the probability of winning the lottery to perform a special pre-show when the entered pre-read command is a pre-read command that can identify a jackpot is higher than the probability of winning the lottery to perform a special pre-show when the entered pre-read command is a pre-read command that can identify a loss.
[0121] Then, if the sub-CPU 51 can determine that the input pre-read command will result in a jackpot, and wins the lottery for executing a special pre-show, it determines the content of the special pre-show. At this time, the sub-CPU 51 decides whether to execute a special pre-show with specific content or a special pre-show with special content. Furthermore, if the sub-CPU 51 can determine that the input pre-read command will result in a loss, and wins the lottery for executing a special pre-show, it decides to execute a special pre-show with specific content.
[0122] If it is decided to execute a special pre-show, the sub-CPU 51 will execute the special pre-show. Specifically, if it decides to execute a special pre-show with specific content, the sub-CPU 51 will light up the show lamp EL and output the pre-show sound of the specific content from the speaker 18. If it decides to execute a special pre-show with special content, the sub-CPU 51 will light up the show lamp EL and output the pre-show sound of the special content from the speaker 18. In order to output the pre-show sound from the speaker 18, the sub-CPU 51 will stop outputting background sound from the speaker 18 and output the pre-show sound from the speaker 18. After the execution of the special pre-show has started, the sub-CPU 51 will keep the show lamp EL lit until the execution of the special game that was the target of the special pre-show begins. After the output of the pre-show sound has finished, the sub-CPU 51 will stop stopping the output of background sound and resume outputting background sound.
[0123] Next, I will explain the customization features installed in the gaming machine 10. The customization features of the gaming machine 10 include a light intensity adjustment function that adjusts (customizes) the light intensity (for example, the brightness of the built-in light-emitting element) when the decorative lamps 17 and the effect lamps EL perform light effects. The light intensity adjustment function can also be called a brightness adjustment function that adjusts (customizes) the brightness. In addition, the customization features of the gaming machine 10 include a volume adjustment function that adjusts (customizes) the volume at which at least some of the sounds output from the speaker 18 are output. In other words, the customization features include a volume adjustment function that adjusts (customizes) the volume when the speaker 18 performs sound effects.
[0124] This section provides an overview of the light intensity adjustment function. The gaming machine 10 is configured to allow adjustment of the light intensity level, which is the set light intensity for the light-emitting effect, from 1 to 6, in a total of 6 stages, by adjusting the light intensity using the directional pad CB (buttons B2 and B4). Hereinafter, "level" may be referred to as "LV". In this embodiment, the condition for adjusting the light intensity LV is the operation of the right button B2 or the left button B4. In this embodiment, the right button B2 and the left button B4 are dedicated operating means used for adjusting the light intensity. Furthermore, in this embodiment, the range in which the light intensity LV can be adjusted by adjusting the directional pad CB (hereinafter referred to as the light intensity range) is fixed to a predetermined light intensity range. In other words, in the gaming machine 10, the light intensity LV can be adjusted by adjusting the directional pad CB, but the light intensity range cannot be adjusted. Also, in this embodiment, if no adjustment operation is performed using the directional pad CB, the light intensity LV is adjusted to light intensity LV6. In other words, in this embodiment, the initial stage of the light intensity LV is set to light intensity LV6. Furthermore, the gaming machine 10 is configured to adjust the light intensity LV to a predetermined initial stage when the power supply to the gaming machine 10 is interrupted (power outage) and then the power supply to the gaming machine 10 is restored. In other words, in this embodiment, the initialization condition for the light intensity LV is a power outage to the gaming machine 10.
[0125] Next, I will briefly explain the volume control function. The gaming machine 10 is configured to allow adjustment of the volume level (LV) of the sound effects, which is the set volume, from 0 to 6, in a total of 7 stages, by adjusting the volume using the directional pad CB (buttons B1 and B3). In this embodiment, the condition for adjusting the volume level is the operation of the up button B1 or the down button B3. In this embodiment, the up button B1 and the down button B3 are dedicated operating means used for adjusting the volume. In addition, in this embodiment, the range in which the volume level can be adjusted by adjusting the volume using the directional pad CB (hereinafter referred to as the volume range) is fixed to a predetermined volume range. In other words, in the gaming machine 10, the volume level can be adjusted by adjusting the volume using the directional pad CB, but the volume range cannot be adjusted. Also, in this embodiment, the volume level is adjusted to volume level 6 if no volume adjustment operation is performed using the directional pad CB. In other words, in this embodiment, the initial stage of the volume level is set to volume level 6. Furthermore, the gaming machine 10 is configured to adjust the volume LV to a predetermined initial stage when the power supply to the gaming machine 10 is interrupted (power outage) and then the power supply to the gaming machine 10 is restored. That is, in this embodiment, the initialization condition for the volume LV is a power outage to the gaming machine 10. Also, when a volume adjustment operation is performed on the gaming machine 10, an adjustment sound may be output from the speaker 18. The adjustment sound is a sound output in conjunction with the adjustment operation. Thus, the sound output by the speaker 18 includes the adjustment sound associated with the adjustment operation.
[0126] Next, the control of the sub-CPU 51 for realizing the light intensity adjustment function and the volume adjustment function will be described. In this embodiment, the sub-CPU 51 can adjust the light intensity LV and volume LV whether it is during the game period or the standby period.
[0127] The sub-CPU 51 can determine the current light intensity LV based on the value of the light intensity flag stored in a predetermined memory area within the sub-RWM 53. The sub-CPU 51 can then control the decorative lamp 17 and the performance lamp EL to execute various light-emitting effects based on the determined current light intensity LV. In this embodiment, the value set in the light intensity flag corresponds to light intensity information relating to the light intensity when the decorative lamp 17 and the performance lamp EL emit light. In this embodiment, the sub-RWM 53 functions as a storage means capable of storing light intensity information.
[0128] When the sub-CPU 51 receives an operation signal indicating that the left button B4 has been pressed, it updates the value of the light intensity flag to adjust the current light intensity LV to one level lower. However, if the current light intensity LV is at the lowest level (light intensity LV1), the sub-CPU 51 does not update the value of the light intensity flag. Also, when the sub-CPU 51 receives an operation signal indicating that the right button B2 has been pressed, it updates the value of the light intensity flag to adjust the current light intensity LV to one level higher. However, if the current light intensity LV is at the highest level (light intensity LV6), the sub-CPU 51 does not update the value of the light intensity flag.
[0129] The sub-CPU 51 does not retain the value of the light intensity flag if the power supply to the gaming machine 10 is interrupted. In other words, the sub-CPU 51 erases the value of the light intensity flag when the power supply to the gaming machine 10 is interrupted. Then, when the power supply to the gaming machine 10 is restored, the sub-CPU 51 sets the light intensity flag to a value that can identify light intensity LV6.
[0130] Similarly, the sub-CPU 51 can determine the current volume level (LV) based on the value of the volume flag stored in a predetermined memory area within the sub-RWM 53. The sub-CPU 51 can then control the speaker 18 to execute various sound effects based on the determined current volume level. In this embodiment, the value set in the volume flag corresponds to volume information relating to the volume at which the speaker 18 outputs sound. In this embodiment, the sub-RWM 53 functions as a storage means capable of storing volume information.
[0131] When the sub-CPU 51 receives an operation signal indicating that the down button B3 has been pressed, it updates the value of the volume flag to adjust the current volume LV to one level lower. However, if the current volume LV is at the lowest level (volume LV0), the sub-CPU 51 does not update the value of the volume flag. Similarly, when the sub-CPU 51 receives an operation signal indicating that the up button B1 has been pressed, it updates the value of the volume flag to adjust the current volume LV to one level higher. However, if the current volume LV is at the highest level (volume LV6), the sub-CPU 51 does not update the value of the volume flag. Thus, in this embodiment, the sub-CPU 51 updates the value of the volume flag based on an operation signal indicating that the directional pad CB has been pressed, thereby realizing the function of a volume adjustment means that can adjust volume information based on adjustment operations using the operation means. Furthermore, when the value of the volume flag is updated, the sub-CPU 51 may control the speaker 18 to output an adjustment sound. The adjustment sound is output from the speaker 18 at a volume corresponding to the volume LV that can be determined from the updated volume flag value. For example, the sub-CPU 51 outputs the adjustment sound at a volume calculated by multiplying the reference volume by the current volume LV. In the gaming machine 10, the amount of change in the volume of the adjustment sound due to a one-level change in volume LV is constant. Therefore, for example, the amount of change in the volume of the adjustment sound when the volume is adjusted from LV3 to LV4 is the same as the amount of change in the volume of the adjustment sound when the volume is adjusted from LV3 to LV2.
[0132] The sub-CPU 51 does not retain the value of the volume flag if the power supply to the gaming machine 10 is interrupted. In other words, the sub-CPU 51 erases the value of the volume flag when the power supply to the gaming machine 10 is interrupted. Then, when the power supply to the gaming machine 10 is restored, the sub-CPU 51 sets the volume flag to a value that can identify volume LV6.
[0133] Next, we will describe an example of how information (images) related to the customization function is displayed. As shown in Figures 5(a) to 5(c), the display device 25 can display customization information Ci that identifies whether volume adjustment and light intensity adjustment are possible, a volume meter MS that identifies the current volume (current volume LV), and a light intensity meter ML that identifies the current light intensity (current light intensity LV), as information related to the customization function. The volume meter MS corresponds to notification information that notifies the current volume information. The light intensity meter ML corresponds to notification information that notifies the current light intensity information.
[0134] First, let's explain the display method of the volume meter MS. The volume meter MS consists of six volume masses ms. For example, each volume mass ms consists of a frame portion and an inner portion. When the volume meter MS is displayed, all volume masses ms are displayed in either a state where the frame is filled (hereinafter referred to as the "full state") by applying a predetermined color tone to the inner portion of the frame, or a state where the frame is empty (hereinafter referred to as the "empty state") by not applying a predetermined color tone to the inner portion of the frame. As the volume LV increases from volume LV0 to volume LV6, the volume masses ms displayed in the full state are displayed one by one, aligning upwards, which is one example of a predetermined direction. In other words, as the volume LV increases, the display area of the portion displayed in the full state of the volume meter MS increases and extends upwards. As a result, the volume meter MS is displayed in a way that allows the current volume adjusted by the adjustment operation using the directional keys CB to be identified.
[0135] Next, we will explain the display configuration of the light intensity meter ML. The light intensity meter ML consists of six light intensity cells ml. For example, each light intensity cell ml consists of a frame and an inner portion. When the light intensity meter ML is displayed, all light intensity cells ml are displayed in either a full or empty state. As the light intensity LV increases from LV1 to LV6, the light intensity meter ML is displayed so that the full light intensity cells ml are arranged one by one in a predetermined direction, such as to the right. In other words, as the light intensity LV increases, the display area of the full light intensity cells increases and extends to the right. As a result, the light intensity meter ML is displayed in a way that allows the current light intensity, adjusted using the directional keys CB, to be identified.
[0136] Next, we will explain the display methods of the customization information Ci. The customization information Ci includes information that identifies that the volume LV can be adjusted by operating the up button B1 and the down button B3. In this embodiment, the information that identifies that the volume LV can be adjusted by operating the up button B1 and the down button B3 is the string "Adjust volume with up and down buttons". The customization information Ci also includes information that identifies that the light intensity LV can be adjusted by operating the right button B2 and the left button B4. In this embodiment, the information that identifies that the light intensity LV can be adjusted by operating the right button B2 and the left button B4 is the string "Adjust light intensity with left and right buttons".
[0137] In this embodiment, information related to the customization function is displayed in different ways during the gameplay period and the standby period. As shown in Figure 5(a), the performance display device 25 can display the volume meter MS and the light intensity meter ML as information related to the customization function during the game period, but does not display the customization information Ci. Furthermore, during the game period, the volume meter MS and the light intensity meter ML are displayed in a first display mode that allows them to be seen through the image (e.g., background image) displayed in the area overlapping with the volume meter MS and the light intensity meter ML. In this embodiment, when the volume meter MS and the light intensity meter ML are displayed during the execution of a special game during the game period, they are displayed in a position that does not overlap with the performance symbol EZ. Although not shown, even when the volume meter MS and the light intensity meter ML are displayed during periods other than the execution of a special game during the game period, they are displayed in the same display mode as when they are displayed during the execution of a special game during the game period.
[0138] As shown in Figures 5(b) and 5(c), the performance display device 25 can display the volume meter MS, the light intensity meter ML, and the customization information Ci as information related to the customization function during the standby period. Furthermore, during the standby period, the volume meter MS, the light intensity meter ML, and the customization information Ci are displayed in a second display mode in which the parts overlapping with the volume meter MS, the light intensity meter ML, and the customization information Ci are not transparent. In this embodiment, the volume meter MS, the light intensity meter ML, and the customization information Ci are displayed in the same display mode regardless of whether they are displayed during the first, second, or third period of the standby period described later. Note that if the customization information Ci is displayed during the execution of the pattern display demo performance during the standby period, it is displayed in a position that overlaps with the performance pattern EZ.
[0139] Here, we will explain the specific controls that the sub-CPU 51 can execute in the gaming machine 10, and the controls related thereto. First, let me explain specific control.
[0140] Specific control corresponds to a control that decreases the volume over time. When specific control is performed, the volume will decrease over time. Specific control is a control that gradually decreases the volume without changing the value set in the volume flag. In other words, specific control decreases the volume while not changing the volume level (LV) as the set volume.
[0141] The sub-CPU 51 can perform specific control on at least some of the sounds output from the speaker 18. For example, the sub-CPU 51 can perform specific control on background sounds (so-called BGM). That is, the sub-CPU 51, which realizes the function of a sound output control means, can perform specific control on background sounds that correspond to specific sounds. Thus, the sounds output by the speaker 18 as a sound output means include background sounds as specific sounds. For example, in the gaming machine 10, when specific control is performed on background sounds, the volume of the background sounds decreases over time. At this time, the volume gradually decreases to a predetermined volume over time. Therefore, specific control can be said to be a control that reduces the volume to a predetermined volume over time. In this embodiment, the predetermined volume is the volume at which the background sounds are silenced. Therefore, specific control in this embodiment can be said to be a control that silences the sounds over time. In addition, reducing the volume in specific control can also be considered as attenuating the volume. Therefore, the specific control can be described as attenuation control, which reduces the volume of a sound to a predetermined volume over time. In the gaming machine 10 capable of performing such specific control, the sound targeted by the specific control fades out. Therefore, the specific control can also be described as fade-out (FO) control.
[0142] The sub-CPU 51 can execute specific control during the standby period. That is, in this embodiment, the sound output control means can execute specific control while in standby mode. Specifically, the sub-CPU 51 executes specific control when the first hour has elapsed since the standby period began. At this time, the sub-CPU 51 executes specific control for a second hour. In other words, when specific control is performed on background sound, the sub-CPU 51 controls the speaker 18 so that the background sound is muted when the second hour has elapsed since the start of the specific control. Then, after the second hour has elapsed, the sub-CPU 51 controls the system to mute the background sound until a predetermined output start condition is met. In this embodiment, the output start condition is the input of a variation start command. That is, the sub-CPU 51 controls the system to start outputting background sound when a special game starts. In the following explanation, the period from the start of the standby period until the first hour has elapsed will be referred to as the first period, the period from the first hour to the second hour will be referred to as the second period, and the period after the second hour has elapsed will be referred to as the third period. As mentioned above, specific control can be executed during the second period. In this embodiment, the second period during which specific control is executed corresponds to the specific period. In this embodiment, the period during which specific control is performed can be considered as the specific period.
[0143] In this embodiment, specific control targeting background sound can be performed during the execution of the first symbol display demo sequence after the standby period begins. In other words, the duration of the first symbol display demo sequence is longer than the sum of the first and second sequences. The first sequence is included in the period during which the first symbol display demo sequence is being performed. Similarly, the second sequence is included in the period during which the first symbol display demo sequence is being performed. The third sequence includes the period during which the symbol display demo sequence is being performed and the period during which the title sequence is being performed.
[0144] Here, based on Figures 6(a) to 6(d), the changes in background sound volume when specific control is performed will be explained in conjunction with the control of the sub-CPU 51. In Figures 6(a) to 6(d), the vertical axis represents the background sound volume, and the horizontal axis represents the passage of time.
[0145] As shown in Figure 6(a), when the special game ends and a standby period begins, the sub-CPU 51 controls the system to start the symbol display demo (time t11). At this time, the sub-CPU 51 controls the speaker 18 to output background sound at an output volume corresponding to the current volume LV. The background sound during the standby period can also be called the standby sound. In Figure 6(a), the current volume LV is assumed to be volume LV6. At this time, the sub-CPU 51 outputs background sound at a volume V6 corresponding to volume LV6. Specifically, the sub-CPU 51 outputs background sound at a volume obtained by multiplying the current volume LV by a reference volume when outputting background sound. Therefore, when the current volume LV is volume LV6, the sub-CPU 51 outputs background sound at a volume V6 obtained by multiplying the current volume LV, which is volume LV6, by a reference volume when outputting background sound.
[0146] In the following explanation, the volume of background sound output may be referred to as follows: "Volume V6" for volume LV6, "Volume V5" for volume LV5, "Volume V4" for volume LV4, "Volume V3" for volume LV3, "Volume V2" for volume LV2, and "Volume V1" for volume LV1. Note that in the gaming machine 10, the amount of change in background sound volume due to a one-level change in volume LV is constant. Therefore, for example, the amount of change in background sound volume when adjusted from volume LV3 to volume LV4 is the same as the amount of change in background sound volume when adjusted from volume LV3 to volume LV2.
[0147] Next, when the first hour has elapsed since the standby period began, the sub-CPU 51 initiates specific control targeting the background sound (time t12). Subsequently, the sub-CPU 51 reduces the volume of the background sound for the period from when the specific control was initiated until the second hour has elapsed (times t12 to t14). Then, at time t14, when the second hour has elapsed from time t12 when the specific control was initiated, the sub-CPU 51 controls the system so that the background sound is muted and terminates the specific control. After that, the sub-CPU 51 initiates the title sequence when a predetermined time has elapsed after the second hour has elapsed (time t15).
[0148] Thus, the sub-CPU 51 can control the output of background sound at a volume corresponding to the volume LV during the first period of the standby period (times t11 to t12), execute specific control during the second period (times t12 to t14), and mute the background sound during the third period. In other words, the background sound is output at a volume corresponding to the volume LV during the first period of the standby period, the volume decreases from a volume corresponding to the volume LV over time during the second period, and is mute during the third period.
[0149] As shown in Figures 6(a) and 6(b), in this embodiment, the sub-CPU 51 executes a specific control over the same second time period, regardless of the current volume LV. For example, if the current volume LV is volume LV6, the sub-CPU 51 outputs background sound at volume V6 corresponding to volume LV6. On the other hand, if the current volume LV is volume LV3, the sub-CPU 51 outputs background sound at volume V3 corresponding to volume LV3. Then, regardless of whether the current volume LV is volume LV6 or volume LV3, the sub-CPU 51 reduces the volume of the background sound from the volume corresponding to the current volume LV to the volume of the current volume LV over time during the period from time t12 to time t14. Here, the length of the period from time t12 to time t14 is the same regardless of whether the current volume LV is volume LV1 to LV6. That is, in this embodiment, the time required from the start of the specific control to the end of the specific control is the same regardless of the value set in the volume flag at the start of the specific control.
[0150] Thus, in this embodiment, the time required from the start of a specific control to its end is the same regardless of the volume level (LV) at the start of the specific control. However, in this embodiment, since the specific control is executed over the same second time period regardless of the volume level at the start of the specific control, the way in which the volume of the background sound changes from the start of the specific control to its end will differ depending on the volume level at the start of the specific control. For example, in this embodiment, when the volume level at the start of the specific control is LV6, the amount of decrease (attenuation) of the volume per unit time is greater compared to when the volume level at the start of the specific control is LV3.
[0151] Next, we will explain how the volume of the background sound changes when a volume adjustment operation is performed while a specific control is being executed, along with the control of the sub-CPU 51. In the gaming machine 10, the sub-CPU 51 can update the value of the volume flag even while a specific control is being executed, triggered by an input of an operation signal indicating that the directional keys CB (up button B1 and down button B3) have been operated. In other words, the sub-CPU 51 can update (adjust) the value of the volume flag when a volume adjustment operation is performed while a specific control is being executed. That is, in this embodiment, the volume adjustment means can adjust the volume information based on the fact that an adjustment operation was performed during a specific period while the specific control is being executed. Then, even while the specific control is being executed, the sub-CPU 51 changes the volume of the background sound based on the updated value of the volume flag.
[0152] For example, as shown in Figure 6(c), when the current volume LV is volume LV3, and an operation signal indicating that the up button B1 has been operated is input to the sub-CPU 51, the sub-CPU 51 sets a volume flag to a value that can identify volume LV4. Then, the sub-CPU 51 controls the system to change the volume of the background sound in accordance with the update of the volume flag. At this time, the sub-CPU 51 controls the system to output the background sound at the same volume as when the volume V4 corresponding to volume LV4 is reduced by the specific control. In other words, if the volume LV is adjusted to be higher during the execution of the specific control, that is, if an adjustment operation is performed to increase the volume during the execution of the specific control, the background sound will not be output at the volume corresponding to the changed volume LV, but will be output at the same volume as when the volume corresponding to the changed volume LV is reduced by the specific control. The sub-CPU 51 will mute the background sound and terminate the specific control at time t14, which is two hours after the specific control has started, regardless of whether the volume adjustment operation is performed to increase the volume and the value of the volume flag is updated during the execution of the specific control, or whether the volume adjustment operation is not performed and the value of the volume flag is not updated during the execution of the specific control.
[0153] For example, as shown in Figure 6(d), when the current volume LV is volume LV3, and an operation signal indicating that the down button B3 has been operated is input to the sub-CPU 51, the sub-CPU 51 sets a volume flag to a value that can identify volume LV2. Then, the sub-CPU 51 controls the system to change the volume of the background sound in accordance with the update of the volume flag. At this time, the sub-CPU 51 controls the system to output the background sound at the same volume as when the volume V2 corresponding to volume LV2 is reduced by the specific control. In other words, if the volume LV is adjusted to be lower during the execution of the specific control, that is, if an adjustment operation is performed to make the volume lower during the execution of the specific control, the background sound will not be output at the volume corresponding to the changed volume LV, but will be output at the same volume as when the volume corresponding to the changed volume LV is reduced by the specific control. The sub-CPU 51 will mute the background sound and terminate the specific control at time t14, which is two hours after the specific control has started, regardless of whether the volume adjustment operation is performed to reduce the volume and the value of the volume flag is updated during the execution of the specific control, or whether the volume adjustment operation is not performed and the value of the volume flag is not updated during the execution of the specific control.
[0154] As described above, the sub-CPU 51 silences the background sound and terminates the specific control at time t14, which is the second time elapsed since the specific control started, regardless of whether the value of the volume flag is updated during the execution of the specific control or not. In other words, in this embodiment, the time required from the start of the specific control to the termination of the specific control is the same whether a volume adjustment operation is performed during the second period in which the specific control is being executed or whether a volume adjustment operation is not performed during the second period in which the specific control is being executed.
[0155] In the gaming machine 10, when the volume level is LV6, a specific control is initiated, and if no volume adjustment operation is performed during the execution of the specific control, the volume of the background sound changes in the manner illustrated in Figure 6(a). The manner illustrated in Figure 6(a) is the manner in which the volume of the background sound changes when the specific control is executed when the volume level is LV6, and is one of the first manners. Similarly, in the gaming machine 10, when the volume level is LV3, a specific control is initiated, and if no volume adjustment operation is performed during the execution of the specific control, the volume of the background sound changes in the manner illustrated in Figure 6(b). The manner illustrated in Figure 6(b) is the manner in which the volume of the background sound changes when the specific control is executed when the volume level is LV3, and is one of the first manners. Thus, in this embodiment, the volume of the background sound output from the speaker 18 changes in the first manner over time if no adjustment operation is performed during a specific period.
[0156] In the gaming machine 10, when a specific control is initiated while the volume is at LV3, and an adjustment operation is performed during the execution of the specific control to increase the volume to LV4, the volume of the background sound changes in the manner illustrated in Figure 6(c). The manner illustrated in Figure 6(c) is the manner in which the volume of the background sound changes when a specific control is executed while the volume is at LV3, and an adjustment operation is performed at time t13 during the execution of the specific control to increase the volume from LV3 to LV4, and is one of the second manners. Note that even if an adjustment operation is performed to increase the volume from LV3 to LV4 during the execution of the specific control, if the time at which the adjustment operation is performed is different from time t13, the manner in which the volume of the background sound changes will be different from the manner illustrated in Figure 6(c), but that manner is also one of the second manners. However, when an adjustment operation is performed to increase the volume during the execution of the specific control, the volume of the background sound does not change in the same manner as when no volume adjustment operation is performed during the execution of the specific control. In other words, as illustrated in Figures 6(b) and 6(c), the way the background sound volume changes differs depending on whether no volume adjustment operation is performed during the execution of a specific control or whether an adjustment operation is performed to increase the volume during the execution of a specific control. Thus, in this embodiment, when an adjustment operation is performed to increase the volume during a specific period, the volume of the background sound output from the speaker 18 changes in a second manner different from the first manner as time progresses.
[0157] In the gaming machine 10, when a specific control is initiated while the volume is at LV3, and an adjustment operation is performed to reduce the volume to LV2 during the execution of the specific control, the volume of the background sound changes in the manner illustrated in Figure 6(d). The manner illustrated in Figure 6(d) is the manner in which the volume of the background sound changes when a specific control is executed while the volume is at LV3, and an adjustment operation is performed to reduce the volume LV from LV3 to LV2 at time t13 during the execution of the specific control, and is one of the third manners. Note that even if an adjustment operation is performed to reduce the volume LV from LV3 to LV2 during the execution of the specific control, if the time of that adjustment operation is different from time t13, the manner in which the volume of the background sound changes will be different from the manner illustrated in Figure 6(d), but that manner is also one of the third manners. However, when an adjustment operation is performed to reduce the volume during the execution of the specific control, the volume of the background sound does not change in the same manner as when no volume adjustment operation is performed during the execution of the specific control. Similarly, when an adjustment operation is performed to decrease the volume during the execution of a specific control, the volume of the background sound does not change in the same manner as when an adjustment operation is performed to increase the volume during the execution of a specific control. In other words, as illustrated in Figures 6(b) and 6(d), the manner in which the volume of the background sound changes differs between when no volume adjustment operation is performed during the execution of a specific control and when an adjustment operation is performed to decrease the volume during the execution of a specific control. Also, as illustrated in Figures 6(c) and 6(d), the manner in which the volume of the background sound changes differs between when an adjustment operation is performed to increase the volume during the execution of a specific control and when an adjustment operation is performed to decrease the volume during the execution of a specific control. Thus, in this embodiment, when an adjustment operation is performed to decrease the volume during a specific period, the volume of the background sound output from speaker 18 changes over time in a third manner that is different from both the first and second manners.
[0158] As described above, in this embodiment, the way the background sound volume changes differs depending on whether a volume adjustment operation is performed during the second period in which specific control is being executed or not. In other words, the background sound volume changes in a different way when a volume adjustment operation is performed during the second period in which specific control is being executed compared to when no volume adjustment operation is performed during the second period. In this embodiment, the way the background sound volume changes when no volume adjustment operation is performed during the second period corresponds to the first mode. In this embodiment, the way the background sound volume changes when an adjustment operation is performed to increase the volume during the second period corresponds to the second mode. In this embodiment, the way the background sound volume changes when an adjustment operation is performed to decrease the volume during the second period corresponds to the third mode.
[0159] In the gaming machine 10, as mentioned above, when a specific control is executed, the volume of the background sound decreases over a period of two hours from the start of the specific control. When the volume decreases due to the specific control, the volume of the background sound decreases linearly. "Linear decrease" corresponds to a decrease in a linear function.
[0160] For example, as shown in Figure 7(a), when specific control is initiated while background sound is output at volume V6 corresponding to volume LV6, the volume decreases linearly over a second period of time until the background sound is silenced (zero). In this way, when specific control is performed and no adjustment operation is performed, the volume changes in a manner that decreases linearly. In other words, the first mode in this embodiment can also be described as a mode of linear decrease.
[0161] On the other hand, in the gaming machine 10, as mentioned above, the volume can be adjusted by operating buttons B1 and B3. Specifically, in the gaming machine 10, the volume can be adjusted to be lower by operating the lower button B3, thereby reducing the volume of the background sound. However, when no specific control is being performed, even if the volume is reduced by repeatedly operating the lower button B3, the volume of the background sound does not decrease linearly, but rather drops all at once to the volume corresponding to the adjusted volume each time the volume reduction operation is performed.
[0162] For example, as shown in Figure 7(b), when background sound is output at volume V6 corresponding to volume LV6, if the down button B3 is repeatedly operated within the second time period to reduce the volume of the background sound to a level where it is muted (zero), the decrease will not be linear, but rather stepwise, in accordance with the repeated adjustment operations. In this way, when the volume is reduced by repeated adjustment operations when no specific control is being performed, the volume changes in a manner that does not decrease linearly. In other words, even if the volume is reduced by repeated adjustment operations when no specific control is being performed, the volume of the background sound does not decrease linearly. That is, even if the volume is reduced by repeated adjustment operations outside of the specific period, the volume changes in a manner different from the first manner.
[0163] Furthermore, as shown in Figure 7(b), when background sound is output at volume V6 corresponding to volume LV6, and the down button B3 is repeatedly operated within the second time period to reduce the volume of the background sound to a level where it is silenced, the volume of the adjustment sound output each time the down button B3 is operated will also decrease in stages in accordance with the repeated adjustment operations. Therefore, when the adjustment operation is repeatedly performed to reduce the volume outside of the specific period, the volume of the adjustment sound will change in a manner different from that of the first embodiment.
[0164] Next, based on Figure 8, we will explain the various effects during the gameplay period and the waiting period, along with how to control those effects. First, let me explain background sounds.
[0165] During gameplay, the sub-CPU 51 controls the speaker 18 so that background sounds are output at a volume corresponding to the current volume level. As mentioned above, during the first standby period, the sub-CPU 51 controls the speaker 18 so that background sounds are output at a volume corresponding to the current volume level. During the second standby period, the sub-CPU 51 controls the speaker 18 so that the background sounds output from the speaker 18 fade out in order to perform specific control on the background sounds. During the third standby period, the sub-CPU 51 does not output background sounds because the background sounds were faded out during the second period.
[0166] Next, I will explain the adjustment sound. During the gameplay period, the sub-CPU 51 does not output the adjustment sound even if the value of the volume flag is updated. In any of the first, second, or third standby periods, if the sub-CPU 51 updates the value of the volume flag, the sub-CPU 51 controls the speaker 18 to output the adjustment sound. The volume of the adjustment sound output at this time is output from the speaker 18 at a volume corresponding to the volume LV that can be determined from the updated volume flag value. In other words, the adjustment sound is output at a volume corresponding to the volume LV. Even in the second period, the sub-CPU 51 controls the system to output the adjustment sound at a volume corresponding to the current volume LV. That is, in this embodiment, the adjustment sound is not subject to specific control. And the adjustment sound can be output at a volume corresponding to the current volume LV. That is, in this embodiment, the adjustment sound can be output at a volume corresponding to the adjusted volume information.
[0167] Next, I will explain the pre-production sound effects for specific content. During both the gameplay period and the standby period, the sub-CPU 51 can be controlled to output a pre-performance sound for a specific event. For example, during both the gameplay period and the standby period, if the sub-CPU 51 decides to perform a special pre-performance for a specific event, it controls the speaker 18 to output a pre-performance sound for that specific event. At this time, the sub-CPU 51 controls the output of the pre-performance sound for the specific event at a volume corresponding to the current volume LV. The sub-CPU 51 outputs the pre-performance sound for the specific event at a volume obtained by multiplying the current volume LV by a reference volume. In the gaming machine 10, the amount of change in the volume of the pre-performance sound for a specific event due to a change of one volume LV is constant. Therefore, for example, the amount of change in the volume of the pre-performance sound for a specific event when the volume is adjusted from LV3 to LV4 is the same as the amount of change in the volume of the pre-performance sound for a specific event when it is adjusted from LV3 to LV2. The sub-CPU 51 controls the output of a pre-effect sound of a specific type at a volume corresponding to the current volume LV, even during the second period. In other words, the pre-effect sound of a specific type is not subject to specific control. That is, in this embodiment, the predetermined sound is not subject to specific control. The pre-effect sound of a specific type can be output at a volume corresponding to the current volume LV. That is, in this embodiment, the predetermined sound can be output at a volume corresponding to the adjusted volume information.
[0168] In the gaming machine 10, the situation in which a pre-performance sound of a specific content is output is a situation in which a special pre-performance of a specific content is executed because the execution of the special game has been suspended. Therefore, in the gaming machine 10, if a pre-performance sound of a specific content is output during the standby period, the standby period ends. For example, if a pre-performance sound of a specific content is output during the second period, the second period ends and the game period begins. For this reason, for example, if it is decided to execute a special pre-performance of a specific content during the second period in which specific control is performed, the specific control is canceled. In other words, in this embodiment, when a predetermined condition is met during the specific period, the specific control is canceled. The cancellation of the specific control is equivalent to the specific control being restricted or the specific control being interrupted.
[0169] Next, I will explain the pre-show sound effects for special content. During both the gameplay period and the standby period, the sub-CPU 51 can control the speaker 18 to output a special pre-effect sound. In this case, the sub-CPU 51 controls the speaker to output the special pre-effect sound at a specific volume, regardless of the current volume level. For example, the specific volume is louder than the sound output at volume level 6. For example, the specific volume is louder than volume level 6. Furthermore, even when specific control is being executed, the sub-CPU 51 controls the speaker 18 to output the special pre-effect sound at a constant specific volume. Therefore, the special pre-effect sound is output at a specific volume regardless of the passage of time, even during the second period when specific control is being executed. Thus, the special pre-effect sound is not subject to specific control. In other words, in this embodiment, the special sound is not subject to specific control. And the special pre-effect sound can be output at a specific volume corresponding to a specific volume, regardless of the current volume level. In other words, in this embodiment, the special sound can be output at a specific volume regardless of the volume information.
[0170] In the gaming machine 10, the situation in which a special pre-performance sound is output is when a special pre-performance with special content is executed because the execution of the special game has been put on hold. Therefore, in the gaming machine 10, if a special pre-performance sound is output during the standby period, the standby period ends. For example, if a special pre-performance sound is output during the second period, the second period ends and the game period begins. For this reason, for example, if it is decided to execute a special pre-performance with special content during the second period in which specific control is performed, the specific control is canceled. In other words, in this embodiment, when a special condition is met during the specific period, the specific control is canceled.
[0171] In the gaming machine 10, when specific control is being performed, the volume of the pre-performance sound output for each type of performance differs depending on whether it is decided to perform a special pre-performance for a specific type of performance or a special pre-performance for a special type of performance. However, in the gaming machine 10, when specific control is being performed, the specific control is canceled regardless of whether it is decided to perform a special pre-performance for a specific type of performance or a special pre-performance for a special type of performance. In other words, in this embodiment, the specific control is canceled regardless of whether a predetermined condition is met during a specific period or a special condition is met during a specific period. Thus, when specific control is being performed, although the volume of the pre-performance sound output for each type of performance differs depending on whether it is decided to perform a special pre-performance for a specific type of performance or a special pre-performance for a special type of performance, the specific control is canceled in both cases.
[0172] Among the sound output controls that can be performed in the gaming machine 10, the control that outputs a pre-show sound of a specific type is different from the specific control. Furthermore, in the gaming machine 10, the control that outputs a pre-show sound of a specific type when the specific control is being performed is the same as the control that outputs a pre-show sound of a specific type when the specific control is not being performed. Similarly, among the sound output controls that can be performed in the gaming machine 10, the control that outputs a special pre-show sound is different from the specific control. Furthermore, in the gaming machine 10, the control that outputs a special pre-show sound of a special type when the specific control is being performed is the same as the control that outputs a special pre-show sound of a special type when the specific control is not being performed.
[0173] Next, I will explain the welcome sound. During the gameplay period, the sub-CPU 51 does not output a welcome sound or execute a welcome animation even if a handle detection command is input. During either the first or third standby period, the sub-CPU 51 controls the speaker 18 so that a welcome sound is output when a handle detection command is input. However, during the second standby period, the sub-CPU 51 does not output a welcome sound or execute a welcome animation even if a handle detection command is input. When outputting a welcome sound, the sub-CPU 51 controls the output to a volume corresponding to the current volume LV. The sub-CPU 51 outputs the welcome sound at a volume calculated by multiplying the current volume LV by a reference volume. In the game machine 10, the amount of change in the volume of the welcome sound due to a change of one volume LV is constant. Therefore, for example, the change in volume of the welcome sound when the volume is adjusted from LV3 to LV4 is the same as the change in volume of the welcome sound when the volume is adjusted from LV3 to LV2.
[0174] Furthermore, if the "executed" flag is stored, the sub-CPU 51 will not execute the welcome animation even if a handle detection command is entered during either the first or third period of the waiting period. As mentioned above, the "executed" flag is cleared when a special game is executed. For this reason, the sub-CPU 51 controls the system so that the welcome animation can only be executed once during each waiting period, from the start of the waiting period until the start of the game period.
[0175] Next, I will explain the sound that signals activation. During gameplay, the sub-CPU 51 can be controlled to output an activation notification sound. For example, during gameplay, the sub-CPU 51 controls the speaker 18 to output an activation notification sound when a specific planned command is input. At this time, the sub-CPU 51 controls the output of the activation notification sound at a volume corresponding to the current volume LV. The sub-CPU 51 outputs the activation notification sound at a volume obtained by multiplying the current volume LV by a reference volume. In the gaming machine 10, the amount of change in the volume of the activation notification sound due to a one-level change in volume LV is constant. Therefore, for example, the amount of change in the volume of the activation notification sound when the volume is adjusted from LV3 to LV4 is the same as the amount of change in the volume of the activation notification sound when it is adjusted from LV3 to LV2. Incidentally, the complete function activation notification is executed during the granting of a jackpot game, and is not executed during the standby period. Therefore, the activation notification sound is not output during the standby period.
[0176] Next, I will explain the operation warning sound. In both the gameplay period and the standby period, the sub-CPU 51 can be controlled to output an activation warning sound. For example, in both the gameplay period and the standby period, when the complete function activation warning is not being executed, if the maximum difference number that can be determined from the updated sub-maximum difference information exceeds 94500, the sub-CPU 51 controls the speaker 18 to output an activation warning sound. At this time, the sub-CPU 51 controls the output of the activation warning sound at a volume corresponding to the current volume LV. The sub-CPU 51 outputs the activation warning sound at a volume obtained by multiplying the reference volume by the current volume LV. In the gaming machine 10, the amount of change in the volume of the activation warning sound due to a one-level change in volume LV is constant. Therefore, for example, the amount of change in the volume of the activation warning sound when the volume is adjusted from volume LV3 to volume LV4 is the same as the amount of change in the volume of the activation warning sound when the volume is adjusted from volume LV3 to volume LV2. Even in the second period, the sub-CPU 51 controls the output of the activation warning sound at a volume corresponding to the current volume LV. In other words, the operating warning sound is not subject to specific control. Furthermore, the operating warning sound can be output at a volume corresponding to the current volume level.
[0177] Incidentally, the situation in which the activation warning sound is output is a situation in which the conditions for paying out prize balls have been met, so it is possible that the conditions for paying out prize balls were met when a ball entered the starting slots 26 and 27. In this case, the special game is started when a ball enters the starting slots 26 and 27. Therefore, if the activation warning sound is output in conjunction with a game ball entering the starting slots 26 and 27 during the standby period, the standby period will end. For example, if the activation warning sound is output in conjunction with a game ball entering the starting slots 26 and 27 during the second period, the game period will begin. For this reason, for example, if a game ball enters the starting slots 26 and 27 during the second period in which specific control is performed, the specific control will be canceled.
[0178] Next, I will explain the operation notification sound. Whether during the gameplay period or the standby period, the sub-CPU 51 controls the speaker 18 so that an activation notification sound is output when an unspecified command is entered. At this time, the sub-CPU 51 controls the speaker 18 to output the activation notification sound at a specific volume, regardless of the current volume level. For example, the specific volume is louder than the sound output at the volume corresponding to volume level 6. For example, the specific volume is louder than volume level 6. Furthermore, the sub-CPU 51 controls the speaker 18 so that the activation notification sound is output at a constant specific volume, even when specific control is being executed. Therefore, the activation notification sound is output at a specific volume regardless of the passage of time, even during the second period when specific control is being executed. Thus, the activation notification sound is not subject to specific control. And the activation notification sound can be output at a specific volume regardless of the current volume level. Note that the specific volume at which the activation notification sound is output may be the same as the specific volume at which the pre-effect sound for special content is output, or it may be a different volume from the specific volume at which the pre-effect sound for special content is output.
[0179] Incidentally, the situation in which the activation notification sound is output is a situation in which the conditions for paying out prize balls have been met, so it is possible that the conditions for paying out prize balls were met when a ball entered a prize entry point such as the start opening 26, 27. If the activation notification sound is output during the standby period, the system is controlled to a state where it cannot proceed, and the standby period ends. For example, if the activation notification sound is output in the second period in conjunction with a game ball entering the start opening 26, 27, the specific control is canceled. In addition, when canceling the specific control, even though the specific control is being performed internally, the specific control may be effectively canceled by not outputting the sound that was the target of the specific control from speaker 18. In this case, for example, the specific control is canceled by not outputting the sound of the channel corresponding to the sound that was the target of the specific control from speaker 18.
[0180] Next, I will explain the door open error sound. Whether during the gameplay period or the standby period, the sub-CPU 51 controls the speaker 18 so that a door-opening error sound is output when a door-opening command is entered. At this time, the sub-CPU 51 controls the speaker 18 to output the door-opening error sound at a specific volume, regardless of the current volume level. For example, the specific volume is louder than the sound output at volume level 6. For example, the specific volume is louder than volume level 6. Furthermore, the sub-CPU 51 controls the speaker 18 to output the door-opening error sound at a constant specific volume, even when specific control is being executed. Therefore, the door-opening error sound is output at a specific volume regardless of the passage of time, even during the second period when specific control is being executed. Thus, the door-opening error sound is not subject to specific control. And the door-opening error sound can be output at a specific volume regardless of the current volume level. Note that the specific volume at which the door-opening error sound is output may be the same as the specific volume at which the pre-effect sound for special content is output, or it may be a different volume from the specific volume at which the pre-effect sound for special content is output. Furthermore, the specific volume at which the door open error sound is output may be the same as the specific volume at which the operation alarm sound is output, or it may be a different volume from the specific volume at which the operation alarm sound is output.
[0181] Incidentally, in the gaming machine 10, if a door opening error is detected during the second period, the specific control is canceled, and a special opening error sound is output from speaker 18. Note that, when canceling the specific control, although the specific control is still being performed internally, the specific control may be effectively canceled by preventing the sound targeted by the specific control from being output from speaker 18. In this case, for example, the specific control may be canceled by preventing the sound of the channel corresponding to the sound targeted by the specific control from being output from speaker 18, while allowing the sound of the channel corresponding to the door opening error sound to be output from speaker 18.
[0182] Furthermore, when background sound is being output from speaker 18, even if a door open error is detected and a door open error sound is output from speaker 18, the system may be configured to continue internally controlling the output of background sound. For example, the system may be configured to prevent the sound of the channel corresponding to the background sound from being output from speaker 18, while allowing the sound of the channel corresponding to the door open error sound to be output from speaker 18. This allows the system to continue internally controlling the output of background sound, but in reality prevents the output of background sound from speaker 18. Additionally, the system may be configured to resume outputting background sound once the door open error is resolved. In this case, for example, the system may be configured to resume outputting background sound from speaker 18 by switching to outputting the sound of the channel corresponding to the background sound from speaker 18. Furthermore, if the door open error is resolved while a specific control is being executed, the system may be configured to resume outputting background sound from the volume level that was decreasing during the execution of that specific control.
[0183] Next, I will explain the lighting effects. As mentioned above, the sub-CPU 51 can control the decorative lamps 17 to execute various lighting effects based on the current light intensity level (LV). Similarly, the sub-CPU 51 can control the effect lamps EL to execute various lighting effects based on the current light intensity level (LV). Furthermore, the sub-CPU 51 executes various lighting effects based on the current light intensity level (LV) regardless of whether it is during the game period or the standby period. In particular, the sub-CPU 51 executes various lighting effects based on the current light intensity level (LV) even during the second period when specific control is being performed on the background sound. Therefore, the light intensity in the lighting effects does not decrease even during the second period when specific control is being performed on the background sound.
[0184] Next, we will explain the volume meter MS, along with the control related to its display. The sub-CPU 51 can control the display of the volume meter MS at any time, whether during gameplay or standby. Therefore, the display device 25 can display the volume meter MS at any time, whether during gameplay or standby. Thus, in this embodiment, the display means can display notification information that informs the current volume when a variable game is being played. Furthermore, in this embodiment, the display means can display notification information that informs the current volume when a variable game is not being played in standby mode.
[0185] The sub-CPU 51 controls the display of the volume meter MS when it receives an operation signal indicating that either the up button B1 or the down button B3 has been operated, during the game period. In other words, the sub-CPU 51 controls the display of the volume meter MS when an operation to adjust the volume is performed during the game period. When the volume meter MS is displayed during the game period, the sub-CPU 51 displays the volume meter MS in the first display mode. Furthermore, if the sub-CPU 51 displays the volume meter MS during the game period, it controls the display of the volume meter MS when the special game being played ends. In other words, if the volume meter MS is displayed during the game period, it hides the volume meter MS when a predetermined amount of time (for example, 10 seconds) has elapsed since the volume meter MS was displayed. In other words, if the volume meter MS is displayed during gameplay, the volume meter MS will disappear after a predetermined amount of time has elapsed since it was displayed, even if the special game currently in progress has not yet ended.
[0186] Furthermore, if it is the first or second period of the standby period, the sub-CPU 51 controls the system to display the volume meter MS when it receives an operation signal indicating that either the up button B1 or the down button B3 has been operated. In other words, during the first or second period of the standby period, the sub-CPU 51 controls the system to display the volume meter MS when it receives an operation signal indicating that the volume has been adjusted. On the other hand, if it is the third period of the standby period, the sub-CPU 51 controls the system to display the volume meter MS while the pattern display demo is running, while during the title sequence, it controls the system to display the volume meter MS when it receives an operation signal indicating that either the up button B1 or the down button B3 has been operated. When the volume meter MS is displayed during the standby period, the sub-CPU 51 displays the volume meter MS in the second display mode.
[0187] In the gaming machine 10, the display of the volume meter MS is initiated based on the operation of either the up button B1 or the down button B3. However, the display of the volume meter MS may be initiated by other events, for example. For example, during the standby period, the display of the volume meter MS may be initiated based on the passage of time. For example, the display of the volume meter MS may be initiated after a predetermined standby time has elapsed since the start of the symbol display demo performance. In addition, for example, the display of the volume meter MS may be initiated when the second symbol display demo performance starts during the standby period. Furthermore, during the second and subsequent title performances in the standby period, the display of the volume meter MS may be continued even while the title performance is being executed.
[0188] Furthermore, if the sub-CPU 51 is displaying the volume meter MS during the standby period, it controls the system to hide the volume meter MS when the command to start the variation is entered. In other words, if the volume meter MS is displayed during the standby period, it will be hidden when the special game starts. Also, if the sub-CPU 51 is displaying the volume meter MS during the standby period, especially while the symbol display demo is running, it controls the system to hide the volume meter MS when the title sequence starts. Moreover, if the sub-CPU 51 is displaying the volume meter MS during the standby period, especially while the title sequence is running, it controls the system to hide the volume meter MS when a predetermined amount of time (for example, 10 seconds) has elapsed without the title sequence ending.
[0189] Next, we will explain the light intensity meter ML, along with the control related to its display. The sub-CPU 51 can control the display of the light intensity meter ML at any time, whether during gameplay or standby. Therefore, the performance display device 25 can display the light intensity meter ML at any time, whether during gameplay or standby. Thus, in this embodiment, the display means can display notification information that informs the current light intensity when a variable game is being played. Furthermore, in this embodiment, the display means can display notification information that informs the current light intensity when a variable game is not being played in standby mode.
[0190] The sub-CPU 51 controls the display of the light intensity meter ML when it receives an operation signal indicating that either the right button B2 or the left button B4 has been operated, during the game period. In other words, the sub-CPU 51 controls the display of the light intensity meter ML when an operation to adjust the light intensity is performed during the game period. When the light intensity meter ML is displayed during the game period, the sub-CPU 51 displays the light intensity meter ML in the first display mode. Furthermore, if the sub-CPU 51 displays the light intensity meter ML during the game period, it controls the display of the light intensity meter ML when the special game being played has finished. In other words, if the light intensity meter ML is displayed during the game period, it will be hidden when the special game being played has finished. In addition, if the sub-CPU 51 displays the light intensity meter ML during the game period, it controls the display of the light intensity meter ML when a predetermined time (for example, 10 seconds) has elapsed since the light intensity meter ML was displayed. In other words, if the light intensity meter ML is displayed during gameplay, the light intensity meter ML will disappear after a predetermined amount of time has elapsed since it was displayed, even if the special game currently in progress has not yet ended.
[0191] Furthermore, if it is the first or second period of the standby period, the sub-CPU 51 controls the display of the light intensity meter ML when an operation signal indicating that either the right button B2 or the left button B4 has been operated is input. That is, during the first or second period of the standby period, the sub-CPU 51 controls the display of the light intensity meter ML when an operation to adjust the light intensity is performed. On the other hand, if it is the third period of the standby period, the sub-CPU 51 controls the display of the light intensity meter ML while the pattern display demo is being executed, while during the title sequence, it controls the display of the light intensity meter ML when an operation signal indicating that either the right button B2 or the left button B4 has been operated is input. When the light intensity meter ML is displayed during the standby period, the sub-CPU 51 displays the light intensity meter ML in the second display mode.
[0192] In the gaming machine 10, the display of the light intensity meter ML is initiated based on the operation of either the right button B2 or the left button B4. However, the display of the light intensity meter ML may be initiated by other events, for example. For example, during the standby period, the display of the light intensity meter ML may be initiated based on the passage of time. For example, the display of the light intensity meter ML may be initiated after a predetermined standby time has elapsed since the start of the symbol display demo performance. In addition, for example, the display of the light intensity meter ML may be initiated when the second symbol display demo performance starts during the standby period. Furthermore, during the second and subsequent title performances in the standby period, the display of the light intensity meter ML may be continued even while the title performance is being executed.
[0193] Furthermore, if the sub-CPU 51 is displaying the light intensity meter ML during the standby period, it controls the system to hide the light intensity meter ML when the change start command is entered. In other words, if the light intensity meter ML is displayed during the standby period, it will be hidden when the special game starts. Also, if the sub-CPU 51 is displaying the light intensity meter ML during the standby period, especially while the symbol display demo is running, it controls the system to hide the light intensity meter ML when the title sequence starts. Moreover, if the sub-CPU 51 is displaying the light intensity meter ML during the standby period, especially while the title sequence is running, it controls the system to hide the light intensity meter ML when a predetermined amount of time (for example, 10 seconds) has elapsed without the title sequence ending.
[0194] Here, a specific example of the display of the volume meter MS will be explained, along with the control of the sub-CPU 51, based on Figures 9(a) to 9(c). Note that while Figures 9(a) to 9(c) use the display of the volume meter MS as an example, the same applies to the light intensity meter ML. Therefore, in the explanation based on Figures 9(a) to 9(c), by replacing volume with light intensity and volume meter MS with light intensity meter ML, it can be interpreted as a specific example of the display of the light intensity meter ML.
[0195] As shown in Figure 9(b), when a volume adjustment operation is performed at time t31 during the execution of the special game, which is the game period, the sub-CPU 51 displays the volume meter MS as a result of the volume adjustment operation. Subsequently, when the special game ends at time t32, the sub-CPU 51 hides the volume meter MS. In this example, it is assumed that the execution of the special game is not suspended, and that the specific period begins when the special game ends at time t32. In this case, the sub-CPU 51 controls the system to start the symbol display demo when the waiting period begins.
[0196] Next, if a volume adjustment operation is performed at time t33 during the first period of the standby period, the sub-CPU 51 will display the volume meter MS as a result of the volume adjustment operation. Then, at time t34, when the first hour has elapsed since the standby period began, the sub-CPU 51 will start specific control targeting the background sound. The sub-CPU 51 will continue the specific control until time t36, when the second hour has elapsed since the start of the specific control. Therefore, the sub-CPU 51 will terminate the specific control at time t36. At this time, the sub-CPU 51 will control the system so that the displayed volume meter MS continues to be displayed whether the specific control is started or terminated. In other words, in the gaming machine 10, if the volume meter MS is displayed during the standby period, the displayed volume meter MS will continue to be displayed even when the specific control is started and even when the specific control is terminated. Thus, in the gaming machine 10, if the execution of a specific control is started while the machine is in standby mode and the volume meter MS is displayed, the volume meter MS will continue to be displayed for the duration of the specific control and will continue to be displayed even after the specific control has finished. In other words, in this embodiment, if the execution of a specific control is started while the machine is in standby mode and notification information is displayed, the notification information will continue to be displayed for the duration of the specific period and will continue to be displayed even after the duration of the specific period has finished. Subsequently, when the title sequence is started at time t37, the sub-CPU 51 hides the volume meter MS, triggered by the start of the title sequence.
[0197] Furthermore, as shown in Figure 9(c), when the sub-CPU 51 performs a volume adjustment operation at time t35 while executing a specific control, it displays the volume meter MS as a result of the volume adjustment operation. In this case, even if the adjustment operation is performed to increase the volume, the volume is not actually adjusted because the volume is LV6, and there is no effect on the volume change due to the specific control, and the volume of the background sound changes in the first mode. In other words, when the volume LV is at maximum LV (volume LV6 in this embodiment) and the adjustment operation is performed to increase the volume, the volume meter MS is displayed and the volume of the background sound changes in the first mode. Although not shown, if the adjustment operation is performed at time t35 to decrease the volume, the volume is actually adjusted, affecting the volume change due to the specific control, and the volume of the background sound changes in the third mode. Also, although not shown, when the volume LV is at minimum LV (volume LV0 in this embodiment) and the adjustment operation is performed to decrease the volume, the volume meter MS is displayed and the volume of the background sound changes in the first mode. Furthermore, although not shown in the diagram, when the volume LV is at its minimum level, if an adjustment operation is performed to increase the volume, the volume is actually adjusted, affecting the volume change due to specific control, and the volume of the background sound changes in the second mode. Then, in the gaming machine 10, when the volume LV is not at its minimum level and an adjustment operation is performed to decrease the volume, the volume meter MS is displayed, and the volume of the background sound changes in the third mode. Also, in the gaming machine 10, when the volume LV is not at its maximum level and an adjustment operation is performed to increase the volume, the volume meter MS is displayed, and the volume of the background sound changes in the second mode.
[0198] Then, at time t36, the sub-CPU 51 terminates the specific control. At this time, even though the specific control has been terminated, the sub-CPU 51 controls the system to continue displaying the volume meter MS. In other words, if the display of the volume meter MS is started while the specific control is being executed in the gaming machine 10, the displayed volume meter MS will continue to be displayed even after the specific control is terminated. Thus, in the gaming machine 10, if the display of the volume meter MS is started while the specific control is being executed, the volume meter MS can continue to be displayed even after the specific control is terminated. That is to say, in this embodiment, if the display of notification information is started while the specific control is being executed, the notification information can continue to be displayed even after the termination of the specific period. Subsequently, at time t37, when the title sequence is started, the sub-CPU 51 hides the volume meter MS, triggered by the start of the title sequence.
[0199] Although not shown in the diagram, from time t37 onward, the sub-CPU 51 displays the volume meter MS when a volume adjustment operation is performed during the title sequence. On the other hand, the sub-CPU 51 controls the system so that the volume meter MS is displayed regardless of any volume adjustment operations during the symbol display demo sequence.
[0200] Next, based on Figures 10(a) and 10(b), a specific example of the change in background sound volume when a special game is started during the execution of specific control will be explained, along with the control of the sub-CPU 51. Note that while Figures 10(a) and 10(b) use the display of the volume meter MS as an example, the same applies to the light intensity meter ML. Therefore, in the explanation based on Figures 10(a) and 10(b), by replacing volume with light intensity and volume meter MS with light intensity meter ML, it can be interpreted as a specific example of the display of the light intensity meter ML.
[0201] The sub-CPU 51 controls the system to start the pattern display demo when the standby period begins at time t41. Furthermore, if a volume adjustment operation is performed at time t42 during the first period of the standby period, the sub-CPU 51 displays the volume meter MS as a result of that volume adjustment operation. Then, at time t43, when the first hour has elapsed since the standby period began, the sub-CPU 51 initiates specific control. Thus, at time t43, when the first hour has elapsed since the standby period began, the sub-CPU 51 initiates specific control targeting the background sound. The sub-CPU 51 can continue executing specific control up to time t45, when the second hour has elapsed since the start of specific control. However, if a change start command is input at time t44, before time t45 (when the second hour has elapsed since the start of specific control), the sub-CPU 51 cancels the specific control and controls the system to output the background sound at a volume corresponding to the current volume LV (in Figure 10(a), volume V6 corresponding to volume LV6). Furthermore, at this time, the sub-CPU 51 controls the volume meter MS to be hidden. Thus, in this embodiment, if a variation start command is entered during the second period in which specific control is being performed, background sound will be output from the speaker 18 at a volume higher than the volume reduced by the specific control.
[0202] Incidentally, although not shown in the diagram, if the sub-CPU 51 triggers a special pre-performance when a game ball enters the starting slots 26 and 27, which was the trigger for the input of the variation start command at time t44, it stops the specific control and controls the speaker 18 so that the pre-performance sound is output. At this time, the sub-CPU 51 stops the output of the background sound and controls the speaker 18 so that the pre-performance sound is output. After the output of the pre-performance sound is finished, the sub-CPU 51 resumes the output of the background sound. At this time, the sub-CPU 51 controls the output of the background sound to a volume corresponding to the current volume LV. Thus, in the game machine 10, if the pre-performance sound is output from the speaker 18 while the specific control is being executed, the background sound may be temporarily not output from the speaker 18.
[0203] In the gaming machine 10, the display device 25 can display a power restoration screen indicating that the system is being restored when the power supply to the gaming machine 10 is interrupted and then restored, and the clear switch CS is not operated when the power supply is restored, from the time the power supply is restored until predetermined restoration conditions are met. In this embodiment, the power restoration screen is a screen in which an image resembling the words "Please wait a moment" in white is superimposed on a black background image. In the following description, a screen in which a normal background image or display effects are shown will be referred to as a normal display screen in contrast to the power restoration screen.
[0204] In this embodiment, the recovery conditions differ depending on the circumstances when the power supply was interrupted. Specifically, when the power supply is interrupted during the game period and then resumed, the recovery conditions are the start of a jackpot game, the start of the next special game, or the start of the standby period. That is, if the power supply is interrupted during the game period and then resumed, the sub-CPU 51 controls the system to display the power restoration screen as a trigger for the power supply to resume. The sub-CPU 51 then controls the system to hide the power restoration screen and display the normal performance screen as a trigger for the input of an opening command indicating the start of the opening time in a jackpot game, the input of a variation start command indicating the start of a special game, or the start of the standby period. As a result, in the performance display device 25, if the power supply is interrupted during the game period and then resumed, the power restoration screen will be displayed from the time the power supply is resumed until the start of either a jackpot game, the next special game, or the standby period.
[0205] On the other hand, the recovery condition when the power supply is interrupted during the standby period and then restored is the input of a power restoration standby command that can identify that the standby period has occurred. The power restoration standby command is output to the sub-CPU 51 during the power restoration control performed by the main CPU 41 when the power supply is interrupted during the standby period and then restored. The sub-CPU 51 then controls the system to hide the power restoration screen and display the normal performance screen when the power restoration standby command is input. As a result, in the performance display device 25, when the power supply is interrupted during the standby period and then restored, the power restoration screen is displayed from the time the power supply is restored until the sub-CPU 51 inputs the power restoration standby command.
[0206] Furthermore, the sub-CPU 51 controls the speaker 18 so that it does not output background sound (mutes it) while the power restoration screen is displayed. Also, if the sub-CPU 51 does not output background sound at the start of the standby period, it continues to control the system so that it does not output background sound after the standby period has started. On the other hand, the sub-CPU 51 controls the system to resume outputting background sound when an opening command indicating the start of the opening time in a jackpot game is entered, or when a variation start command indicating the start of a special game is entered.
[0207] Next, based on Figures 11(a) and 11(b), a specific example of the change in background sound volume when the power supply to the gaming machine 10 is interrupted and then restored will be explained, along with the control of the sub-CPU 51.
[0208] If the power supply is interrupted at time t51 while the special game is running, and then restored at time t52, the sub-CPU 51 controls the display device 25 to display the recovery screen. Even if background sound was output at time t51, the sub-CPU 51 does not output background sound when the recovery screen is displayed from time t52. Subsequently, when the special game ends and the standby period begins at time t53, the sub-CPU 51 controls the display to hide the power restoration screen, show the normal display screen, and start the symbol display demo. At this time, since no background sound was output at the start of the standby period, the sub-CPU 51 continues not to output background sound after the standby period begins.
[0209] Subsequently, even when the sub-CPU 51 reaches time t54, which marks the first time since the standby period began, it continues not to output background sound. That is, even when the timing for the start of a specific control is reached, the sub-CPU 51 does not reduce the volume of background sound because no background sound is being output. Furthermore, the sub-CPU 51 also does not output background sound at time t55, which marks the second time since the start of the specific control. Moreover, even when the title sequence begins at time t56, the sub-CPU 51 does not output background sound. Thus, in the case of the gaming machine 10, if the power supply to the gaming machine 10 is interrupted during the execution of a special game and then the power supply is resumed, and a standby period is reached after the special game has finished, no background sound is output during either the first period (times t53 to t54) or the second period (times t54 to t55) of the standby period.
[0210] Here, based on Figures 12(a) and 12(b), we will explain a specific example of the sound output from speaker 18 when a game ball enters the starting openings 26 and 27 while specific control is being performed, and a special pre-performance is executed as a result of the ball entering the opening.
[0211] Assume that a specific control is initiated at time t61 while the pattern display demo is being executed. This specific control, initiated at time t61, will continue to run until time t64, after the second time period has elapsed. As a result, the background sound output from speaker 18 will decrease from time t61 to time t64.
[0212] However, suppose that at time t62, while a specific control that started at time t61 is still in progress, a special pre-show with special content is executed. In this case, the background sound will no longer be output from speaker 18, and the pre-show sound with special content will be output from speaker 18. At this time, as shown in Figure 12(b), the pre-show sound with special content will be output at a specific volume, regardless of the current volume level LV.
[0213] Then, when the output of the special pre-production sound, which began at time t62, ends at time t63, the speaker 18 outputs background sound. At this time, the speaker 18 outputs the background sound at a volume corresponding to the current volume LV. For example, as shown in Figure 12(a), if the current volume LV is volume LV6, then at time t63, the background sound will be output from the speaker 18 at volume V6.
[0214] The effects of this embodiment will be described below. (1) If the pattern of change in background sound volume is the same when a volume adjustment operation is performed while specific control is being executed (second period) and when no volume adjustment operation is performed, there is a risk that it will be difficult to recognize whether the volume LV has been changed. However, when a volume adjustment operation is performed to increase the volume while specific control is being executed, the change in background sound volume will be different from the pattern of change when no volume adjustment operation is performed while specific control is being executed. Furthermore, when a volume adjustment operation is performed to decrease the volume while specific control is being executed, the change in background sound volume will be different from both the pattern of change when no volume adjustment operation is performed while specific control is being executed and the pattern of change when a volume adjustment operation is performed to increase the volume while specific control is being executed. For this reason, even if an adjustment operation is performed to increase the volume or decrease the volume while specific control is being executed, it is possible to easily recognize that an adjustment operation has been performed by the change in background sound volume over time, thereby improving the convenience of volume adjustment. Furthermore, it becomes easier to recognize whether the volume was adjusted to increase or decrease, thereby improving the convenience of volume adjustment.
[0215] (2) The adjustment sound produced during the adjustment operation is not subject to specific control. Therefore, even if an adjustment operation is performed while specific control is being executed, it will not be affected by the specific control, and the adjustment sound can be confirmed, that is, it can be confirmed that the adjustment operation has been performed, thereby improving the convenience of volume adjustment.
[0216] (3) The adjustment sound can be output at a volume corresponding to the current volume level. For example, even if an adjustment sound is output when volume adjustment is performed while a specific control is being executed, the volume of the adjustment sound can be checked to make it easier to recognize the volume being adjusted, thereby improving the convenience of volume adjustment.
[0217] (4) Pre-production sounds for specific content are not subject to specific control. Therefore, even if adjustment operations are performed while specific control is being executed, the specific control will not affect the pre-production sounds for specific content, and it will be possible to confirm that the special pre-production for specific content has been executed (i.e., that it has been decided to execute the special pre-production for specific content).
[0218] (5) Pre-effect sounds for specific content can be output at a volume corresponding to the current volume level. For example, even if a pre-effect sound for specific content is output when volume adjustment is performed while specific control is being executed, checking the volume of that pre-effect sound makes it easier to recognize the adjusted volume, thereby improving the convenience of volume adjustment.
[0219] (6) If it is decided to perform a special pre-show with specific content while a specific control is being performed, the specific control will be canceled. Therefore, by canceling the specific control while it is being performed, it becomes possible to recognize that it has been decided to perform a special pre-show with specific content.
[0220] (7) Pre-production sounds for special content are not subject to specific control. Therefore, even if adjustment operations are performed while specific control is being executed, the pre-production sounds for special content will not be affected by the specific control, and it will be possible to confirm that the special pre-production for special content has been executed (i.e., that it has been decided to execute the special pre-production for special content).
[0221] (8) Special sounds can be output at a specific volume regardless of the current volume level. Therefore, even if a specific control is being performed or the volume is being adjusted, the pre-production sound of special content can be recognized and output at a specific volume without being affected.
[0222] (9) If it is decided to perform a special pre-show with special content while a specific control is being performed, the specific control will be canceled. Therefore, by canceling the specific control while it is being performed, it becomes possible to recognize that it has been decided to perform a special pre-show with special content.
[0223] (10) Even if the volume of a specific sound decreases over time as a result of repeated adjustment operations to reduce the volume when specific control is not being performed, the change in volume will be different from the change in volume of the background sound when specific control is being performed but no volume adjustment operations are being performed. For this reason, even if the volume of a specific sound decreases over time as a result of repeated adjustment operations to reduce the volume when specific control is not being performed, the change in volume of the specific sound will make it easier to recognize that the decrease in volume of the specific sound is not due to the specific control being performed, thereby improving the convenience of volume adjustment.
[0224] (11) The volume of the door open error sound will be a specific volume even when specific control is being performed. This prevents the volume of the door open error sound from becoming lower than the specific volume due to specific control, making it easier to recognize when a door open error occurs.
[0225] (12) If the launch handle 16 is operated while specific control is being performed and a welcome animation is executed, a welcome sound will be output from the speaker 18. This may cause users to mistakenly believe that the volume level has been changed, as the background sound volume has changed in a manner different from when no volume adjustment operation is performed. For this reason, when specific control is being performed, the welcome sound is not output and the welcome animation is not executed. This prevents users from mistakenly believing that the volume level has been changed when the launch handle 16 is operated while specific control is being performed.
[0226] (13) The volume meter MS can notify the current volume level whether a special game is in progress or in standby mode. On the other hand, the volume meter MS displayed while a special game is in progress will disappear when the special game ends, making it easier for the user to recognize when the special game has ended.
[0227] (14) The volume meter MS is displayed continuously at the start and end of the second period in which the specific control is performed, making it easier to recognize the current volume LV even when the volume of background sound is reduced by the specific control.
[0228] (15) When the power supply to the gaming machine 10 is temporarily interrupted and then resumed, background sound will not be output during the first and second periods, making it possible to identify that the power supply was temporarily interrupted and then resumed. Therefore, it is possible to prevent players who want to change the volume level again when the power supply is temporarily interrupted and then resumed from starting the game without realizing that the power supply was temporarily interrupted and then resumed.
[0229] (16) In particular, in this embodiment, if the power supply to the gaming machine 10 is interrupted, the volume level is set to the initial level. For this reason, it is conceivable that if the power supply is interrupted, the player may want to readjust the volume level. In this embodiment, as described above, it is possible to prevent the player from starting to play without realizing that the power supply has been temporarily interrupted and then restarted, thereby improving the convenience of adjusting the volume for players who want to play at their desired volume level.
[0230] (17) During the standby period, background sounds may be output at a volume lower than the volume corresponding to the current volume LV, or they may be muted. Therefore, even if the volume LV is changed by adjusting the volume, it may be difficult to recognize whether the volume LV has been changed from the volume of the background sounds. Since the adjustment sound is output when an adjustment operation is performed during the standby period, it is possible to make it easier to recognize that the volume LV has been changed. In particular, since the adjustment sound is output at a volume corresponding to the adjusted volume LV, even if it is difficult to recognize the current volume LV from the volume of the background sounds, it is possible to make it easier to recognize the current volume LV from the volume of the adjustment sound.
[0231] (18) The time required for specific control remains the same regardless of whether a volume adjustment operation is performed while the specific control is being executed, so the timing at which the background sound volume is muted can be kept constant. Therefore, when a volume adjustment operation is performed while the specific control is being executed, it is possible to make it easier to recognize that the volume level has been changed, while suppressing the impact on control performed after the specific control has been executed (from the second period onward).
[0232] (19) Since the time required for specific control is the same regardless of the volume level at the start of the specific control, the timing at which the background sound volume is muted can be kept constant. Therefore, even if the volume level is changed by volume adjustment operations performed before the specific control starts, the impact on control performed after the completion of the specific control can be suppressed.
[0233] (20) Since no special game is played during the second period when specific control is being performed, players may take their eyes off the display device 25 during the second period. Even in such cases, if a variation start command is entered while specific control is being performed, background sound will be output at a volume higher than the volume reduced by specific control as the special game begins, so the start of the special game can be recognized by the change in the volume of the background sound.
[0234] (21) Even during the second period in which specific control is being performed, the light intensity (luminance) of the light-emitting effect does not decrease, so the light-emitting effect can be enjoyed without reducing the light intensity, regardless of whether it is the second period or not.
[0235] (22) If the execution of a specific control is started while the volume meter MS is displayed in the standby state, the volume meter MS will continue to be displayed during the period in which the specific control is being performed, and will also continue to be displayed after the specific control has finished. This makes it easier to understand the current volume LV and improves the convenience of volume adjustment. As a result, it becomes easier for players to play at their desired volume, and consequently, it becomes easier to enhance the enjoyment of the game.
[0236] (23) If the display of the volume meter MS is started while a specific control is being executed, the volume meter MS can continue to be displayed even after the specific control is completed. This makes it easier to understand the current volume level and improves the convenience of volume adjustment. It also makes it easier for players to play at their desired volume, and as a result, it becomes easier to enhance the enjoyment of the game.
[0237] (24) The operation warning sound is not subject to specific control. Therefore, even if an adjustment operation is performed while specific control is being executed, the operation warning sound can be confirmed without being affected by the specific control.
[0238] (25) The operation warning sound can be output at a volume corresponding to the current volume level. For this reason, even if an operation warning sound is output when the volume is adjusted while a specific control is being performed, the volume of the operation warning sound can be checked to make it easier to recognize the adjusted volume, thereby improving the convenience of volume adjustment.
[0239] (26) The volume of the operation notification sound will be a specific volume even when specific control is being performed. This prevents the volume of the operation notification sound from becoming lower than the specific volume due to specific control, and makes it easier to recognize that the complete function has been activated, that is, that the vehicle has been controlled to a state where it cannot move.
[0240] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. • When a specific control is performed and the volume decreases, the volume of the background sound does not have to decrease linearly. For example, when a specific control is performed and the volume decreases, the volume of the background sound may decrease curvilinearly. "Decreasing curvilinearly" is equivalent to decreasing quadratically. For example, the first embodiment may be an embodiment in which the volume decreases curvilinearly. Incidentally, as illustrated in Figure 7(b), even if adjustment operations are repeatedly performed to reduce the volume when no specific control is being performed, the volume of the background sound does not decrease curvilinearly.
[0241] The background sound may be of one type or multiple types. For example, some or all of the background sounds that can be output during a special game may be different from the background sounds that can be output when the game is in standby mode. Also, some or all of the background sounds that can be output during a jackpot game may be different from the background sounds that can be output when the game is in standby mode. For example, some or all of the background sounds that can be output during the game period may be different from the background sounds that can be output during the standby period.
[0242] The time required for specific control may be changed as appropriate. For example, the sub-CPU 51 may set the timing of termination of the specific control to differ depending on whether a volume adjustment operation is performed during the execution of the specific control or not. In this case, for example, the sub-CPU 51 may control the timing of termination of the specific control to be delayed when a volume adjustment operation is performed to increase the volume during the execution of the specific control. On the other hand, the sub-CPU 51 may control the timing of termination of the specific control to be earlier when a volume adjustment operation is performed to decrease the volume during the execution of the specific control. Furthermore, the sub-CPU 51 may set the timing of termination of the specific control to differ depending on the volume LV at the start of the specific control. For example, the sub-CPU 51 may control the timing of termination of the specific control to be longer the higher the volume LV at the start of the specific control.
[0243] - If a variable start command is entered while a specific control is being executed, the sub-CPU 51 controls the output of background sound at a volume corresponding to the current volume LV when the special game starts, but is not limited to this. For example, if a variable start command is entered while a specific control is being executed, the sub-CPU 51 may start outputting background sound at the same volume as the background sound that was being output during the execution of the specific control when the special game starts, and then control it to increase (improve) the volume to a volume corresponding to the current volume LV as time passes.
[0244] The sub-CPU 51 may, if a volume adjustment operation is performed while a specific control is being executed, terminate the specific control being executed and output background sound at a volume corresponding to the adjusted volume LV. For example, if a volume adjustment operation is performed to increase the volume during the second period in which the specific control is being executed, the sub-CPU 51 may terminate the specific control being executed and output background sound at a volume corresponding to the adjusted volume LV, thereby changing the volume of the background sound in a different manner than when no volume adjustment operation is performed. For example, if a volume adjustment operation is performed to decrease the volume during the second period in which the specific control is being executed, the sub-CPU 51 may terminate the specific control being executed and output background sound at a volume corresponding to the adjusted volume LV, thereby changing the volume of the background sound in a different manner than when no volume adjustment operation is performed. In this way, the sub-CPU 51 may, if a volume adjustment operation is performed during the second period in which the specific control is being executed, terminate the specific control being executed and output background sound at a volume corresponding to the adjusted volume LV, thereby changing the volume of the background sound in a different manner than when no volume adjustment operation is performed. In addition, if a volume adjustment operation is performed during the second period in which a specific control is being executed to increase the volume, the sub-CPU 51 may terminate the specific control being executed and output the background sound at a volume corresponding to the adjusted volume LV, thereby changing the volume of the background sound in a manner different from when a volume adjustment operation is not performed to decrease the volume.
[0245] The sub-CPU 51 may be controlled to output an adjustment sound when a light intensity adjustment operation is performed, either in addition to or instead of when a volume adjustment operation is performed. The adjustment sound output when a light intensity adjustment operation is performed may be output at a volume corresponding to the current volume LV, or at a predetermined volume regardless of the current volume LV. The predetermined volume may be a specific volume, or a volume lower than the specific volume. Furthermore, if the light intensity is adjusted and the light intensity LV changes, the volume of the adjustment sound output when a light intensity adjustment operation is performed may also change. Conversely, even if the light intensity is adjusted and the light intensity LV changes, the volume of the adjustment sound output when a light intensity adjustment operation is performed may not change.
[0246] The volume of the adjustment sound when an adjustment operation is performed may be changed as appropriate. For example, the sub-CPU 51 may be controlled to output the adjustment sound at a predetermined volume regardless of the current volume level. Alternatively, the sub-CPU 51 may be controlled to output the adjustment sound at a volume corresponding to the current volume level during the first period, while outputting the adjustment sound at a predetermined volume regardless of the current volume level during the second or third period. This prevents the player from noticing the adjustment sound by outputting the adjustment sound at a volume corresponding to the current volume level during the first period when background sounds are output at a volume corresponding to the current volume level. On the other hand, during the second period when background sounds are output at a volume lower than the current volume level, or during the third period when no background sounds are output, outputting the adjustment sound at a predetermined volume prevents the adjustment sound from being output at an excessively loud volume, which would actually reduce the enjoyment of the game.
[0247] The sound output as the adjustment sound may be changed as appropriate. For example, the sub-CPU 51 may be controlled to output different sounds as adjustment sounds depending on when the adjustment operation is performed. Specifically, the sound output as the adjustment sound may be different depending on whether the adjustment sound is output when the adjustment operation is performed in the first period or when the adjustment sound is output when the adjustment operation is performed in the second period.
[0248] The sub-CPU 51 may be controlled to output an adjustment sound when an adjustment operation is performed during the execution of a special game. Alternatively, the sub-CPU 51 may be controlled to output an adjustment sound when an adjustment operation is performed during a jackpot game.
[0249] The sub-CPU 51 may, in addition to outputting an adjustment sound when an adjustment operation is performed, control the display device 25 to display a predetermined image, or control the decorative lamp 17 to emit light in a predetermined light emission pattern.
[0250] The volume of the welcome sound may be changed as appropriate. For example, the sub-CPU 51 may be controlled to output the welcome sound at a predetermined volume regardless of the current volume level. Alternatively, the sub-CPU 51 may be controlled to output the welcome sound at a volume corresponding to the current volume level during the first period. On the other hand, the sub-CPU 51 may be controlled to output the welcome sound at a predetermined volume regardless of the current volume level during the second or third period. According to this, during the first period when background sounds are output at a volume corresponding to the current volume level, outputting the welcome sound at a volume corresponding to the current volume level can prevent users from noticing the welcome effect. On the other hand, during the second period when background sounds are output at a volume lower than the current volume level, or during the third period when no background sounds are output, outputting the welcome sound at a predetermined volume can prevent the welcome sound from being output at an excessively loud volume, which could actually reduce the enjoyment.
[0251] The performance mode of the welcome performance may be changed as appropriate. For example, instead of outputting a welcome sound, or in addition to it, a predetermined image may be displayed on the performance display device 25, or the decorative lamps 17 may be illuminated in a predetermined light emission mode. Furthermore, the performance mode of the welcome performance may differ depending on the timing at which the welcome performance is executed. In addition, the welcome performance may be executed in a mode determined by a predetermined lottery from among several types of performance modes. In this case, the sub-CPU 51 may determine the performance mode of the welcome performance by executing a predetermined lottery when the launch handle 16 is grasped, and control the system to execute the welcome performance in the determined performance mode.
[0252] The conditions under which the welcome animation is performed may be changed as appropriate. For example, the sub-CPU 51 may control the system to enable the welcome animation even if the launch handle 16 is grasped during the second period in which specific control is being performed. The sub-CPU 51 may also control the system to enable the welcome animation to be performed multiple times during a single standby period. In this case, the sub-CPU 51 may, for example, prevent the next welcome animation from being performed until a predetermined amount of time has elapsed since the previous welcome animation was performed.
[0253] The execution method of the door open error notification may be changed as appropriate. For example, instead of outputting a door open error sound, or in addition to outputting a predetermined image, the performance display device 25 may be made to display a predetermined image, or the decorative lamp 17 may be made to light up in a predetermined light-emitting manner. Also, the volume at which the door open error sound is output may be output at a volume corresponding to the current volume LV. Furthermore, if specific control is performed while the door open error notification is being executed, the volume of the door open error sound may be made to change over time. In other words, in a situation where specific control is performed while the door open error notification is being executed, the volume of the door open error sound may be made to change over time. In this case, the volume of the door open error sound may change until it is silenced, or it may change to a predetermined volume. Furthermore, in a situation where specific control is performed while the door open error notification is being executed, the volume of the door open error sound may change in the same manner as the change in the volume of the background sound, or it may change in a manner different from the change in the volume of the background sound. Furthermore, the manner in which the volume of the door open error sound changes over time may differ from the manner in which the volume of the background sound changes due to specific control. Alternatively, the manner in which the volume of the door open error sound changes over time may be the same as the manner in which the volume of the background sound changes due to specific control. Note that the door open error sound is a type of error sound. In this example of modification, notification regarding a door open error is given as an example, but it is not limited to door open errors and can also be applied to errors of a different type. The error sound may be configured to terminate its output when the error is resolved. The error sound may also be configured to terminate its output even if the error is not resolved, for example, based on the passage of time. In this case, even if the output of the error sound has ended, another display device such as a decorative lamp 17 may be used to notify that an error has been detected.
[0254] ·Instead of, or in addition to, the specific control of the volume, it may be possible to execute specific control to reduce (attenuate) the effect amount of the effect execution means different from the speaker 18. For example, the sub-CPU 51 may execute specific control to reduce the light amount (brightness) of the decorative lamp 17, or may execute specific control to reduce the light amount (brightness) of the effect display device 25. Also, it may be possible to execute specific control to reduce the operation amount of the movable body.
[0255] ·The specific control may be executable during the game period. For example, in the expectancy suggestion effect that suggests the expectancy of deriving the jackpot display result in the special game, the sub-CPU 51 may execute the specific control as a part of the effect. For example, during the jackpot game, the sub-CPU 51 may execute the specific control as a part of the effect.
[0256] ·The sub-CPU 51 may control so as not to mute the volume of the background music in the specific control. That is, in the specific control, the sub-CPU 51 may control to reduce the volume of the background music from the volume corresponding to the current volume LV to a volume lower than that.
[0257] ·In the gaming machine 10, it may be possible to change the volume range adjustable by the adjustment operation using the cross key CB. For example, it may be provided with a volume switch capable of adjusting the volume range, and based on the operation of the volume switch, it may be possible to change the volume range adjustable by the adjustment operation using the cross key CB. Also, in the gaming machine 10, the light amount range adjustable by the adjustment operation using the cross key CB may be similarly changeable.
[0258] When a specific control is in operation, it is possible to disable either a volume adjustment operation to increase the volume or a volume adjustment operation to decrease the volume. For example, when a specific control is in operation, it may be possible to make changes to increase the volume, but not to make changes to decrease the volume. Conversely, for example, when a specific control is in operation, it may be possible to make changes to decrease the volume, but not to increase the volume. Also, when a specific control is in operation, it may be impossible to adjust the volume at all. Here, volume has been used as an example, but the same may apply to light intensity adjustment.
[0259] When a volume adjustment operation is performed to increase the volume while a specific control is being executed, the volume may change in the same manner as when no volume adjustment operation is performed while the specific control is being executed. When a volume adjustment operation is performed to decrease the volume while a specific control is being executed, the volume may change in the same manner as when no volume adjustment operation is performed while the specific control is being executed. When a volume adjustment operation is performed to decrease the volume while a specific control is being executed, the volume may change in the same manner as when no volume adjustment operation is performed while the specific control is being executed.
[0260] The sounds subject to specific control are not limited to background sounds. For example, adjustment sounds may be subject to specific control. For example, if adjustment sounds are output when specific control is being performed, the volume of the adjustment sounds may decrease over time. For example, pre-show sounds for specific content may be subject to specific control. For example, if pre-show sounds for specific content are output when specific control is being performed, the volume of the adjustment sounds may decrease over time. For example, pre-show sounds for special content may be subject to specific control. For example, if pre-show sounds for special content are output when specific control is being performed, the volume of the adjustment sounds may decrease over time. For example, operation warning sounds may be subject to specific control. For example, if operation warning sounds are output when specific control is being performed, the volume of the adjustment sounds may decrease over time. Also, if operation notification sounds are output even while specific control is being performed, operation notification sounds may be subject to specific control. For example, if operation notification sounds are output when specific control is being performed, the volume of the adjustment sounds may decrease over time. For example, the operation notification sound may be subject to specific control. For example, if the operation notification sound is output when specific control is being performed, the volume of the adjustment sound may decrease over time. Also, if a welcome sound can be output even while specific control is being performed, the welcome sound may be subject to specific control. For example, if a welcome sound is output when specific control is being performed, the volume of the adjustment sound may decrease over time.
[0261] Even if it is decided to perform a special pre-show with specific content while specific control is being performed, the specific control may be kept running without being stopped. For example, if it is decided to perform a special pre-show with specific content while specific control is being performed, the background sound may continue to decrease over time, and the pre-show sound for the specific content may be output. In this case, the pre-show sound for the specific content may be output at a volume corresponding to the current volume LV, at a specific volume, or at a volume that decreases over time, similar to the background sound. Alternatively, if it is decided to perform a special pre-show with specific content while specific control is being performed, the specific control may be stopped, and the background sound may be output at a volume corresponding to the current volume LV. In this case, the pre-show sound for the specific content and the background sound may be output from speaker 18 in parallel.
[0262] Even if it is decided to perform a special pre-show with special content while a specific control is being performed, the specific control may not be canceled and may continue. For example, if it is decided to perform a special pre-show with special content while a specific control is being performed, the background sound may continue to decrease over time and the pre-show sound for the special content may be output. In this case, the pre-show sound for the special content may be output at a volume corresponding to the current volume LV, at a specific volume, or at a volume that decreases over time, similar to the background sound. Alternatively, if it is decided to perform a special pre-show with special content while a specific control is being performed, the specific control may be canceled and the background sound may be output at a volume corresponding to the current volume LV. In this case, the pre-show sound for the special content and the background sound may be output in parallel from speaker 18.
[0263] The volume meter MS and light intensity meter ML may be hidden during gameplay. This prevents the display of images related to special games from being obstructed by the display of the volume meter MS and light intensity meter ML. The volume meter MS and light intensity meter ML may be displayed during certain periods of the gameplay, while they may not be displayed during other periods (periods different from the aforementioned certain periods). For example, the volume meter MS and light intensity meter ML may be displayed during jackpot gameplay, while they may not be displayed during the execution of special games.
[0264] The display format when the volume meter MS and light intensity meter ML are displayed during gameplay may be the same as the display format when the volume meter MS and light intensity meter ML are displayed during standby. For example, the display format when the volume meter MS and light intensity meter ML are displayed during a jackpot game may be the same as the display format when the volume meter MS and light intensity meter ML are displayed during standby. For example, the display format when the volume meter MS and light intensity meter ML are displayed during the execution of a special game may be the same as the display format when the volume meter MS and light intensity meter ML are displayed during standby.
[0265] The display patterns when the volume meter MS and light intensity meter ML are displayed during the execution of the pattern display demo may be different from the display patterns when the volume meter MS and light intensity meter ML are displayed during the execution of the title sequence.
[0266] · While the sub-CPU 51 is executing the door open error notification, it may be controlled to be able to change the volume LV and the light quantity LV based on an adjustment operation using the cross key CB. Also, while the sub-CPU 51 is executing the door open error notification, it may regulate the change of the volume LV and the light quantity LV based on an adjustment operation using the cross key CB. Note that the regulation includes, in addition to making it impossible to change the volume LV and the light quantity LV, updating the values of the volume flag and the light quantity flag stored in the sub-RWM 53 to make it possible to change the volume LV and the light quantity LV, while not reflecting the change of the volume LV and the light quantity LV in the volume of the speaker 18 and the light quantity of the decorative lamp 17. That is, while the sub-CPU 51 is executing the door open error notification, it can update the values of the volume flag and the light quantity flag stored in the sub-RWM 53 based on an adjustment operation using the cross key CB, while not controlling the speaker 18 and the decorative lamp 17 based on the updated values of the volume flag and the light quantity flag until the door open error notification ends.
[0267] · While the sub-CPU 51 is executing the door open error notification, it may be controlled to display the volume meter MS and the light quantity meter ML, or it may be controlled not to display them. Note that even when the sub-CPU 51 is controlled to be able to change the volume LV and the light quantity LV based on an adjustment operation using the cross key CB while executing the door open error notification, it may be controlled not to display the volume meter MS and the light quantity meter ML. Also, while the sub-CPU 51 is executing the door open error notification, even when it regulates the change of the volume LV and the light quantity LV based on an adjustment operation using the cross key CB, it may be controlled to display the volume meter MS and the light quantity meter ML.
[0268] · The conditions for the volume meter MS and the light quantity meter ML to be displayed and not to be displayed may be changed as appropriate. For example, the volume meter MS and the light quantity meter ML may be made not to be displayed on the condition of the start of a specific control, or may be made not to be displayed on the condition of the end of a specific control. Also, on the condition of the end of a special game, the volume meter MS and the light quantity meter ML may not be made not to be displayed.
[0269] · The period during which the volume LV can be adjusted may be changed as appropriate. For example, during the game period, the volume LV may not be adjustable, or during the execution of the variable game within the game period, the volume LV may be adjustable while the volume LV may not be adjustable during the execution of the big win game. Similarly, the period during which the light quantity LV can be adjusted may be changed as well.
[0270] · The sub-CPU 51 may be capable of both controlling to output sound at a volume based on the volume LV adjusted by the volume adjustment function and controlling to output sound at a predetermined volume regardless of the volume LV adjusted by the volume adjustment function. For example, for the sound output in the sound effect executed along with the execution of the special game, the sub-CPU 51 outputs it at a volume based on the volume LV adjusted by the volume adjustment function, while for the notification sound for notifying that a predetermined error has been detected, it may be output at a predetermined volume regardless of the volume LV adjusted by the volume adjustment function. In this case, for the notification sound, the sub-CPU 51 may be set to output it at a predetermined volume even when the volume LV is adjusted to the volume LV0 (silent state).
[0271] · A plurality of sound output means for outputting sound are provided. For some of the plurality of sound output means, sound is output at a volume based on the current volume LV, while for some sound output means different from some of the plurality of sound output means, sound may be output at a predetermined volume regardless of the current volume LV. The current volume LV corresponds to the volume LV adjusted by the volume adjustment function.
[0272] The sub-CPU 51 may be capable of both controlling the decorative lamps 17 and the performance lamps EL to emit light at a light intensity based on the light intensity LV adjusted by the light intensity adjustment function, and controlling the decorative lamps 17 and the performance lamps EL to emit light at a predetermined light intensity regardless of the light intensity LV adjusted by the light intensity adjustment function. For example, in a lighting effect performed in conjunction with the execution of a special game, the sub-CPU 51 may emit light at a light intensity based on the light intensity LV adjusted by the light intensity adjustment function. On the other hand, in a lighting notification that indicates the detection of a predetermined error, the sub-CPU 51 may emit light at a predetermined light intensity regardless of the light intensity LV adjusted by the light intensity adjustment function.
[0273] - The system may be equipped with multiple light-emitting means, some of which emit light at a light intensity LV adjusted by a light intensity adjustment function, while other light-emitting means may emit light at a predetermined light intensity regardless of the light intensity LV adjusted by the light intensity adjustment function. In this case, some of the light-emitting means may be controlled by the sub-CPU 51, and other light-emitting means may be controlled by the main CPU 41. For example, among the decorative lamp 17 and the performance lamp EL, the decorative lamp 17 may emit light at a light intensity LV adjusted by a light intensity adjustment function, while the performance lamp EL may emit light at a predetermined light intensity regardless of the light intensity LV adjusted by the light intensity adjustment function. Thus, the decorative lamp 17, which corresponds to the light-emitting means provided on the front frame 14, may emit light at a light intensity LV adjusted by a light intensity adjustment function. In contrast, the performance lamp EL, which corresponds to the light-emitting means provided on the game board 20, may emit light at a predetermined light intensity regardless of the light intensity LV adjusted by the light intensity adjustment function.
[0274] The upper button B1 and lower button B3 may be dedicated controls for adjusting the volume level, or they may be multi-purpose controls used for various effects. Similarly, the right button B2 and left button B4 may be dedicated controls for adjusting the light intensity level, or they may be multi-purpose controls used for various effects. Furthermore, the controls used for adjusting the volume level and the controls used for adjusting the light intensity level may be combined.
[0275] If the power supply to the gaming machine 10 is interrupted during the execution of a special game and then restored, background sound may be output during the standby period after the special game ends. In this case, for example, the sub-CPU 51 may be controlled to start outputting background sound at the timing when the power restoration screen is hidden and the normal performance screen is displayed.
[0276] The volume of the operation warning sound may be changed as appropriate. For example, the sub-CPU 51 may be controlled to output the operation warning sound at a predetermined volume regardless of the current volume level. Alternatively, the sub-CPU 51 may be controlled to output the operation warning sound at a volume corresponding to the current volume level during the first period, while outputting the operation warning sound at a predetermined volume regardless of the current volume level during the second or third period. This prevents the player from noticing the operation warning sound by outputting the operation warning sound at a volume corresponding to the current volume level during the first period when background sounds are output at a volume corresponding to the current volume level. On the other hand, during the second period when background sounds are output at a volume lower than the current volume level, or during the third period when no background sounds are output, outputting the operation warning sound at a predetermined volume prevents the adjustment sound from being output at an excessively loud volume, which would actually reduce the enjoyment of the game.
[0277] The operation warning information may be updated when the remaining reach difference is updated. In this case, the operation warning information may be updated each time the remaining reach difference is updated by a predetermined unit, or each time the remaining reach difference is updated by 1. In addition, an operation warning sound may be output from speaker 18 each time the operation warning information is updated, or an operation warning sound may be output from speaker 18 only when the operation warning information is displayed for the first time.
[0278] The volume of the activation warning sound may be changed as appropriate. For example, the sub-CPU 51 may be controlled to output the activation warning sound at a predetermined volume regardless of the current volume level. Also, the complete function activation warning may be issued even during the standby period. Furthermore, the sub-CPU 51 may be controlled to output the activation warning sound at a volume corresponding to the current volume level during the first period, while outputting the activation warning sound at a predetermined volume regardless of the current volume level during the second or third period.
[0279] The execution method of the complete function activation notification may be changed as appropriate. For example, instead of outputting an activation notification sound, or in addition to that, a predetermined image may be displayed on the performance display device 25, or the decorative lamp 17 may be illuminated in a predetermined light emission pattern. Also, the volume at which the activation notification sound is output may be set to a volume corresponding to the current volume LV. Furthermore, if a specific control is performed while the complete function activation notification is being executed, the volume of the activation notification sound may be set to change over time.
[0280] The sub-CPU 51 may control the volume LV and light intensity LV to change based on adjustment operations using the directional pad CB while the complete function activation notification is being performed. Alternatively, the sub-CPU 51 may restrict changes to the volume LV and light intensity LV based on adjustment operations using the directional pad CB while the complete function activation notification is being performed. This restriction may include making the volume LV and light intensity LV unchangeable, or updating the values of the volume flag and light intensity flag stored in the sub-RWM 53 to allow changes to the volume LV and light intensity LV, while not reflecting the changes to the volume LV and light intensity LV in the volume of the speaker 18 and the light intensity of the decorative lamp 17. In other words, the sub-CPU 51 may update the values of the volume flag and light intensity flag stored in the sub-RWM 53 based on adjustment operations using the directional pad CB while the complete function activation notification is being performed. On the other hand, the sub-CPU 51 may not control the speaker 18 and decorative lamp 17 based on the updated values of the volume flag and light intensity flag until the complete function activation notification is completed.
[0281] The sub-CPU 51 may control the volume meter MS and light intensity meter ML to be displayable or to be disabled while the complete function activation notification is being performed. Furthermore, even if the sub-CPU 51 controls the volume LV and light intensity LV to be changeable based on adjustment operations using the directional pad CB while the complete function activation notification is being performed, the sub-CPU 51 may still control the volume meter MS and light intensity meter ML to be disabled. Also, even if the sub-CPU 51 restricts the change of volume LV and light intensity LV based on adjustment operations using the directional pad CB while the complete function activation notification is being performed, the sub-CPU 51 may still control the volume meter MS and light intensity meter ML to be displayable.
[0282] ・As a customization function, it may be implemented in a gaming machine equipped with an effect adjustment function that allows adjustment of the execution patterns of various effects. For example, the effect adjustment function may allow adjustment of the execution frequency and content of various effects. For example, the execution frequency of special pre-effects may be adjustable. For example, the probability of winning a jackpot for special pre-effects of a specific type may be adjustable. The sub-CPU 51 may be able to adjust the execution patterns of various effects when an adjustment operation is performed by a predetermined operating means during part or all of the standby period. The sub-CPU 51 may also be able to adjust the execution patterns of various effects when an adjustment operation is performed by a predetermined operating means during part or all of the game period. In this case, during the period in which the execution patterns of various effects can be adjusted by the effect adjustment function, the sub-CPU 51 may disable either or both of the volume adjustment by the volume adjustment function and the light intensity adjustment by the light intensity adjustment function. The operating means used for the adjustment operation to adjust the execution patterns of various effects may be the same as or different from the operating means used for the volume adjustment operation. Furthermore, the operating means used for adjusting the execution methods of various effects may be the same as or different from the operating means used for adjusting the light intensity.
[0283] • After a jackpot game ends, a high ball entry rate state (short fluctuation time state) is always granted. However, this is not the only option; depending on the type of jackpot symbol, there may be times when a high ball entry rate state is not granted. The mechanical configuration of the gaming machine 10 may be modified as appropriate. For example, the performance display device 25 may be composed of multiple display means, and some of these display means may be configured to be displaceable. For example, the operating means may be one or more (three or more), or multiple operating units may be combined.
[0284] In the above embodiment, the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be made different from the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26. For example, the proportion for determining the type of jackpot, or the types of jackpots that can be determined, may be made different for cases where a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 27 and cases where a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26.
[0285] Even if a jackpot is not won, the game may be controlled to a high ball-scoring rate state based on the number of times a special game has been played. For example, the above embodiment may be applied to a gaming machine that controls to a high ball-scoring rate state when the number of special games played while in a low probability state reaches a predetermined number.
[0286] - The special symbols that can be displayed as confirmed stop symbols when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a specific symbol). Furthermore, if a specific symbol is displayed as confirmed stop symbols in a special game when the ball entry rate is low, the game may be controlled to a high ball entry rate state as a result of the specific symbol being displayed as confirmed stop symbols.
[0287] ・As gaming machines that can be controlled to a high probability state, there are specifications that control the machine to a high probability state until the next jackpot is awarded, specifications that control the machine to a high probability state until a fall-out lottery is won (fall-out machine), or specifications that control the machine to a high probability state until a predetermined number of special games are completed (ST machine). Among gaming machines that adopt the specification that controls the machine to a high probability state until a predetermined number of special games are completed, there are gaming machines that set the predetermined number as the number of times in which the machine is controlled to a high probability state until the next jackpot is awarded. The number of times in which the machine is controlled to a high probability state until the next jackpot is awarded may be, for example, 10,000 times. Incidentally, in this case, the period in which the machine is controlled to a high probability state may be controlled to a high ball entry rate state. Gaming machines that can be controlled to a high probability state also have a specification that controls the machine to a high probability state when the game ball passes through a specific area (V probability variation machine). The gaming machine of the above embodiment may be materialized into a gaming machine of any of these specifications. Furthermore, the gaming machine may be a gaming machine with specifications that combine the above-mentioned fall-out machine and V-probability variation machine. Also, a V-probability variation machine may have a single large prize slot that generates a specific round of gameplay. A V-probability variation machine may have multiple large prize slots, consisting of a large prize slot (V prize slot) that opens in a specific round of gameplay and large prize slots that open in rounds of gameplay other than the specific round of gameplay, which generate a specific round of gameplay. The gaming machine of the above embodiment may be materialized as a V-probability variation machine of any of these specifications.
[0288] ·In the above-described embodiment, the second special game is preferentially executed over the first special game. However, it may be executed in the order in which the execution is suspended regardless of the types of the first special game and the second special game. Also, the first special game may be preferentially executed over the second special game. Alternatively, the first special game and the second special game may be executed simultaneously. For example, in the low base state, the production game corresponding to the first special game may be executed, while in the high base state, the production game corresponding to the second special game may be executed. Also, the number of types of special games may not be two. For example, the special game executable upon the entry of a ball into the first start port 26 may be the same as the special game executable upon the entry of a ball into the second start port 27.
[0289] ·The above-described embodiment may also be applied to a gaming machine that conducts a small win lottery in addition to the big win lottery. Generally, when winning a small win in the small win lottery, a small win symbol is fixedly stopped and displayed in the special game, and a small win game is awarded after the end of the special game. The small win lottery may be conducted only when a ball enters either one of the first start port 26 and the second start port 27, or the small win lottery may be conducted regardless of whether the ball enters the first start port 26 or the second start port 27. The small win symbol is a kind of result derived in the special game when not winning the big win. The gaming machine of the above-described embodiment may be embodied as a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) of winning a small win per unit time or the number of times (frequency) of being awarded a small win game per unit time is improved as compared with the normal state. In a gaming machine capable of conducting a small win lottery in addition to the big win lottery, both the big win lottery and the small win lottery can be regarded as winning lotteries, and both the big win game and the small win game can be regarded as winning games. Alternatively, in a gaming machine capable of conducting a small win lottery in addition to the big win lottery, only the big win lottery among the big win lottery and the small win lottery can be regarded as a winning lottery, and only the big win game among the big win game and the small win game can be regarded as a winning game.
[0290] The gaming machine of the above embodiment may be embodied in a smart pachinko gaming machine (so-called "SmaPachi"). A smart pachinko gaming machine is sometimes called a managed gaming machine. In a smart pachinko gaming machine, similar to gaming machine 10, it is configured to be able to launch game balls into the game area 21. On the other hand, in a smart pachinko gaming machine, the number of game balls held by the player is managed as electronic data. It is configured to be possible to launch physical game balls into the game area 21 by consuming game balls (game value) managed as electronic data. In such a smart pachinko gaming machine, when game balls are awarded as prize balls, game balls are awarded as electronic data. That is, game balls as a game medium may be physical, of course, but may also be managed as electronic data. Similarly, game value may be physical, or may be managed as electronic data.
[0291] The sounds that can be output by the gaming machine are not limited to the sounds exemplified in the above embodiment. For example, the sounds that can be output by the gaming machine may include some or all of the following: effect sounds, character voices, and error sounds. Error sounds may include door open error sounds. For example, the machine may be equipped with an error detection means capable of detecting errors other than door open errors, and an error sound may be output from speaker 18 when an error is detected. In addition, background sounds may include background sounds that can be output during the execution of a special game and background sounds that can be output during the standby period. Furthermore, when the execution of a special game starts while background sounds that can be output during the standby period are being output, the output of background sounds that can be output during the standby period may be stopped, and the output of background sounds that can be output during the execution of a special game may be started. In addition, either the background sounds that can be output during the execution of a special game or the background sounds that can be output during the standby period may be subject to specific control, while the other may not be subject to specific control. Both background sounds that can be output during the execution of a special game and background sounds that can be output during the standby period may be subject to specific control, or neither may be subject to specific control. In addition, the definition of a sound corresponding to a specific sound may be changed in a gaming machine. For example, some or all of the sounds among background sounds, effect sounds, door opening error sounds, error sounds, welcome sounds, pre-performance sounds for specific content, pre-performance sounds for special content, operation notification sounds, operation warning sounds, operation announcement sounds, and adjustment sounds may be designated as specific sounds. That is, there may be one type of sound corresponding to a specific sound, or there may be multiple types. In addition, the definition of a sound corresponding to a predetermined sound may be changed in a gaming machine. For example, some or all of the sounds among background sounds, effect sounds, door opening error sounds, error sounds, welcome sounds, pre-performance sounds for specific content, pre-performance sounds for special content, operation notification sounds, operation warning sounds, operation announcement sounds, and adjustment sounds may be designated as predetermined sounds. That is, there may be one type of sound corresponding to a predetermined sound, or there may be multiple types. Furthermore, the definition of a sound equivalent to a special sound in a gaming machine may be changed.For example, some or all of the following sounds may be designated as special sounds: background sounds, effect sounds, door opening error sounds, error sounds, welcome sounds, pre-show sounds for specific content, pre-show sounds for special content, operation notification sounds, operation warning sounds, operation announcement sounds, and adjustment sounds. In other words, there may be one type of sound that corresponds to a special sound, or there may be multiple types.
[0292] The above embodiment may also be applied to a revolving-type gaming machine (a so-called slot machine). In a revolving-type gaming machine, the bet amount (also called the number of bets) can be set by operating a BET button such as MAXBET or by inserting tokens. In a revolving-type gaming machine, after the bet amount has been set, when the start lever, which serves as the start operation unit, is operated, multiple reels rotate. In a revolving-type gaming machine, after the multiple reels have rotated, when the stop button, which serves as the stop operation unit, is operated, the rotation of the corresponding reel stops. Then, in a revolving-type gaming machine, when the rotation of all reels has stopped, a prize may be awarded according to the combination of symbols that stopped.
[0293] • A slot machine may use a game medium other than tokens. For example, it may be a game machine that uses game balls (pachinko balls) as the game medium. In addition, the game medium may be managed by data (information). A slot machine may be a so-called managed game machine. That is, a slot machine may be a smart slot (so-called smart slot). In other words, a slot machine may be a tokenless game machine. In a tokenless game machine, instead of credits, or in addition to credits, the number of tokens held, including tokens borrowed from the dispenser unit, may be configured to be stored as data (information). The number of tokens held is also called the number of balls or tokens held. Tokens in a tokenless game machine can be called a virtual medium. The virtual medium corresponds to the game value.
[0294] In a slot machine, possible sounds include background sounds, effect sounds, character voices, error sounds, door opening error sounds, operation warning sounds, operation notification sounds, and operation announcement sounds. For example, there may also be a coin insertion sound that can be output when a coin is inserted, and a BET sound that can be output when the BET button is operated. In addition, other possible sounds in a slot machine include a spin start sound that can be output when the start lever is operated. Some or all of the coin insertion sound, BET sound, and spin start sound can also be considered sounds related to the fulfillment of the conditions for starting a spin game. Furthermore, in a slot machine, sounds corresponding to specific sounds, predetermined sounds, and special sounds may be changed as appropriate, and there may be one type of sound corresponding to each type, or there may be multiple types. For example, some or all of the background sounds, effect sounds, and character voices may be considered specific sounds, some or all of the coin insertion sound, BET sound, and spin start sound may be considered predetermined sounds, and some or all of the error sounds and operation announcement sounds may be considered special sounds. Furthermore, the sounds that can be output by a revolving-type gaming machine are not limited to those exemplified here; other sounds not exemplified here may also be output.
[0295] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamp 17 and the performance lamp EL, and a sound control board specializing in controlling the speaker 18 may be provided separately from the sub-board 50. The sub-overall control board and other boards that control the performance may be included together as a sub-board (sub-control unit). Alternatively, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form a single board or multiple boards.
[0296] The information display panel 22 may include a remaining number display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a separate component from the other display units.
[0297] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. [1] A gaming machine comprising: sound output means capable of outputting sound; sound output control means capable of controlling the sound output means; operation means; storage means capable of storing volume information relating to the volume when the sound output means outputs sound; and volume adjustment means capable of adjusting the volume information based on an adjustment operation using the operation means, wherein the sound output means outputs a specific sound; the sound output control means is capable of performing a specific control that reduces the volume of the specific sound over time; the volume adjustment means is capable of adjusting the volume information based on the fact that the adjustment operation was performed during a specific period in which the specific control is being performed; the volume of the specific sound output from the sound output means changes in a first mode over time when the adjustment operation is not performed during the specific period; changes in a second mode different from the first mode over time when the adjustment operation is performed to increase the volume during the specific period; and changes in a third mode different from both the first and second modes over time when the adjustment operation is performed to decrease the volume during the specific period.
[0298] [2] The system comprises sound output means capable of outputting sound, sound output control means capable of controlling the sound output means, operation means, storage means capable of storing volume information relating to the volume when the sound output means outputs sound, and volume adjustment means capable of adjusting the volume information based on an adjustment operation using the operation means, wherein the sound output means outputs a specific sound and an adjustment sound associated with the adjustment operation, the sound output control means is capable of performing a specific control that reduces the volume of the specific sound over time, the adjustment sound is not subject to the specific control, and the volume adjustment means is capable of performing a specific control during the execution of the specific control. A gaming machine characterized in that the volume information can be adjusted based on the fact that the adjustment operation was performed during a specific period, and the volume of the specific sound output from the sound output means changes in a first manner over time when the adjustment operation is not performed during the specific period, changes in a second manner different from the first manner over time when the adjustment operation is performed to increase the volume during the specific period, and changes in a third manner different from both the first and second manners over time when the adjustment operation is performed to decrease the volume during the specific period.
[0299] [3] The system comprises sound output means capable of outputting sound, sound output control means capable of controlling the sound output means, operation means, storage means capable of storing volume information relating to the volume when the sound output means outputs sound, and volume adjustment means capable of adjusting the volume information based on adjustment operations using the operation means, wherein the sound output means outputs a specific sound and a predetermined sound that can be output when a predetermined condition is met, the sound output control means is capable of performing a specific control that reduces the volume of the specific sound over time, the predetermined sound is not subject to the specific control and can be output at a volume corresponding to the adjusted volume information, and the volume adjustment The adjustment means is capable of adjusting the volume information based on the fact that the adjustment operation was performed during a specific period in which the specific control is being executed, and the volume of the specific sound output from the sound output means changes in a first mode with the passage of time when the adjustment operation is not performed during the specific period, changes in a second mode different from the first mode with the passage of time when the adjustment operation is performed to increase the volume during the specific period, and changes in a third mode different from both the first and second modes with the passage of time when the adjustment operation is performed to decrease the volume during the specific period.
[0300] [4] The system comprises sound output means capable of outputting sound, sound output control means capable of controlling the sound output means, operation means, storage means capable of storing volume information relating to the volume when the sound output means outputs sound, and volume adjustment means capable of adjusting the volume information based on adjustment operations using the operation means, wherein the sound output means outputs a specific sound and a special sound that can be output when a special condition is met, the sound output control means is capable of performing a specific control that reduces the volume of the specific sound over time, the special sound is not subject to the specific control and can be output at a specific volume regardless of the volume information, and the sound The volume adjustment means is capable of adjusting the volume information based on the fact that the adjustment operation was performed during a specific period in which the specific control is being executed, and the volume of the specific sound output from the sound output means changes in a first manner with the passage of time when the adjustment operation is not performed during the specific period, changes in a second manner different from the first manner with the passage of time when the adjustment operation is performed to increase the volume during the specific period, and changes in a third manner different from both the first and second manners with the passage of time when the adjustment operation is performed to decrease the volume during the specific period.
[0301] [5] The system comprises sound output means capable of outputting sound, sound output control means capable of controlling the sound output means, operation means capable of operating, storage means capable of storing volume information relating to the volume when the sound output means outputs sound, and volume adjustment means capable of adjusting the volume information based on adjustment operations using the operation means, wherein the sound output means outputs a specific sound and a predetermined sound that can be output when a predetermined condition is met, the sound output control means is capable of performing a specific control that reduces the volume of the specific sound over time, the predetermined sound is not subject to the specific control, and the volume adjustment means performs the adjustment operation during a specific period in which the specific control is being performed. The volume information can be adjusted based on the above, and the volume of the specific sound output from the sound output means changes in a first mode with the passage of time when the adjustment operation is not performed during the specific period, changes in a second mode different from the first mode with the passage of time when the adjustment operation is performed to increase the volume during the specific period, changes in a third mode different from both the first and second modes with the passage of time when the adjustment operation is performed to decrease the volume during the specific period, and the specific control is canceled when the predetermined conditions are met during the specific period.
[0302] [6] The system comprises sound output means capable of outputting sound, sound output control means capable of controlling the sound output means, operation means, storage means capable of storing volume information relating to the volume when the sound output means outputs sound, and volume adjustment means capable of adjusting the volume information based on an adjustment operation using the operation means, wherein the sound output means outputs a specific sound, the sound output control means is capable of performing a specific control that reduces the volume of the specific sound over time, and the volume adjustment means is capable of adjusting the volume information based on the fact that the adjustment operation was performed during a specific period in which the specific control is being performed, and the sound output means A gaming machine characterized in that the volume of the specific sound output from the stage changes in a first manner over time when the adjustment operation is not performed during the specified period, changes in a second manner different from the first manner over time when the adjustment operation is performed to increase the volume during the specified period, changes in a third manner different from both the first and second manners over time when the adjustment operation is performed to decrease the volume during the specified period, and changes in a manner different from the first manner even if the adjustment operation is repeatedly performed to decrease the volume outside of the specified period.
[0303] [7] A gaming machine according to any one of the technical concepts [1] to [6], comprising a display means, wherein the display means is capable of displaying notification information that notifies the current volume information during a standby state in which a variable game is not being executed, the sound output control means is capable of executing the specific control during the standby state, and if the execution of the specific control is started during the standby state while the notification information is being displayed, the notification information is displayed continuously during the specific period and is displayed continuously after the end of the specific period. [Explanation of symbols]
[0304] 10…Pachinko game machine (game machine) 12…Outer frame 13…Inner frame 14…Front frame 16…Launch handle 17…Decorative lamp 18…Speaker 22…Information display panel 25…Performance display device 26…First start opening 27…Second start opening 29…Big prize opening 31…Gate 34…Out opening 40…Main board 41…Main CPU 42…Main ROM 43…Main RWM 50…Sub board 51…Sub CPU 52…Sub ROM 53…Sub RWM B1…Up button B2…Right button B3…Down button B4…Left button CB…D-pad CS…Clear switch EB…Performance button EL…Performance lamp HS…Handle sensor KS…Open sensor SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SE5…First general sensor SE6…Second general sensor SE7…Out sensor
Claims
[Claim 1] A sound output means capable of outputting sound, A sound output control means capable of controlling the sound output means, Operable operating means, A storage means capable of storing volume information relating to the volume when the sound output means outputs sound, The system includes volume adjustment means capable of adjusting the volume information based on adjustment operations using the aforementioned operating means, The sound output by the sound output means includes a specific sound and an adjustment sound associated with the adjustment operation. The sound output control means is capable of performing specific control to reduce the volume of the specific sound over time, The aforementioned adjustment sound is not subject to the aforementioned specific control, The volume adjustment means is capable of adjusting the volume information based on the fact that the adjustment operation was performed during a specific period while the specific control was being executed. The volume of the specific sound output from the sound output means is If the adjustment operation is not performed during the specified period, the first form will change over time. When the adjustment operation is performed to increase the volume during the specified period, it changes in a second mode different from the first mode as time progresses. A gaming machine characterized in that, when the adjustment operation is performed to reduce the volume during the specified period, it changes in a third mode that is different from both the first and second modes as time progresses.
Citation Information
Patent Citations
Game machine
JP2021069671A
Game machine
JP2016202395A