Gaming machine
The gaming machine improves enjoyment by dynamically adjusting sound and light effects, offering customizable controls and synchronized emissions to create immersive experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-13
- Publication Date
- 2026-03-26
AI Technical Summary
Conventional gaming machines lack enhancements in game enjoyment through sound and light effects.
A gaming machine that can adjust sound and light effects dynamically, allowing volume and intensity changes over time, with customizable controls and synchronized light emission effects.
Enhances game enjoyment by providing immersive audio-visual experiences.
Smart Images

Figure 2026054251000001_ABST
Abstract
Description
[Technical Field]
[0001] This invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines capable of performing sound effects that output predetermined sounds as one of various game effects are known (for example, Patent Document 1). [Prior art documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-083413 [Overview of the project] [Problems that the invention aims to solve]
[0004] However, there was room to improve the enjoyment of the game in conventional gaming machines.
[0005] Therefore, the present invention aims to improve the enjoyment of games. [Means for solving the problem]
[0006] In a typical embodiment of the present invention, a gaming machine capable of performing predetermined effects is capable of outputting a first sound as the effect, capable of outputting a second sound when predetermined conditions are met, capable of setting a volume control value, capable of performing volume change control that changes the actual volume of the first sound relative to a basic volume, the basic volume being the volume of the first sound determined based on the set volume control value, the volume change control being a first volume change control that decreases the actual volume of the first sound over time relative to the basic volume, a second volume change control that changes the volume control value to a value smaller than the current value along with the decrease in the actual volume of the first sound over time, and a second volume change control that changes the volume control value to a value larger than the current value along with the decrease in the actual volume of the first sound over time A gaming machine is provided that includes a third volume change control that can be changed to a key value, and that the actual volume of the second sound can be changed in accordance with the second volume change control or the third volume change control, and that the changed actual volume of the second sound can be set to a different volume from the actual volume of the first sound based on the first volume change control, and that a predetermined light emission can be performed as the effect, and that a light intensity adjustment value for adjusting the amount of light can be set, and that a light intensity change control can be performed to decrease the actual amount of light emitted over time with respect to a basic light intensity based on the set light intensity adjustment value, and that the light intensity change control is not performed while the first volume change control, the second volume change control, or the third volume change control is being performed. In a typical embodiment of the present invention, a gaming machine is provided that performs the light intensity change control while the first volume change control, the second volume change control, or the third volume change control is being performed. [Effects of the Invention]
[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This figure shows an example of a screen for customizing volume and light intensity. [Figure 6] This figure shows an example of the time-series profile of the volume of background music when performing volume change control (each volume reduction control I, II, III) according to the first embodiment. [Figure 7] This figure shows an example of the time-series volume profiles of the background music and the look-ahead sound when performing volume reduction control II. [Figure 8] This figure shows an example of the time-series volume profiles of the background music and the look-ahead sound when performing volume reduction control III. [Figure 9] This figure shows an example of the time-dependent profile of the light intensity related to the frame decorative lamp when volume change control for background music is not being performed according to the second embodiment. [Figure 10] This figure shows an example of the time-dependent profile of the light intensity related to the frame decoration lamp when volume change control for background music is being performed. [Figure 11] This figure shows an example of the time-dependent profile of the light intensity related to the frame decoration lamp when volume change control for background music is being performed according to the third embodiment. [Figure 12] This figure shows an example of the time-dependent light intensity profiles of the right and left decorative lamps when performing light intensity change control (dimming control γ) according to the fourth embodiment. [Figure 13] This figure shows an example of the time-series profiles of the volume levels of the background music and the pre-release sound when volume change control for the background music is performed according to the fifth embodiment. [Figure 14] This figure shows an example of the time-series profiles of the volume of the background music and the look-ahead sound when performing volume change control (volume reduction control III) according to the sixth embodiment. [Figure 15] This figure shows an example of the time-series profiles of the volume of the background music and the look-ahead sound when performing volume change control (volume reduction control III) according to the seventh embodiment. [Figure 16] This figure shows an example of the time-dependent profile of the light intensity related to the frame decoration lamp when volume change control (sound reduction control I) is performed according to the eighth embodiment. [Figure 17] This figure shows an example of the time-dependent profile of the light intensity related to the frame decoration lamp when volume change control (sound reduction control I) is performed according to the ninth embodiment. [Figure 18] This figure shows an example of the time-dependent profile of the light intensity related to the frame decorative lamp when volume change control is not performed, according to the 10th embodiment. [Modes for carrying out the invention]
[0009] [First Embodiment] Preferred embodiments of the present invention will be described below with reference to the drawings. In the description of the gaming machine, front (front), back (back), left, and right refer to the direction as seen from the perspective of the player during gameplay.
[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. In this embodiment, the gaming machine 10 is a sealed-type gaming machine (smart pachinko machine), and the game balls, which serve as the game medium, circulate inside the gaming machine and are not assigned as game value to a tray such as an upper tray. Instead of game mediums (game balls), game value is assigned as numerical data. Note that the configuration of the following embodiment can also be applied to gaming machines that are not sealed-type.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the pivot end that is attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit.
[0012] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent material, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent material holding frame that holds the transparent material.
[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.
[0014] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15.
[0015] Decorative devices (decorative lamps) 18a, 18b, and 18c, capable of illuminating according to the game state, are installed on the upper, right, and left sides of the glass frame 15. The frame decorative lamps 18a, 18b, and 18c house lighting components such as effect LEDs 46 (see Figure 4) and are effect devices that perform illuminating effects according to the game state. These frame decorative lamps 18a, 18b, and 18c together constitute the frame decorative lamp 18. In the following, the frame decorative lamp 18a will be referred to as the "upper lamp 18a," the frame decorative lamp 18b as the "right decorative lamp 18b," and the frame decorative lamp 18c as the "left decorative lamp 18c."
[0016] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, a lower speaker 19b is provided at the bottom of the gaming machine 10. The lower speaker 19b is installed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc. Hereafter, the upper speakers 19a and lower speakers 19b will be collectively referred to simply as "speaker 19" as appropriate.
[0017] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches (directional keys) 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed. Multiple performance buttons 25 may be provided. The directional keys 450 (directional key SW) may be a general type consisting of multiple (for example, four) switches (up key, down key, left key, right key) arranged in the front, back, left, and right directions. The directional keys 450 can be used, for example, to increase or decrease (+-) the light intensity (brightness, intensity) of the frame decoration lamp 18 (more specifically, the performance LED 46) using the left key or right key, and to increase or decrease (+-) the volume of the speaker 19 (upper speaker 19a or lower speaker 19b) using the up key or down key. The directional keys 450 can also be used to set customization content, for example, by selecting an item from a menu displayed on the display device 41. The directional keys 450 may include not only an up key and a down key (hereinafter collectively referred to as "up / down keys" as appropriate), and a left key and a right key (hereinafter collectively referred to as "left / right keys" as appropriate), but also other operating means such as a button switch located in the center. The directional keys 450 can generate detection signals indicating an on / off state from each of the up key, down key, left key, and right key. The gaming machine 10 may also have, independently of the directional keys 450, a light intensity adjustment switch for adjusting the light intensity of the display LED 46 and a switch for adjusting the volume of the speaker 19.
[0019] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.
[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state) in which it is easy to win a prize in the second start prize slot of the normal variable prize winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring is high in the variable display game (probability change state, probability change state). Special game states include the jackpot state and the minor prize game state (minor prize state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a frame control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).
[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). In this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and a game ball enters a specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines. For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.
[0047] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, or the special variable prize slot 39, the frame control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are provided around the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slot 39.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game, variable game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a number of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation display game is executed based on the determination result of the regular display winning random value (random value for winning determination) extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values (normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values are also extracted to distribute (draw) the winning results, and both the normal variation win random values and normal variation winning symbol random values are stored as start memory.
[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops at the winning result, and the game enters a winning state (normal symbol winning state). At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.
[0060] When a winning ball is detected to start a special symbol variation display game, various random values are extracted, such as the jackpot random value, the jackpot symbol random value (special symbol random value), and the variation pattern random value. These random values are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and the special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).
[0062] Special Symbol 1 Variable Display Game (First Special Symbol Variable Display Game, First Symbol Variable Game) and Special Symbol 2 Variable Display Game (Second Special Symbol Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (special symbols, special symbols) in a variable manner on the Special Symbol 1 display 51 and Special Symbol 2 display 52, and then stopping to display a predetermined result pattern. The predetermined result patterns that are stopped to display on the Special Symbol 1 display 51 and Special Symbol 2 display 52 include jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), time-saving symbols (support jackpot stop symbols), and losing symbols (losing stop symbols).
[0063] Furthermore, the display device 41 executes a decorative special feature variation display game that displays multiple types of identification information in a variable manner, corresponding to each special feature variation display game on the special feature 1 display device 51 or the special feature 2 display device 52. The identification information on the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.
[0064] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and variable manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images (picture images), to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented in the display device 41, either in place of or in conjunction with the decorative special symbol variation display game, in which identification information (decorative regular symbols, decorative regular symbols) changes over time in accordance with the regular symbol variation display game (symbol variation game) on the regular symbol display device 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.
[0065] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).
[0066] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.
[0068] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (big win game state, special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.
[0069] Here, I will explain the difference between a big win and a small win.
[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occur (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.
[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies of recovery (restoration, recovery) from a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.
[0078] Furthermore, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the frame control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main body frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. Note that the RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random values stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the frame control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the diagram, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and no-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.
[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0085] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0086] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and detected.
[0088] Furthermore, the input unit 120 is connected to various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud or abnormalities in the gaming machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the gaming machine 10, a glass frame opening detection switch (door opening / closing sensor) provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch, door opening / closing sensor) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the game microcontroller 111 via the data bus. Data may also be input from the frame control device 200 to the game control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).
[0092] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.
[0093] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.
[0095] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.
[0098] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.
[0099] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when the operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.
[0101] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.
[0102] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the value of the counting counter capable of counting (measuring) MY (counter value) has reached a reference value (predetermined value, 95000 in this embodiment), and (2) neither a big win nor a small win is occurring. MY is the increase in the number of game balls from a reference point, based on the point at which the number of game balls was at its lowest (when the player's loss of game balls was at its maximum) when the results of gameplay during the day's operation of the amusement parlor (day's operation of the amusement machine 10) are obtained. The counting counter (which may also be called a reference value counter), which is a counter for counting MY, basically counts the value obtained by subtracting the number of balls dispensed (number of balls out) from the number of safe balls (number of safe balls - number of balls dispensed), but if the counting counter is 0, it does not subtract even if there are balls dispensed (out) (counter value ≥ 0). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the operating conditions may be other. For example, condition (1) could be set to the number of safe balls or a specific number of balls (number of safe balls - number of balls dispensed) reaching a standard value. Also, condition (2) could be set to the special variable prize winning device not being activated, or the large prize winning opening not being open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls that have been decided to be awarded (basically equal to the number of prize balls actually awarded) (number of acquired balls, number of balls dispensed). The number of dispensed balls (number of out balls) is the number of game balls dispensed from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter increases when a prize is awarded by the number of prize balls awarded, and decreases when one game ball is dispensed from the game area 32, as the number of dispensed balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains at 0). The counting counter can be set, for example, by providing a memory area in the RAM 111c of the game control device 100 to store the counter value.
[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used. Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the counter value of the counting counter is decreased by -1 each time a game ball is launched by the ball launcher, and increased by +1 each time a foul ball occurs.
[0105] For example, when the counter value is less than 90000, the safety device (complete function) status becomes inactive (the normal state where complete function activation warning, complete function activation announcement, or complete function activation notification is not executed). When the counter value is between 90000 and 94999, the safety device status becomes a complete function activation warning state, which notifies (warns) of the possibility that the safety device may activate. When the counter value reaches 95000, the status becomes a complete function activation announcement state, which notifies (announces) that the safety device will activate (is scheduled to activate), or a complete function activation notification state (activated state, in-operation state), which means the safety device is currently activated.
[0106] When the counter value reaches 95,000 (the baseline value), the complete function activation notification state is activated if a big win or a small win is occurring, and the complete function activation notification state is activated if neither a big win nor a small win is occurring. Therefore, if the safety device activates the complete function activation notification state (activated state) before a big win or small win occurs, the game will immediately stop (game unavailable state, game prohibited state), and the complete function activation notification state will not occur. Note that in time-saving states or probability-changing states, the safety device is more likely to activate the complete function activation notification state (activated state) before a big win or small win occurs.
[0107] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, in operation state).
[0108] In the complete function operation warning state, the effect control device 300 displays a complete function operation warning on the display device 41 to warn of the possibility of the complete function operation. As the complete function operation warning, the remaining number (the difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is displayed as a countdown, and a predetermined character display (for example, "It will stop soon") is displayed. In the complete function operation notice state of the safety device during small wins or big wins, that is, in the game stop state, the effect control device 300 displays a complete function operation notice (for example, the character "It will stop after the win ends") on the display device 41 to announce the operation of the complete function.
[0109] In the complete function operation notification state which is the operation state of the safety device (not during small wins or big wins), that is, in the game stop state, the effect control device 300 displays a complete function operation notification (for example, the character "Stopping") on the display device 41 to indicate that the complete function is operating. When the complete function operation notification state (operation state) of the safety device occurs, the game control device 100 sets on a safety device operation flag (safety device operation flag) to indicate that the safety device is operating. The safety device operation flag is cleared to 0 (safety device operation flag = 0) by the RAM initialization process (RAM clear process), and the operation of the safety device is released.
[0110] In the stopped game state, special symbol variation display games, normal symbol variation display games, and round games (gameplay during big wins or small wins) cannot be played. To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch is disabled, the prize entry (winning) is disabled, the solenoid stops so that the big prize entry, specific area 86, normal variation prize device 37, etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), and the integrated display device 50 and performance display device 152 turn off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started. Note that a configuration is also possible in which the launch of game balls is not stopped in the stopped game state. In the stopped game state, all light-emitting parts (LEDs) of the integrated display device 50 and performance display device 152 turn off (all off). However, this is not limited to the above, and in the game stopped state, some of the light-emitting parts (LEDs) of the integrated display device 50 and the performance display device 152 may be lit (partially lit) or all of them may be lit (all lit). Furthermore, in the game stopped state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stopped state may be output to the test firing device (a configuration in which no test firing signal is output is also possible). In the game stopped state, the performance control device 300 may turn off all of the performance LEDs 46 (all off), or turn on some or all of them. However, during an error, some or all of the performance LEDs 46 may be lit in red. Also, in the game stopped state, the performance control device 300 may stop the audio output from the speaker 19 and make it silent (a configuration that does not make it silent is also possible).
[0111] [Transition state upon power-on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).
[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) capable of emitting light in various colors.
[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.
[0117] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.
[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character image data and video data (including video and movie data), and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM in which sound data, including speech, is stored, and an amplifier circuit for amplifying the speech data.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).
[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional keys 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 and the electronic components controlled by it, which have the configuration described above.
[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random value for determining a win in the regular diagram (regular diagram win random value) based on the input of a game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular diagram variation display game is a win or a loss.
[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.
[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.
[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.
[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0130] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal train release time and the number of normal train releases associated with each normal train result may be changed depending on the type of time-saving state (normal train support state). Also, the high probability state (probability change state) and the time-saving state can occur independently of each other, and it is possible to have both occur simultaneously or to have only one of them occur.
[0138] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state, in which the payout rate (base value) is as low as the normal game state because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which no special gameplay is performed (of course, it may also be treated as a time-saving state).
[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0141] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.
[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).
[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.
[0146] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to safety devices (complete function), and counting processing, which updates the counter value of a counting counter capable of counting MY. In safety device-related processing, safety device-related information, such as the safety device's complete function activation notification status (operation status), is sent as a command to the performance control device 300, and a safety device activation flag is set to indicate that the safety device is operating.
[0147] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands to the performance control device 300, indicating that the power has been restored or turned on, and RAM initialization-related commands related to RAM initialization. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.
[0148] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include counter information commands that indicate the counter value of a counting counter that can count MY, operation warning commands corresponding to the safety device complete function operation warning state, operation notification commands corresponding to the safety device complete function operation notification state, and operation in progress commands corresponding to the safety device complete function operation notification state (operation state).
[0150] The game control device 100 can transmit customer waiting commands related to the customer waiting state (waiting period) when no game is being played, variation commands indicating variation patterns of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot. In this embodiment, the customer waiting state (waiting period) refers to a state (period) that is neither in the middle of a variable game being played, nor while waiting for a pending variable game to start, nor during a jackpot game.
[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.
[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include a pre-read stop symbol command that corresponds to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on the jackpot random value or special symbol random value saved as the first start memory or second start memory, and a pre-read variation pattern command based on the saved variation pattern random value.
[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.
[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the nature of the error, the display device 41 may also display the nature of the error.
[0157] When the performance control device 300 receives a counter information command, it displays information regarding the counter value of the counting counter on the display device 41. As information regarding the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95000). However, it is not limited to this, and a count-up display showing the counter value as is may also be used. When the performance control device 300 receives an operation warning command, an operation notification command, or an operation command, it displays text on the display device 41 corresponding to the respective command, such as "Stopping soon," "Stopping after the win ends," or "Stopping." Furthermore, when the performance control device 300 receives an operation warning command, it allows and enables the start of the countdown display regarding the counter value.
[0158] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the display device 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.
[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a decorative stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and decorative stop symbol command to the performance control device 300.
[0160] In the fluctuation-related performance setting process, a lottery is performed using a selection rate table based on the content of the fluctuation pattern, the type of special symbol, the type of stopped symbol, etc., to specifically set (select) the notification performance that appears during the special symbol fluctuation display game and can foreshadow the result of the special symbol fluctuation display game, as well as fluctuation performances such as pseudo-continuous performances and reach performances on the display device 41, and decorative stopped symbols. The fluctuation command may include information on the number of pseudo-continuous performances (number of pseudo-fluctuations) and information on the type of reach performance corresponding to the reach state. A pseudo-continuous performance is a performance in which a predetermined number of pseudo-fluctuations are performed on the display device 41, in which decorative special symbols are fluctuated and temporarily stopped. In addition, in the fluctuation-related performance setting process, the lighting pattern of the performance LED 46 (frame decoration lamp 18) and the sound pattern of the speaker 19 can be set according to the notification performance and fluctuation performance. In particular, the performance control device 300 of this embodiment can output background music (BGM) from the speaker 19 as part of the performance. Furthermore, the performance control device 300 can illuminate the frame decorative lamps 18 as part of the performance, either in conjunction with the output of sound from the speaker 19 or at a different timing from the output of said sound. In particular, the performance control device 300 can individually or simultaneously illuminate and adjust the light intensity of the upper lamp 18a, the right decorative lamp 18b, and the left decorative lamp 18c that make up the frame decorative lamp 18.
[0161] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if a decorative special feature variation display game displayed on the display device 41 in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.
[0163] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying degrees of expectation (reliability, probability) of producing special outcome modes (jackpot modes and minor win modes). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected probability (reliability) of a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, the state in which a reach state occurs has a higher expected probability (probability) of resulting in a jackpot compared to the state in which a reach state does not occur.
[0164] The expected value (reliability) of a performance (preview) indicates the probability of a jackpot occurring when that performance is selected, and can be calculated based on the selection rate of that performance when a jackpot is achieved and the selection rate of that performance when a jackpot is not achieved (when it is a miss). For example, if the selection rate (distribution rate) of that performance in the lottery (distribution) when a jackpot is achieved is high, the expected value will be high, and if the selection rate (distribution rate) of that performance in the lottery (distribution) when it is a miss is high, the expected value will be low. Jackpots include the aforementioned V-entry jackpots, and the expected value for V-entry jackpots is approximately the same as the expected value for minor wins that result in V-entry. In addition to jackpots, expected values can also be set for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach).
[0165] Furthermore, the appearance rate (occurrence rate) of an effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) during the lottery for that effect. For example, the appearance rate per spin display game (or per start memory in the case of the pre-announcement effect described later) is the sum of (probability of losing × selection rate when it is a loss) and (probability of winning × selection rate when it is a win). In addition, the appearance rate of an effect may be set for each period within a single spin display game (for example, for the first half and the second half) (that is, the selection rate of the effect may be adjusted in accordance with each period and the lottery for the effect may be conducted).
[0166] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.
[0167] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.
[0168] When the performance control device 300 receives a special figure 1 hold number command or a special figure 2 hold number command, on a display device 41 or the like, a hold display corresponding to the special figure start memory (special figure hold) is displayed in the same number as the special figure 1 hold number or the special figure 2 hold number. Also, when the performance control device 300 receives a general figure hold number command, on a display device 41 or the like, a hold display corresponding to the general figure start memory (general figure hold) may be displayed in the same number as the general figure hold number. When the performance control device 300 receives a pre-reading variable pattern command and a pre-reading stop symbol command as pre-reading commands, a pre-reading preview performance (pre-reading performance, pre-reading preview) is selected and set with a lottery probability corresponding to the pre-reading command. Examples of the pre-reading preview performance include a continuous preview performance, a hold change preview, and the like. The pre-reading preview performance is an arbitrary display, light emission, sound output, operation of the performance moving body 44, or a combination of two or more of these, in order to make a player recognize a predetermined notification content (increase in the winning expectation probability of a hold big win) at the time of the occurrence of the start memory (the occurrence of a hold) triggered by the winning of a gaming machine such as the start winning opening 36. In particular, in the pre-reading preview performance of the present embodiment, a predetermined sound (hereinafter, also referred to as "pre-reading sound") is output from the speaker 19. The pre-reading sound includes, for example, a notification sound for notifying the occurrence of a continuous preview performance, or a hold change sound for notifying the occurrence of a hold change preview. Examples of the continuous preview performance include a chance symbol pre-reading performance related to a decorative stop symbol. The hold change preview indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display changes from the normal one, and the expectation probability of winning the variable display game based on the hold is higher than that in the case where the hold does not change (normal).
[0169] When the performance control device 300 receives a left hitting instruction notification command and a right hitting instruction notification command as hitting method instruction notification commands, on the display device 41, a left hitting instruction display and a right hitting instruction display can be executed corresponding to each command. When the performance control device 300 receives a specific area passing command, on the display device 41, a performance for blessing and notifying a V win may be executed.
[0170] Furthermore, the performance control device 300 may receive commands necessary for control from the game control device 100 in addition to those mentioned above. In addition, the performance control device 300 may set or control performances related to the regular display game, similar to the performances related to the special display game.
[0171] [Volume and brightness customization function] The gaming machine 10 of this embodiment is equipped with a volume control function for adjusting (customizing) the volume output from the speaker 19, and a light intensity control function for adjusting (customizing) the light intensity (for example, the brightness of the built-in LEDs) when the decorative lamps perform a lighting effect.
[0172] More specifically, the gaming machine 10 is configured to allow adjustment of the volume level (basic volume) of sound effects (particularly background music and pre-announcement sounds output from the speaker 19) in seven steps from volume level = 0 to 6 by adjusting the volume using the directional keys 450 (up and down keys). In this embodiment, the range in which the volume level can be adjusted by adjusting the volume using the directional keys 450 (hereinafter referred to as the volume range) is fixed to a predetermined volume range. That is, in the gaming machine 10 of this embodiment, the volume level can be adjusted by adjusting the volume using the directional keys 450, but the volume range cannot be adjusted. As an example, the gaming machine 10 can be configured so that the volume level is 6 when no volume adjustment operation is performed using the directional keys 450 (initial state). Therefore, in this case, if the power supply to the gaming machine 10 is interrupted (power outage) and then the power supply is restored, the volume level will be set to "6".
[0173] Furthermore, the gaming machine 10 is configured to allow adjustment of the set light intensity (basic light intensity) in the light-emitting effects (especially the illumination of the frame decorative lamps 18) in six stages from light intensity level 1 to 6 by adjusting the light intensity using the directional keys 450 (left and right keys). In this embodiment, the range in which the light intensity level can be adjusted by adjusting the directional keys 450 (hereinafter referred to as the light intensity range) is fixed to a predetermined light intensity range. That is, in the gaming machine 10 of this embodiment, the light intensity level can be adjusted by adjusting the directional keys 450, but the light intensity range cannot be adjusted. Also, as an example, the gaming machine 10 can be configured so that the light intensity level is 6 when no adjustment operation of the light intensity using the directional keys 450 has been performed (initial state). Therefore, in this case, when the power supply to the gaming machine 10 is restored after a power outage, the light intensity level will be set to "6".
[0174] Next, we will explain the specific processes for achieving the volume and light levels based on the volume level set by the volume control function and the light level set by the light intensity control function described above.
[0175] The performance control device 300 (particularly the control microcontroller 311) can determine the current volume level based on the value of a volume flag stored in a predetermined memory area in the RAM 322. The control microcontroller 311 then controls the speaker 19 to output various sounds corresponding to the determined current volume level. In particular, the control microcontroller 311 controls the predetermined volume of the background music (hereinafter referred to as "basic music volume SV1") according to each volume level (0, 1, 2...6). B Also referred to as "basic lookup volume SV2"), and a predetermined volume of a lookup sound that corresponds to the volume level (hereinafter referred to as "basic lookup volume SV2"), and a predetermined volume of a lookup sound that corresponds to the volume level. B The speaker 19 is controlled to output the following (also known as "..."). Note that the basic music volume SV1 is defined for volume level = 0. B and basic pre-read volume SV2 BThey can all be set to 0. Also, hereinafter, for the sake of convenience of explanation, individual basic music volumes SV1 B or basic preview volumes SV2 B are referred to by adding a subscript character indicating the level. For example, the basic music volume SV1 B specified for volume level = 2 is expressed as "basic music volume SV1 B2 ", and the basic preview volume SV2 B specified for the same volume level is expressed as "basic preview volume SV2 B ", etc.
[0176] When an operation signal indicating that the down key of the direction key 450 is operated is input, the control microcomputer 311 updates the value of the volume flag so as to adjust the current volume level to the volume level one step lower (decrease the volume level). At this time, when the current volume level is the lowest level (volume level = 0), the control microcomputer 311 does not update the value of the volume flag. Also, when an operation signal indicating that the up key is operated is input, the control microcomputer 311 updates the value of the volume flag so as to adjust the current volume level to the volume level one step higher (increase the volume level). At this time, when the current volume level is the highest level (volume level 6), the control microcomputer 311 does not update the value of the volume flag. Thus, in this embodiment, based on an operation signal indicating that the direction key 450 (especially the up and down keys) is operated, the control microcomputer 311 updates the value of the volume flag, so that the basic music volume SV1 B and the basic preview volume SV2 B are realized, and the volume of the background music actually output from the speaker 19 (hereinafter, also referred to as "actual music volume SV1 R ") and the volume of the generated sound of the preview announcement actually output (hereinafter, also referred to as "actual preview volume SV2 R ") can be adjusted.
[0177] On the other hand, the control microcontroller 311 can determine the current light intensity level based on the value of a light intensity flag stored in a predetermined memory area in the RAM 322. The control microcontroller 311 then controls the frame decoration lamp 18 to emit light according to the determined current light intensity level. In particular, the control microcontroller 311 sets the amount of light emitted by the frame decoration lamp 18 to a predetermined amount (hereinafter referred to as "basic lamp light intensity EV") according to each light intensity level (1, 2...6). B The illumination of the frame decorative lamp 18 (effect LED 46) is controlled so that it becomes (also referred to as "). For the sake of explanation below, the individual basic lamp light intensity EV defined for each of the light intensity levels = 1, 2, 3, 4, 5, and 6 is not used. B When referring to a particular level, a subscript indicating that level should be added. For example, the basic lamp luminous intensity EV specified for luminous intensity level 3. B "Basic lamp light output EV" B3 They express it as follows:
[0178] When the control microcontroller 311 receives an operation signal indicating that the left directional key 450 has been operated, it updates the value of the light intensity flag to adjust the current light intensity level to one level lower. However, if the current light intensity level is at the lowest level (light intensity level = 1), the control microcontroller 311 does not update the value of the light intensity flag. Similarly, when the control microcontroller 311 receives an operation signal indicating that the right directional key has been operated, it updates the value of the light intensity flag to adjust the current light intensity level to one level higher. However, if the current light intensity level is at the highest level (light intensity level = 6), the control microcontroller 311 does not update the value of the light intensity flag. Thus, in this embodiment, the control microcontroller 311 updates the value of the light intensity flag based on an operation signal indicating that the directional key 450 (especially the left and right keys) has been operated, thereby adjusting the basic lamp light intensity EV corresponding to each light intensity level. B To achieve this, the actual light output (hereinafter referred to as "actual lamp light output EV") when the frame decorative lamp 18 is illuminated is used. R It is possible to adjust (also known as "...")
[0179] Furthermore, the control microcontroller 311 does not retain the values of the light intensity flag and the volume flag when the power supply to the gaming machine 10 is interrupted. In other words, the control microcontroller 311 erases the values of the light intensity flag and 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 control microcontroller 311 sets a value that can identify volume level = 6 as the value of the volume flag, and sets a value that can identify light intensity level = 6 as the value of the light intensity flag.
[0180] Next, we will explain specific methods for enabling players to adjust the volume (volume customization) and adjust the light intensity (light intensity customization).
[0181] Figure 5 shows an example of a screen for customizing volume and brightness. Although Figure 5 shows a configuration assuming customization of volume and brightness during the game period (especially during a variable game), the following explanation is also applicable when the game is not in progress (for example, when waiting for a customer). In this embodiment, "game period" means the period during the execution of a variable game, the execution of a jackpot game, or the period while waiting for the start of a variable game that is currently in reserve.
[0182] As shown in Figures 5(a) to 5(c), the display device 41 of this embodiment can display a volume meter MS that can identify the current volume and a light intensity meter ML that can identify the current light intensity when it detects a predetermined operation by a player or the like.
[0183] The volume meter MS consists of six volume masses ms. Specifically, the volume meter MS displays a number of volume masses ms corresponding to the selected volume level, each colored accordingly. In particular, by increasing or decreasing the number of volume masses ms colored according to the set volume level, the player can be made aware of the currently set volume level.
[0184] More specifically, in the example shown in Figure 5(b), when the volume level is adjusted to 5, the volume meter MS displays with a specific color applied to the five volume masses ms from the bottom of the figure, while the remaining volume mass ms is not colored. This allows the player viewing the volume meter MS displayed on the display device 41 to recognize that the currently set volume level is "5".
[0185] Then, by the player operating the up and down keys of the directional key 450, the current volume level = 5 is changed (decreased) to volume level = 2, which switches the display of the volume meter MS from the state shown in Figure 5(b) to the state shown in Figure 5(c). In particular, in the state shown in Figure 5(c), the two volume masses ms of the volume meter MS are colored with a specific hue, allowing the player to recognize that the currently set volume level is "2".
[0186] On the other hand, the light intensity meter ML consists of six light intensity masses ml. In particular, the light intensity meter ML displays a number of light intensity masses ml corresponding to the selected light intensity level, each with a specific color tint. Specifically, by increasing or decreasing the number of light intensity masses ml with a specific color tint according to the set light intensity level, the player can be made aware of the currently set light intensity level.
[0187] More specifically, in the example shown in Figure 5(b), when the volume meter MS is adjusted to a light intensity level of 3, the three light intensity masses ml from the bottom of the diagram are colored with a specific color, while the remaining three light intensity masses ml are not colored with that specific color. This allows the player, who is looking at the light intensity meter ML displayed on the display device 41, to recognize that the currently set light intensity level is "3".
[0188] Then, by the player operating the left and right keys of the directional key 450, the current light intensity level = 3 is changed (increased) to light intensity level = 6, which switches the display of the light intensity meter ML from the state shown in Figure 5(b) to the state shown in Figure 5(c). In particular, in the state shown in Figure 5(c), the six volume masses ms of the light intensity meter ML are assigned a specific color tone, allowing the player to recognize that the currently set light intensity level is "6".
[0189] [Volume change control] The performance control device 300 of this embodiment (particularly the control microcontroller 311) further controls the volume of the background music output from the speaker 19 (actual music volume SV1 R ) is based on the current volume level, and the basic music volume SV1 B It is possible to perform volume control that changes (more specifically decreases) the volume.
[0190] In this embodiment, volume change control is performed using the actual music volume SV1 R The basic music volume SV1 corresponds to the set volume level. B The first volume change control (hereinafter also simply referred to as "volume reduction control I") reduces the volume over time, and the above-mentioned actual music volume SV1 R Along with the decrease over time (decrease over time), a second volume change control (hereinafter also simply referred to as "volume reduction control II") changes the volume level to a value smaller than the current value (decreases the volume level), and the above actual music volume SV1 R Along with the decrease over time, a third volume change control (hereinafter also simply referred to as "volume reduction control III") is included to change the volume level to a value greater than the current value (increase the volume level).
[0191] In particular, the control microcontroller 311 can perform sound reduction control I when certain conditions are met, such as the execution of a specific performance during the game period (hereinafter also referred to as the "first specific performance"). In sound reduction control I, the control microcontroller 311 controls the actual music volume SV1 RThis refers to the volume at the start timing of the sound reduction control I (hereinafter also referred to as the "sound reduction start point") (i.e., the basic music volume SV1 based on the current volume level). B Starting from ), the sound is reduced using a profile (a straight line, a curve, or a combination thereof) that reaches a predetermined target volume ST after a predetermined reduction duration Δts has elapsed. The reduction duration Δts and the target volume ST are set to appropriate values from the perspective of enhancing the effect of the first specific effect. As the first specific effect, for example, a predetermined variation effect (such as an SP reach) that indicates a certain level of expected jackpot probability can be applied. Furthermore, the trigger for executing the sound reduction control I may be the end of the time-saving state or the probability variation state (when transitioning to the normal game state), and / or when switching to a different background song. This can enhance the effect of the effect at that timing.
[0192] Furthermore, the control microcontroller 311 controls the actual music volume SV1 R It is possible to execute volume reduction control II upon detection of a volume adjustment operation (more specifically, an operation to lower the volume level) during the time-dependent decrease in volume SV1 (during the execution of volume reduction control I). Then, in volume reduction control II, the control microcontroller 311 controls the actual music volume SV1 R The volume is reduced from the volume at the point of volume level change (hereinafter also referred to as the "volume change point") according to a time-series profile corresponding to the reduced volume level, until the target volume ST is reached.
[0193] Furthermore, the control microcontroller 311 controls the actual music volume SV1 R It is possible to execute volume reduction control III upon detection of a volume adjustment operation (more specifically, an operation to increase the volume level) during the time-dependent decrease in volume SV1 (during the execution of volume reduction control I). In volume reduction control III, the control microcontroller 311 controls the actual music volume SV1 R The volume is reduced from the volume at the point of volume change, using a time-series profile corresponding to the increased volume level, until it reaches the target volume ST.
[0194] Figure 6 shows an example of the time-series profile of background music volume when each volume reduction control I, II, and III is performed. In particular, Figure 6(a) shows the actual music volume SV1 for each volume level when only volume reduction control I is performed, i.e., when no volume adjustment operation is performed from the volume reduction start point t1 to the end of the volume reduction duration Δts. R This shows the time-dependent profile. Figure 6(b) also shows the actual music volume SV1 when volume adjustment operation (an operation to reduce the volume level from "5" to "2") is performed, particularly when volume reduction control II is executed, from the start point of volume reduction t1 to the elapsed time of volume reduction Δts. R This shows the time-dependent profile. Furthermore, Figure 6(c) shows the actual music volume SV1 when volume adjustment operation (an operation to increase the volume level from "2" to "5") is performed, particularly when volume reduction control III is executed, from the volume reduction start point t1 to the elapsed volume reduction duration Δts. R This shows the time-series profile.
[0195] First, in the sound reduction control I shown in Figure 6(a), the volume of the background music (actual music volume SV1) is used as the starting point for the sound reduction t1. R ) to the basic music volume SV1 according to the volume level set at the sound reduction start point t1. B From there, the volume is reduced at a predetermined rate of reduction (more specifically, the rate of reduction per unit time) until the target volume ST is reached at the target point t3. The target point t3 can be determined by adding the predetermined duration of reduction Δts to the starting point of reduction t1. Furthermore, the above reduction rate is set to the volume level (basic music volume SV1). B Regardless of the target point t3, the actual music volume SV1 R This is determined so that it matches the target volume ST. In other words, the reduction rate is set to be larger the higher the set volume level.
[0196] This allows the volume of the background music to decrease (attenuate) over time toward the target volume ST at a rate corresponding to the volume level selected by the player when a trigger for volume change control is established, such as when the first specific performance is executed. In particular, by setting the time until the target volume ST is reached (decrease duration Δts) to a constant value (fixed value), the time it takes to reduce the volume of the background music can be set to a constant time that does not depend on the volume level at the start of the reduction point t1. On the other hand, the reduction duration Δts can be set to the volume level (basic music volume SV1) set at the start of the reduction point t1. B The values may be different for each volume level. For example, the rate of reduction of the background music volume is set to a constant value that does not depend on the volume level set at the start point of the reduction t1, so the duration of the reduction Δts can be set to a different value for each volume level. In other words, the above reduction rate and the duration of the reduction Δts can be a combination of appropriate values according to the purpose.
[0197] On the other hand, in the sound reduction control II shown in Figure 6(b), the actual musical volume SV1 R At the point of volume change t2 during the decrease over time (the timing when the volume level decreases from "5" to "2"), the actual music volume SV1 R The volume is instantly reduced from the original volume A to the target volume B. After that, the actual music volume SV1 R The volume is reduced at a rate corresponding to the reduced volume level = 2. In Figure 6(b), the pre-change volume A is the volume of the background music at the point of volume change t2, which is reduced over time according to the pre-reduction volume level = 5. In Figure 6(b), the target volume B is the volume at the point of volume change t2, assuming that the reduced volume level = 2 is set at the reduction start point t1 and that the background music is reduced over time starting from the reduction start point t1.
[0198] Furthermore, in the sound reduction control III shown in Figure 6(c), the actual music volume SV1 R At the point of volume change t2 during the decrease over time (the timing when the volume level increases from "2" to "5"), the actual music volume SV1 RIt is instantaneously increased from the volume A before change to the volume B after change. And thereafter, the volume of the actual music piece SV1 R is decreased at a decreasing rate according to the increased volume level = 5. Note that the volume A before change in FIG. 6(c) is the volume at the time of reaching the volume change point t2 of the background music piece that is attenuated over time according to the volume level = 2 before increase. Also, the volume B after change in FIG. 6(c) is the volume at the time of reaching the volume change point t2 assuming that the volume level = 5 after increase is set at the time of the attenuation start point t1 and the background music piece is attenuated over time starting from the attenuation start point t1.
[0199] Thus, by executing the above-described attenuation control II or attenuation control III, even when the volume level is changed by a volume adjustment operation during the attenuation of the volume of the background music piece over time, while reflecting the instantaneous change in the volume of the background music piece corresponding thereto, the attenuation of the volume of the background music piece can be continued across before and after the change of the volume level.
[0200] Furthermore, the control microcomputer 311 can control the volume of the pre-read sound (the actual pre-read volume SV2 R ) together with each of the above-described attenuation controls I, II, and III related to the volume of the background music piece. In particular, in the present embodiment, the control microcomputer 311 controls the actual pre-read volume SV2 R to the basic pre-read volume SV2 B according to the set volume level regardless of the attenuation of the volume of the background music piece based on the attenuation control I, attenuation control II, or attenuation control III. In the following description, a pre-read sound that is continuously output over a certain period of time in parallel with each of the attenuation controls I, II, and III related to the volume of the background music piece is assumed. On the other hand, the following description is similarly applicable to a pre-read sound that is intermittently output over a certain period of time (such as a short-time sound output repeated at the start of a variable game such as a continuous warning effect).
[0201] FIG. 7 is a diagram showing an example of the time-dependent profiles of the volumes of the background music and the pre-read sound when performing the sound attenuation control II. In particular, FIG. 7(a) shows the actual music volume SV1 when a volume adjustment operation is performed to lower the volume level from "5" to "2" during the period from the sound attenuation start point t1 to the elapse of the sound attenuation duration Δts. R shows the time-dependent profile of. Also, FIG. 7(b) shows the actual pre-read volume SV2 R controlled in parallel with the time-dependent decrease in the volume of the background music based on the sound attenuation control II shown in FIG. 7(a).
[0202] In the example shown in FIG. 7(b), at the timing when the pre-read sound is generated (also referred to as the "pre-read sound generation point t0"), a sound is generated at the volume corresponding to the currently set volume level = 5 (basic pre-read volume SV2 B5 ). Then, the volume of the pre-read sound (actual pre-read volume SV2 R ) is maintained at the basic pre-read volume SV2 B5 even after the sound attenuation start point t1, regardless of the time-dependent decrease in the volume of the background music. On the other hand, when the volume level drops from "5" to "2" at the volume change point t2, the actual pre-read volume SV2 R is instantaneously decreased from the basic pre-read volume SV2 B5 before the volume level drop to the basic pre-read volume SV2 B2 after the drop. And thereafter, the actual pre-read volume SV2 R is maintained at the basic pre-read volume SV2 B2 corresponding to the volume level = 2 after the drop.
[0203] Thus, even in a situation where the volume of the background music is decreasing over time, the volume of the pre-read sound is maintained at the basic pre-read volume SV2 B corresponding to the set volume level (volume levels before and after the drop), so that the pre-read sound can be made more audible even during the time-dependent decrease in the volume of the background music. For this reason, it is possible to make the player more surely recognize the occurrence of the pre-read preview effect (a situation where the expectation level of a big win becomes higher than a certain level).
[0204] In particular, in this embodiment, the actual look-ahead volume SV2 is based on the volume level after the decrease. R The actual music volume SV1 when applying volume reduction control I, assuming the background music volume corresponds to the volume level before the reduction. R (See the dotted line in Figure 7(b)) The volume is adjusted to a different volume (more specifically, a louder volume). This makes it possible to more reliably make the pre-announcement sound more audible against the background music before and after the decrease in volume level. Therefore, even if the volume level decreases while the volume of the background music is decreasing over time, it is possible to ensure that the player can easily recognize the occurrence of the pre-announcement effect.
[0205] Figure 8 shows an example of the time-series profiles of the volume of the background music and the look-ahead sound when volume reduction control III is performed. In particular, Figure 8(a) shows the actual music volume SV1 when a volume adjustment operation is performed to increase the volume level from "2" to "5" between the start point of volume reduction t1 and the elapsed time of volume reduction Δts. R This shows the time-series profile. Figure 8(b) also shows the actual look-ahead volume SV2 in parallel with the time-series decrease in the volume of the background music based on the sound reduction control III shown in Figure 8(a). R This shows the time-series profile.
[0206] In the example shown in Figure 8(b), at the look-ahead sound generation point t0, the volume corresponds to the currently set volume level = 2 (basic look-ahead volume SV2). B2 ) generates a look-ahead sound. Then, the volume of the look-ahead sound (actual look-ahead volume SV2) is set. R ) Even after the decay start point t1 where the background music volume begins to decrease over time, the basic look-ahead volume SV2 remains constant regardless of the decrease in the volume of the background music over time. B2 It is maintained at this level. On the other hand, when the volume level is increased from "2" to "5" at volume change point t2, the actual lookahead volume SV2 R This is the basic pre-read volume SV2 before the volume level increases. B2 Basic pre-read volume SV2 after rise B5 It instantly increases up to that level. And from there, the actual lookahead volume SV2 R The basic pre-read volume SV2 corresponds to the volume level after the increase = 5. B5Maintain it.
[0207] In the example shown in Figure 8(b), when the volume of the background music is decreasing over time, the volume of the look-ahead sound is determined by the basic look-ahead volume SV2, which corresponds to the set volume level (volume level before and after the increase). B Because it is maintained at this level, the pre-announcement sound can be made easier to hear. This allows players to more reliably recognize when the pre-announcement effect is occurring.
[0208] In particular, the actual look-ahead volume SV2 based on the volume level after the increase. R The actual music volume SV1 when applying volume reduction control I, assuming the background music volume corresponds to the volume level before the increase. R (See the dotted line in Figure 8(b)) The volume is adjusted to a different volume (more specifically, a louder volume). This ensures that even if the volume level increases while the volume of the background music decreases over time, the player can easily recognize the occurrence of the pre-announcement effect.
[0209] Figures 7 and 8 illustrate examples of volume reduction control II, which reduces the volume level from "5" to "2," and volume reduction control III, which increases the volume level from "2" to "5," respectively. However, the specific combinations of volume levels to be reduced or increased when executing volume reduction control II or volume reduction control III are not limited to any particular combination; it is possible to select from any settable range of volume levels as appropriate. Furthermore, while Figures 7 and 8 illustrate volume control of the look-ahead sound in parallel with volume reduction control II and volume reduction control III, respectively, the control logic described above can also be applied similarly to volume control of the look-ahead sound in parallel with volume reduction control I.
[0210] [Effects of the First Embodiment] In the embodiment described above, a gaming machine 10 capable of executing predetermined effects is provided. This gaming machine 10 is capable of outputting a first sound (background music) as an effect, and when predetermined conditions (execution of pre-announcement effect) are met, it is capable of outputting a second sound (pre-announcement sound). Furthermore, the gaming machine 10 is capable of setting a volume adjustment value (volume level), and the actual volume of the first sound (background music) (actual music volume SV1 R ) to the basic volume (basic song volume SV1 B It is possible to perform volume change control that changes the base volume (base music volume SV1). B ) is the volume of the first sound (background music) determined based on the set volume adjustment value (volume level). The volume change control is the base volume (base music volume SV1). B ) against the actual volume of the first sound (background music) (actual music volume SV1 R ) First volume change control (volume reduction control I) that reduces over time, the actual volume of the first sound (background music) (actual music volume SV1 R As the volume decreases over time, a second volume change control (volume reduction control II) is made that allows the volume adjustment value (volume level) to be changed to a value smaller than the current value (for example, LV=5 in Figure 7) (LV=2), and the actual volume of the first sound (background music) (actual music volume SV1 R It includes a third volume change control (attenuation control III) that allows the volume adjustment value (volume level) to be changed to a value greater than the current value (for example, LV=2 in Figure 8) (LV=5) as the volume decreases over time. Then, in accordance with the second volume change control (attenuation control II) or the third volume change control (attenuation control III), the actual volume of the second sound (look-ahead sound) (actual look-ahead volume SV2 R It is possible to change the actual volume of the changed second tone (look-ahead tone) (actual look-ahead volume SV2 R ) is the actual volume (actual music volume SV1) of the first sound (background music) based on the first volume change control (decrease control I). R )(For example, the actual music volume SV1 in Figure 7(b) R2 It is possible to set different volumes for )
[0211] According to this, the change mode of the volume of the first sound (background music) executed along with the performance (especially the rate of decrease of the volume over time) can be changed according to the volume adjustment value (volume level) set by the player's volume adjustment operation or the like. Therefore, in various performances accompanied by the background music, it is possible to give variations to the auditory impression that can be given to the player and improve the interest.
[0212] Also, when the volume level is changed (when it decreases or increases) during the process of the background music decreasing over time, the volume of the predicted sound after the change can be set to a different volume from the volume of the background music. Therefore, it is possible to make the predicted sound easier to hear with respect to the background music and clearly let the player recognize the occurrence of the predicted performance (a situation with a certain jackpot expectation).
[0213] [Second Embodiment] Hereinafter, the second embodiment will be described. In the following description, the same elements as those described in the previous embodiment are denoted by the same reference numerals, and the description thereof is omitted.
[0214] [Light Quantity Change Control] The effect control device 300 (particularly the control microcomputer 311) of the present embodiment can execute light quantity change control for changing the light quantity (actual lamp light quantity EV R ) in the light emission of the frame decoration lamp 18 with respect to the basic lamp light quantity EV B based on the currently set light quantity level.
[0215] In the light quantity change control in the present embodiment, there are a first light quantity change control for decreasing the actual lamp light quantity EV R over time with respect to the basic lamp light quantity EV B according to the set light quantity level (hereinafter, also simply referred to as "light dimming control α"), and a second light quantity change control for changing (decreasing) the light quantity level from the current value to a smaller value along with the decrease of the above actual lamp light quantity EV R over time (hereinafter, also simply referred to as "light dimming control β"), and the above actual lamp light quantity EV RAlong with the decrease over time, a third light intensity change control (hereinafter also simply referred to as "dimming control γ") is implemented to change the light intensity level to a value greater than the current value (increase the light intensity level).
[0216] The control microcontroller 311 can execute dimming control α when predetermined conditions are met during the game period. In dimming control α, the control microcontroller 311 controls the actual lamp light intensity EV R This refers to the volume at the start timing of the dimming control α (hereinafter also referred to as the "dimming start point") (i.e., the basic lamp light output EV based on the current light level). B Starting from a certain point, the light is reduced using a profile (a profile consisting of a straight line, a curve, or a combination thereof) that reaches a predetermined target light intensity LT after a predetermined dimming duration Δtl has elapsed. The dimming duration Δtl and the target light intensity LT are set to appropriate values from the viewpoint of enhancing the visual effect. Conditions for executing the dimming control α include, for example, the elapsed time from the start of a variable game related to a hold (start memory) that has been awarded a jackpot. Furthermore, the trigger for executing the dimming control α may be the end of the time-saving state or the probability variation state (when transitioning to the normal game state), and / or when switching to a different background music. This can enhance the visual effect at that timing.
[0217] Furthermore, the control microcontroller 311 controls the actual lamp light intensity EV. R It is possible to execute dimming control β upon detection of a light intensity adjustment operation (more specifically, an operation to lower the light intensity level) during the time-dependent decrease in light intensity (while dimming control α is being executed). Then, in dimming control β, the control microcontroller 311 reduces the light intensity from the point in time when the light intensity level is changed (hereinafter also referred to as the "light intensity change point") according to a time-dependent profile corresponding to the reduced light intensity level, until it reaches the target light intensity LT.
[0218] Furthermore, the control microcontroller 311 controls the actual lamp light intensity EV. RDuring the decrease over time (while the dimming control α is being executed), it is possible to execute the dimming control γ when detecting a light quantity adjustment operation (more specifically, an operation to increase the light quantity level). Then, in the dimming control γ, the control microcomputer 311 decreases from the light quantity at the light quantity change point according to the elapsed time profile corresponding to the light quantity level after the increase, and causes the target light quantity LT to be reached.
[0219] In the gaming machine 10 of this embodiment, the light quantity change control (dimming control α, dimming control β, or dimming control γ) is executed when the decrease over time of the volume of the background music based on the volume change control (volume reduction control I, volume reduction control II, or volume reduction control III) shown in FIG. 6 is not being executed, and it is possible to apply control not to execute it when the decrease over time of the volume is being executed.
[0220] FIG. 9 is a diagram showing an example of the elapsed time profile of the light quantity of the frame decoration lamp 18 when the volume change control for the background music is not being executed. In particular, in FIG. 9(a), on the premise that the volume change control is not executed, the volume of the background music (actual music volume SV1 R ) when the volume level is changed (more specifically, decreased) is shown in the elapsed time profile. Further, in FIG. 9(b), the elapsed time profile of the volume of the anticipatory sound (actual anticipatory sound volume SV2 R ) when the anticipatory sound is output in the situation of FIG. 9(a) is shown. Furthermore, in FIG. 9(c), the elapsed time profile of the actual lamp light quantity EV R when the dimming control γ for the light emission of the frame decoration lamp 18 is executed in the situation of FIG. 9(a) is shown.
[0221] Note that FIG. 9 assumes a situation where, for example, a predetermined time has elapsed since the start of the variable game that won the big win, but the first specific effect that triggers the volume reduction control I has not been executed.
[0222] 1] In the example shown in FIG. 9(c), starting from the dimming start point t12, the light quantity (actual lamp light quantity EV R ) in the light emission of the frame decoration lamp 18 is the basic lamp light quantity EV corresponding to the light quantity level set at the dimming start point t12 (more specifically, light quantity level = 3)B (For more details, see Basic lamp light output EV) B3 The light is reduced from this level at a predetermined rate of reduction (more specifically, the rate of reduction per unit time). This rate of reduction is set at the light intensity level (basic lamp light intensity EV) at the dimming start point t12. B Regardless of the target point t15 (after the dimming duration Δtl has elapsed), the actual lamp light output EV R This is determined so that it matches the target light intensity LT. In other words, the reduction rate is set to be larger the higher the set sound and light intensity level.
[0223] Furthermore, actual lamp light output EV R At the point of change in light intensity t13 during the decrease over time (the timing when the light intensity level rises from "3" to "6"), the actual lamp light intensity EV R It instantly increases the light intensity from the original level C to the target level D. From then on, the actual lamp light intensity EV... R The light intensity is reduced at a rate corresponding to the volume level after the increase = 6. In Figure 9(c), the pre-change light intensity C is the light intensity at the point of light intensity change t13, where the light intensity decreases over time according to the pre-increase light intensity level = 3. In Figure 9(c), the target light intensity D is the light intensity at the point of light intensity change t13, assuming that the post-increase light intensity level = 6 is set at the dimming start point t12 and that the background music has been dimmed over time starting from the dimming start point t12.
[0224] This allows the amount of light emitted from the frame decorative lamp 18 to decrease over time toward the target light intensity LT at a rate corresponding to the light intensity level selected by the player, when a trigger for controlling the light intensity change, such as the execution of a second specific effect, is established. In particular, by setting the time until the target light intensity LT is reached (dimming duration Δtl) to a constant value (fixed value), the time it takes to reduce the amount of light emitted from the frame decorative lamp 18 can be set to a constant time that does not depend on the light intensity level at the dimming start point t12. On the other hand, the dimming duration Δtl can be set to the light intensity level (basic lamp light intensity EV) set at the dimming start point t12. B) may be set to different values for each. For example, it is possible to set the dimming duration Δtl to a different value for each light intensity level so that the rate of reduction of light intensity related to the frame decorative lamp 18 is a constant value that does not depend on the light intensity level set at the dimming start point t1. In other words, the above reduction rate and the dimming duration Δtl can be set to an appropriate combination of values according to the purpose.
[0225] Furthermore, by executing the dimming control γ described above, even if the light intensity level is changed by a light intensity adjustment operation while the light intensity of the frame decorative lamp 18 is decreasing over time, the decrease in light intensity over time can be continued before and after the change in light intensity level, while reflecting the instantaneous change in light intensity related to the frame decorative lamp 18 in response to the change.
[0226] On the other hand, Figure 10 shows an example of the time-dependent profile of the light intensity related to the frame decorative lamp 18 when volume change control for background music is being performed. In particular, Figure 10(a) shows the actual music volume SV1 when volume adjustment operation (an operation to reduce the volume level from "5" to "2") is performed, especially when volume reduction control II is performed, from the volume reduction start point t1 to the elapsed time of volume reduction Δts. R The time-series profile is shown. Figure 10(b) also shows the volume of the look-ahead sound (actual look-ahead volume SV2) in parallel with the time-series decrease in the volume of the background music based on the sound reduction control II shown in Figure 10(a). R Figure 10(c) shows the time-dependent profile of the actual lamp light intensity EV under the conditions shown in Figure 10(a). R The time-series profile is shown. Note that in Figure 10, for the sake of simplifying the drawing, the actual musical volume SV1 with sound reduction control II applied is shown. R And, assuming that dimming control γ is performed, the actual lamp light output EV R (Shown by the dotted line in Figure 10(c)) and show the configuration in which the target volume ST and target light intensity LT coincide, respectively, at the same timing (target arrival point t15). However, the actual music volume SV1 R and actual lamp light intensity EV RHowever, the timing at which each reaches its target sound volume ST and target light intensity LT may differ from each other.
[0227] Figure 10, for example, assumes a situation where a predetermined amount of time has elapsed since the start of a variable game in which a jackpot was won, and the first specific performance that triggers the sound reduction control I is executed.
[0228] As shown in Figure 10(c), during the period in which volume change control for the background music is being performed (from the volume reduction start point t11 to the target point t15), even after passing the dimming start point t12, which is the condition for performing light intensity change control (dimming control γ) for the frame decorative lamp 18, dimming control γ is not performed. Therefore, the actual lamp light intensity EV R Up to the light intensity change point t13 where the light intensity level is changed, the base lamp light intensity EV is based on the previous light intensity level = 3. B3 It is adjusted, and from the light intensity change point t13 onwards, the base lamp light intensity EV is based on the changed light intensity level = 6. B6 It is adjusted to that.
[0229] As a result, when controlling the volume of background music, the light intensity control for the frame decorative lamp 18 is not performed, and the light intensity related to the emission of the frame decorative lamp 18 (actual lamp light intensity EV) is controlled. R ) The basic lamp light output EV according to the set light intensity level. B However, it is possible to change only the volume of the background music, thus increasing the variety of visual effects.
[0230] More specifically, in the example of this embodiment, when the first specific effect is executed, only the volume change control is performed, and the light intensity change control, which effectively confirms a jackpot win, is not performed. Therefore, when the first specific effect is executed, the player cannot determine whether or not a jackpot has been won based on whether or not the light intensity change control is performed, thus ensuring the effect of the first specific effect (the effect of informing the player of a situation where there is a certain level of expectation of a jackpot, but it cannot be said that a jackpot win is highly likely). On the other hand, as described above, if the first specific effect is not executed but a jackpot has been won in that game, the light intensity change control can be performed to suggest to the player that a jackpot has been won, thereby enhancing the excitement.
[0231] Figures 9 and 10 illustrate a control mode based on dimming control γ, which increases the light intensity level during the time-dependent decrease in light intensity of the frame decorative lamp 18. However, the control mode is not limited to this, and can also be applied to dimming control α, which does not involve a change in the light intensity level during the time-dependent decrease in light intensity, and dimming control β, which decreases the light intensity level. Furthermore, the specific combinations of numerical values for the light intensity levels to be decreased or increased when executing each dimming control β,γ are not limited to specific combinations, but can be appropriately selected within the range of settable light intensity levels.
[0232] Furthermore, Figure 10 illustrates a control mode in which the light intensity change control of the frame decorative lamp 18 is not performed during the period when background music sound reduction control II is being performed. However, this is not the only option; it is also possible to adopt a control mode in which the light intensity change control of the frame decorative lamp 18 is not performed during the period when background music sound reduction control I or III is being performed.
[0233] Furthermore, in this embodiment, we assumed an example in which the control of the light intensity of the frame decorative lamp 18 is performed in parallel with the control of the volume of the background music. However, for example, by setting the conditions for performing the volume change control and the light intensity change control as mutually incompatible (conflicting conditions), it is also possible to adopt a configuration in which the light intensity change control is not performed when the volume change control is performed. For example, by setting the condition for performing the volume change control as a first specific effect, and the condition for performing the light intensity change control as the execution of a second specific effect different from the first specific effect, it is possible to realize a configuration in which the light intensity change control is not performed when the volume change control is performed.
[0234] Furthermore, Figures 9 and 10 show examples in which the output of the background music and the illumination of the frame decorative lamp 18 are performed in parallel with the output of the look-ahead sound and its volume adjustment. However, the control method described in this embodiment can also be applied in situations where the look-ahead sound is not being output.
[0235] [Effects of the second embodiment] In the embodiment described above, a gaming machine 10 capable of executing predetermined effects is provided. This gaming machine 10 is capable of outputting a first sound (background music) as an effect, and when predetermined conditions (execution of pre-announcement effect) are met, it is capable of outputting a second sound (pre-announcement sound). Furthermore, the gaming machine 10 is capable of setting a volume adjustment value (volume level), and the actual volume of the first sound (background music) (actual music volume SV1 R ) to the basic volume (basic song volume SV1 B It is possible to perform volume change control that changes the base volume (base music volume SV1). B ) is the volume of the first sound (background music) determined based on the set volume adjustment value (volume level). The volume change control is the base volume (base music volume SV1). B ) against the actual volume of the first sound (background music) (actual music volume SV1 R ) First volume change control (volume reduction control I) that reduces over time, the actual volume of the first sound (background music) (actual music volume SV1 RAs the volume decreases over time, a second volume change control (volume reduction control II) is made that allows the volume adjustment value (volume level) to be changed to a value smaller than the current value (for example, LV=5 in Figure 7) (LV=2), and the actual volume of the first sound (background music) (actual music volume SV1 R It includes a third volume change control (attenuation control III) that allows the volume adjustment value (volume level) to be changed to a value greater than the current value (for example, LV=2 in Figure 8) (LV=5) as the volume decreases over time. Then, in accordance with the second volume change control (attenuation control II) or the third volume change control (attenuation control III), the actual volume of the second sound (look-ahead sound) (actual look-ahead volume SV2 R It is possible to change the actual volume of the changed second tone (look-ahead tone) (actual look-ahead volume SV2 R ) is the actual volume (actual music volume SV1) of the first sound (background music) based on the first volume change control (decrease control I). R )(For example, the actual music volume SV1 in Figure 7(b) R2 It is possible to set different volumes for )
[0236] Furthermore, in the gaming machine 10 of this embodiment, it is possible to perform predetermined illumination (illumination of frame decorative lamps 18) as a performance effect, and it is possible to set an illumination adjustment value (illumination level) to adjust the amount of light, and a basic illumination amount (basic lamp illumination EV) based on the set illumination adjustment value (illumination level) B ) relative to the amount of light emitted (actual lamp light output EV) R It is possible to perform light intensity change control (each dimming control α, β, γ) that gradually reduces the light intensity over time. Furthermore, light intensity change control is not performed while the first volume change control (sound reduction control I), the second volume change control (sound reduction control II), or the third volume change control (sound reduction control III) is being performed.
[0237] This allows the way the volume of the first sound (background music) that plays in conjunction with the performance changes (especially the rate of decrease in volume over time) to be altered according to the volume control value (volume level) set by the player's volume control operation. Therefore, it is possible to add variety to the auditory impression given to the player in various performances accompanied by the background music, thereby enhancing the enjoyment of the game.
[0238] Furthermore, when the volume level of the background music changes (decreases or increases) during the process of its decay over time, the volume of the pre-announcement sound after the change can be set to a different volume from the background music. This makes the pre-announcement sound easier to hear relative to the background music, allowing players to more clearly recognize the occurrence of the pre-announcement effect (a situation with a certain probability of winning a jackpot).
[0239] Furthermore, the manner in which the light emission (light emission of the frame decorative lamp 18) performed in conjunction with the performance changes (especially the rate of decrease in light intensity over time) can be changed according to the light intensity level set in response to the player's actions. Therefore, the visual impression that can be given to the player during the performance involving this light emission can be increased, thereby enhancing the player's enjoyment.
[0240] In particular, since the light intensity does not decrease over time during the process of the first sound (background music) decreasing, it is possible to change only the volume of the background music while maintaining the light intensity at a level corresponding to the set (modified) light intensity adjustment value (light intensity level). This increases the variety of effects that can be produced.
[0241] [Third Embodiment] The performance control device 300 of this embodiment (particularly the control microcontroller 311) performs the light intensity change control described in the second embodiment even while the volume change control is being executed (while the background music is decreasing over time).
[0242] Figure 11 shows an example of the time-dependent profile of the light intensity related to the frame decoration lamp when volume change control for the background music is being performed in this embodiment. In particular, Figures 11(a) and 11(b) show the same actual music volume SV1 as in Figures 10(a) and 10(b), respectively. R and actual lookahead volume SV2 R The time-dependent profile is shown. Figure 11(c) shows the actual lamp light intensity EV when the control method of this embodiment is applied in the situation shown in Figure 11(a). R This shows the time-series profile.
[0243] As shown in Figure 11(c), in this embodiment, even during the period when volume change control for the background music is being performed (the period from the start of volume reduction t11 to the target point t15), the actual lamp light intensity EV R This is changed using a profile to which dimming control γ is applied.
[0244] This allows for the simultaneous (combined) control of volume changes for the background music and light intensity changes for the frame decoration lamps 18, thereby increasing the variety of visual effects.
[0245] More specifically, in the example of this embodiment, when the first specific performance is executed while the player has won a jackpot in the variable game, volume change control and light intensity change control are executed simultaneously. This allows the player to be notified that a jackpot is highly likely through the concurrently occurring auditory changes (sound reduction) and visual changes (light reduction). Therefore, a high level of performance effect can be achieved, enhancing the player's enjoyment.
[0246] [Effects of the Third Embodiment] In the embodiment described above, a gaming machine 10 capable of executing predetermined effects is provided. This gaming machine 10 is capable of outputting a first sound (background music) as an effect, and when predetermined conditions (execution of pre-announcement effect) are met, it is capable of outputting a second sound (pre-announcement sound). Furthermore, the gaming machine 10 is capable of setting a volume adjustment value (volume level), and the actual volume of the first sound (background music) (actual music volume SV1 R ) to the basic volume (basic song volume SV1 B It is possible to perform volume change control that changes the base volume (base music volume SV1). B ) is the volume of the first sound (background music) determined based on the set volume adjustment value (volume level). The volume change control is the base volume (base music volume SV1). B ) against the actual volume of the first sound (background music) (actual music volume SV1 R ) First volume change control (volume reduction control I) that reduces over time, the actual volume of the first sound (background music) (actual music volume SV1 RAs the volume decreases over time, a second volume change control (volume reduction control II) is made that allows the volume adjustment value (volume level) to be changed to a value smaller than the current value (for example, LV=5 in Figure 7) (LV=2), and the actual volume of the first sound (background music) (actual music volume SV1 R It includes a third volume change control (attenuation control III) that allows the volume adjustment value (volume level) to be changed to a value greater than the current value (for example, LV=2 in Figure 8) (LV=5) as the volume decreases over time. Then, in accordance with the second volume change control (attenuation control II) or the third volume change control (attenuation control III), the actual volume of the second sound (look-ahead sound) (actual look-ahead volume SV2 R It is possible to change the actual volume of the changed second tone (look-ahead tone) (actual look-ahead volume SV2 R ) is the actual volume (actual music volume SV1) of the first sound (background music) based on the first volume change control (decrease control I). R )(For example, the actual music volume SV1 in Figure 7(b) R2 It is possible to set different volumes for )
[0247] Furthermore, in the gaming machine 10 of this embodiment, it is possible to perform predetermined illumination (illumination of frame decorative lamps 18) as a performance effect, and it is possible to set an illumination adjustment value (illumination level) to adjust the amount of light, and a basic illumination amount (basic lamp illumination EV) based on the set illumination adjustment value (illumination level) B ) relative to the amount of light emitted (actual lamp light output EV) R It is possible to perform light intensity change control (each dimming control α, β, γ) that gradually reduces the light intensity over time. Furthermore, light intensity change control is performed while the first volume change control (sound reduction control I), the second volume change control (sound reduction control II), or the third volume change control (sound reduction control III) is being performed.
[0248] This allows the way the volume of the first sound (background music) that plays in conjunction with the performance changes (especially the rate of decrease in volume over time) to be altered according to the volume control value (volume level) set by the player's volume control operation. Therefore, it is possible to add variety to the auditory impression given to the player in various performances accompanied by the background music, thereby enhancing the enjoyment of the game.
[0249] Furthermore, when the volume level of the background music changes (decreases or increases) during the process of its decay over time, the volume of the pre-announcement sound after the change can be set to a different volume from the background music. This makes the pre-announcement sound easier to hear relative to the background music, allowing players to more clearly recognize the occurrence of the pre-announcement effect (a situation with a certain probability of winning a jackpot).
[0250] Furthermore, the manner in which the light emission (light emission of the frame decorative lamp 18) performed in conjunction with the performance changes (especially the rate of decrease in light intensity over time) can be changed according to the light intensity level set in response to the player's actions. Therefore, the visual impression that can be given to the player during the performance involving this light emission can be increased, thereby enhancing the player's enjoyment.
[0251] In particular, since the light intensity is also reduced over time even while the first sound (background music) is decreasing, the combination of the time-dependent decrease in the volume of the background music and the time-dependent decrease in the light intensity can increase the variety of effects.
[0252] [Fourth Embodiment] The performance control device 300 (particularly the control microcontroller 311) of this embodiment individually controls the light intensity of the right decorative lamp 18b and the left decorative lamp 18c that constitute the frame decorative lamp 18.
[0253] In particular, the performance control device 300 (especially the control microcontroller 311) of this embodiment is capable of performing the light intensity change control described in the second or third embodiment only for the light emission of the right decorative lamp 18b, and not for the left decorative lamp 18c. That is, in this embodiment, light intensity change control (dimming control α, dimming control β, or dimming control γ) is performed on the right decorative lamp 18b to control the actual light intensity of the light emission of the right decorative lamp 18b (hereinafter referred to as "actual right lamp light intensity EV1"). R It is possible to control (also known as )
[0254] Meanwhile, the control microcontroller 311 controls the light intensity change of the right decorative lamp 18b separately from the light intensity change control of the left decorative lamp 18c (hereinafter referred to as "actual left lamp light intensity EV2"). R It is possible to control the light intensity change of the right decorative lamp 18b (actual right lamp light intensity EV1) when predetermined conditions are met. R Regardless of whether or not there is a decrease over time, the left decorative lamp 18c is illuminated. Then, the light intensity of the left decorative lamp 18c (actual left lamp light intensity EV2 R ) is the basic light output of the left decorative lamp 18c based on the set light output level (hereinafter referred to as "basic left lamp light output EV2 B It is controlled to the state (also known as "..."). The conditions for starting (executing) the illumination of the left decorative lamp 18c are different from the conditions for executing the light intensity change control for the right decorative lamp 18b (such as a predetermined amount of time having elapsed since the start of a variable game in which a jackpot was won, or the execution of the second specific performance). More specifically, the conditions for starting (executing) the illumination of the left decorative lamp 18c include, for example, the execution of a third specific performance that is different from the second specific performance.
[0255] Figure 12 shows an example of the time-dependent light intensity profiles of the right decorative lamp 18b and the left decorative lamp 18c when performing light intensity change control (dimming control γ) when dimming control γ is performed on the right decorative lamp 18b. In particular, Figure 12(a) shows the actual right lamp light intensity EV1 when dimming control γ is performed, especially when light intensity adjustment operation (more specifically, operation to increase the light intensity level from "3" to "6") is performed from the dimming start point t21 until the dimming duration Δtl has elapsed. R This shows the time-dependent profile. Furthermore, Figure 12(b) shows the actual left lamp light intensity EV2 controlled in parallel with the time-dependent decrease in light intensity of the right decorative lamp 18b based on the dimming control γ shown in Figure 12(a). R This shows the time-series profile.
[0256] In the example shown in Figure 12(a), the actual light intensity of the right lamp EV1 is calculated starting from the dimming start point t21. RThe basic right lamp light intensity EV1 corresponds to the light intensity level set at the dimming start point t21 (more specifically, light intensity level = 3). B Therefore, it is reduced at a predetermined rate. Then, the actual right lamp light intensity EV1 R At the point of change in light intensity t13 during the decrease over time (the timing when the volume level rises from "3" to "6"), the actual right lamp light intensity EV1 R The light intensity is instantly increased from the original light intensity C to the new light intensity D. After that, the actual right lamp light intensity EV1 R This is reduced at a rate corresponding to the light intensity level after the increase = 6.
[0257] Furthermore, the actual right lamp light intensity EV1 R At the point of change in light intensity t22 during the decrease over time (the timing when the light intensity level rises from "3" to "6"), the actual light intensity of the right lamp EV1 R The light intensity is instantly increased from the original light intensity C to the target light intensity D. After that, the actual right lamp light intensity EV1 R The volume level after the increase is reduced by a rate corresponding to a decrease of 6.
[0258] On the other hand, in the example shown in Figure 12(b), at the timing when the conditions for emitting light from the left decorative lamp 18c are met (also referred to as the "left lamp light emission start point t20"), the light intensity corresponding to the currently set light intensity level = 3 (basic left lamp light intensity EV2) B3 The left decorative lamp 18c starts emitting light at the specified light intensity (actual left lamp light intensity EV2). R ) Even after the dimming start point t21, the actual right lamp light intensity EV1 R Regardless of the decrease over time, the basic left lamp light intensity EV2 B3 It is maintained at this level. On the other hand, when the light intensity level increases from "3" to "6" at the light intensity change point t22, the actual left lamp light intensity EV2 R The basic left lamp light level before increasing the light intensity level is EV2 B3 Basic left lamp light intensity EV2 after rising B6 It instantly increases to that level. And thereafter, the actual left lamp light intensity EV2 R The basic left lamp light intensity EV2 corresponds to the volume level after the increase = 6. B6 Maintain it.
[0259] As a result, even though the light output of the right decorative lamp 18b decreases over time, the light output of the left decorative lamp 18c is maintained at a level corresponding to the set light output level, thus creating a difference in the light output patterns of these lamps and enhancing the visual effect.
[0260] In particular, in this embodiment, the actual left lamp light intensity EV2 is based on the light intensity level after the increase. R The actual right lamp light intensity EV1 is obtained when dimming control α is applied based on the light intensity of the right decorative lamp 18b corresponding to the light intensity level before the increase. R (See the dotted line in Figure 12(b)) The light intensity is adjusted to a different level (more specifically, a higher light intensity). Therefore, even if the light intensity level increases while the light intensity of the right decorative lamp 18b decreases over time, it is possible to ensure that the player can easily recognize the illumination of the left decorative lamp 18c. Accordingly, for example, if the condition for illuminating the left decorative lamp 18c is defined as the execution of a third specific performance, when the third specific performance is selected and executed, the illumination of the left decorative lamp 18c can be made more conspicuous, thereby improving the performance effect.
[0261] Figure 12 illustrates an example based on dimming control γ, which increases the light intensity level from "3" to "6". However, it is not limited to this, and the control modes described in Figure 12 can be applied to dimming control α, which does not involve a change in the light intensity level, and dimming control β, which decreases the light intensity level. Furthermore, the specific combinations of numerical values for the light intensity levels to be decreased or increased when executing each dimming control β,γ are not limited to specific combinations, but can be appropriately selected within the range of settable light intensity levels. Moreover, even if the trigger for executing the above-mentioned light intensity change control is established and the light intensity adjustment operation is detected, the light intensity change control may not be executed on the right decorative lamp 18b (actual right lamp light intensity EV1 R (Maintaining a constant level), the actual left lamp light output EV2 corresponds to the change in light output level for the left decorative lamp 18c. RA method of changing (adjusting) the light intensity (modified light intensity 1) may be adopted. Also, when light change control is being performed for the right decorative lamp 18b, the actual left lamp light intensity EV2 R It is also possible to adopt a method that does not change (maintains constant) the light intensity (modified light intensity 2).
[0262] Furthermore, the light change control (dimming control α, dimming control β, or dimming control γ) for the right decorative lamp 18b described above may be performed in parallel with the volume change control (volume reduction control I, volume reduction control II, or volume reduction control III) of the background music described in the first embodiment, or it may not be performed in parallel. In particular, it may be adopted to perform the light change control (dimming control α, dimming control β, or dimming control γ) for the right decorative lamp 18b while volume reduction control I, volume reduction control II, or volume reduction control III of the background music is being performed, or it may not be adopted to perform it.
[0263] Furthermore, in this embodiment, an example of a control mode has been described in which the right decorative lamp 18b is used as the light-emitting element subject to light intensity change control, and the left decorative lamp 18c is used as the light-emitting element not subject to light intensity change control. However, the control mode is not limited to this, and the above control mode can also be applied in the same way when one or more light-emitting elements mounted on the gaming machine 10 are set as the light-emitting elements subject to light intensity change control, and one or more other light-emitting elements different from these are set as the light-emitting elements not subject to light intensity change control. Moreover, in the above modified light intensity control 1 or modified light intensity control 2, a combination of one or more light-emitting elements different from these and one or more other light-emitting elements can be set as the light-emitting elements to which the control is applied (more specifically, a combination of two selected light-emitting elements).
[0264] [Effects of the Fourth Embodiment] In the embodiment described above, a gaming machine 10 capable of performing predetermined effects is provided. This gaming machine 10 is capable of performing a predetermined first light emission (light emission of the right decorative lamp 18b) as an effect, and when predetermined conditions are met (when a third specific effect is performed), it is possible to perform a predetermined second light emission (light emission of the left decorative lamp 18c). Furthermore, the gaming machine 10 is capable of setting a light intensity adjustment value (light intensity level) for adjusting the light intensity, and the actual light intensity of the first light emission (light emission of the right decorative lamp 18b) (actual right lamp light intensity EV1 R ) is the basic light intensity (basic right lamp light intensity EV1 B It is possible to perform light intensity change control (dimming control α, β, γ) that decreases over time relative to the base light intensity (base right lamp light intensity EV1). B ) is the light intensity of the first emission (emission of the right decorative lamp 18b) determined based on the set light intensity adjustment value (light intensity level). And the actual light intensity of the first emission (emission of the right decorative lamp 18b) (actual right lamp light intensity EV1) R As the amount of light decreases over time, the actual light intensity of the second light emission (light emission from the left decorative lamp 18c) (actual left lamp light intensity EV2) decreases. R It is possible to change the actual light output (actual left lamp light output EV2) of the changed second light output (light output of left decorative lamp 18c). R ) is the actual light quantity (actual right lamp light quantity EV1) of the first light emission (light emission from the right decorative lamp 18b) based on light quantity change control. R It is possible to set different light intensities for )
[0265] This allows the pattern of change in the first light emission (the light emission of the right decorative lamp 18b) that is performed in conjunction with the performance (particularly the rate of decrease in light intensity over time) to be changed according to the light intensity level set in response to the player's actions. Therefore, it is possible to increase the variety of visual impressions that can be given to the player in performances involving this light emission, thereby improving the enjoyment of the game.
[0266] Furthermore, when the light intensity level of the second light emission (light emission from the left decorative lamp 18c) is changed during the process of the decrease in light intensity over time in the first light emission (light emission from the right decorative lamp 18b), the actual light intensity of the left decorative lamp 18c after the change is set to be different from the light intensity of the right decorative lamp 18b. This makes the light emission from the left decorative lamp 18c stand out more than the light emission from the right decorative lamp 18b, thereby enhancing the visual effect.
[0267] [Fifth Embodiment] The performance control device 300 (particularly the control microcontroller 311) of this embodiment can output a pre-announcement sound to the speaker 19 in addition to the background music and / or pre-announcement sound described in the first embodiment, etc. Here, a pre-announcement sound is a predetermined type of sound output in conjunction with the execution of a pre-announcement performance. A pre-announcement sound includes, for example, a sound that mimics the lines of a character to be displayed on the display device 41, or a sound effect that matches the operation of the performance movable body 44. Furthermore, a pre-announcement performance is a performance that is executed when a start memory is executed in conjunction with winning a prize, and is realized by any display, light emission, sound output, operation of the performance movable body 44, or a combination of two or more of these.
[0268] In particular, the pre-announcement effect is defined as an effect that has a higher probability of winning a jackpot in the winning reserve compared to the execution of the pre-read effect. For example, the control microcomputer 311 is configured to select the pre-read effect when the jackpot random value recorded as a start memory (reserve) triggered by the entry of a game ball into the start winning slot 36 is within a first predetermined range that includes the jackpot value, and to select the pre-announcement effect when the jackpot random value is within a second predetermined range that includes the jackpot value. The range of the jackpot random value defined as the second predetermined range is set to have more values corresponding to the jackpot value and / or fewer values corresponding to the losing value compared to the first predetermined range. In other words, a specific condition for outputting the pre-announcement sound can be defined as the jackpot random value being within the first predetermined range described above. On the other hand, a specific condition for outputting the pre-read sound can be defined as the jackpot random value being within the second predetermined range described above. This makes it possible to create a situation where the probability of winning a jackpot (the probability of winning a jackpot) is higher when the pre-announcement sound is output compared to when the pre-reading sound is output.
[0269] The control microcontroller 311 then outputs the pre-announcement sound at a predetermined volume, regardless of the set volume level or any volume changes in the background music due to the application of volume change control. It is preferable that this predetermined volume be set to a certain level or higher, from the standpoint of clearly allowing the player to recognize the intended notification content (that a pre-announcement effect is occurring).
[0270] Figure 13 shows an example of the time-series profiles of the volume of the background music and the pre-announcement sound when volume change control (especially volume reduction control II) is performed on the background music. In particular, Figure 13(a) shows the volume of the background music (actual music volume SV1) when the pre-announcement sound is output assuming the execution of volume reduction control II as described in the first embodiment. R Figure 13(b) shows the time-series profile of the output pre-barrel sound.
[0271] As shown in Figure 13, the pre-announcement sound is output from the moment when the specific conditions for outputting the pre-announcement sound are met (hereinafter also referred to as the "pre-announcement sound generation point t30") until the predetermined duration of the pre-announcement sound has elapsed (hereinafter also referred to as the "pre-announcement sound end point t33"). In particular, the pre-announcement sound is output at a constant (fixed) volume, regardless of the set volume level or the volume of the background music.
[0272] On the other hand, the output of the background music is forcibly stopped during the period from the start of the pre-release sound t30 to the end of the pre-release sound t33 (actual music volume SV1 R (Set to zero). In particular, this background music output stop state is maintained even when crossing the volume change point t32 where a volume adjustment operation (an operation to reduce the volume level from "5" to "2") is detected. Then, when the pre-release sound end point t33 is reached, the background music output resumes. Note that the volume of the background music after resumption (actual music volume SV1) R ) is a time-series volume profile based on the control logic of the sound reduction control II (starting from the end point of the pre-release sound t33, and the actual music volume SV1 R The volume is reduced according to a profile that decreases over time at a rate corresponding to volume level = 2, until the target volume ST is reached at the target point t34.
[0273] As explained above, when outputting the pre-announcement sound, stopping the output of the background music makes the pre-announcement sound more audible to the player. In other words, the occurrence of the pre-announcement sound, which indicates a situation where the probability of winning a jackpot is above a certain level, can be more reliably recognized by the player, thereby improving the player's enjoyment. In particular, even when volume adjustment operations (changes in volume level) are performed to adjust the volume of the background music, the pre-announcement sound is output at a fixed volume, so regardless of whether or not volume adjustment operations are performed, it is possible to ensure that the player can easily recognize the occurrence of the pre-announcement sound.
[0274] In Figure 13, the starting point is the end point of the pre-release sound t33, and the actual music volume SV1 RAn example was given in which the volume level decreases over time at a rate corresponding to the volume level after the change = 2, but the actual music volume SV1 after the end of the pre-release sound t33 R The specific profile is not limited to this. For example, at the end point of the pre-release sound t33 (when the background music resumes), the actual music volume SV1 R Basic song volume SV1 corresponding to volume level = 2 after the change B (especially basic music volume SV1) B2 Adjust the volume level to 2 and adjust the basic music volume SV1 from the end point of the target sound t33 onwards (and also from the target point t34 onwards). B2 A method may be adopted to maintain the output of . Also, at the end point t33 of the pre-release sound (when the background music resumes), the actual music volume SV1 R Basic song volume SV1 corresponding to volume level = 2 after the change B2 Adjust to the following, and the basic music volume SV1 B2 Alternatively, a method may be adopted in which the volume is reduced over time at a rate corresponding to the modified volume level = 2, starting from the point and moving towards the target point t34.
[0275] Figure 13 illustrates the control method for outputting a pre-announcement sound, assuming the execution of volume reduction control II, which reduces the volume level while the volume of the background music decreases over time. On the other hand, the above control method can also be executed in the same way when assuming the execution of volume reduction control I, which does not change the volume level while the volume of the background music decreases over time, or volume reduction control III, which increases the volume level while the volume of the background music decreases over time. Furthermore, the specific combinations of numerical values for the volume levels to be reduced or increased when executing each volume reduction control I, II, and III are not limited to specific combinations, but can be appropriately selected within the range of settable volume levels.
[0276] [Effects of the Fifth Embodiment] The gaming machine 10 of this embodiment is further capable of outputting a special sound (pre-announcement sound). The special sound (pre-announcement sound) can be output at a predetermined volume, and when certain conditions (selection of pre-announcement effect) are met, it is possible to stop the output of the first sound (background music) and output the special sound (pre-announcement sound), regardless of the volume adjustment value (volume level) and actual volume set for the first sound (background music).
[0277] This allows for increased awareness of the situation by players when specific conditions that should be prioritized for players are met (especially when a pre-announcement effect is performed). By stopping the output of the background music while outputting a special sound (pre-announcement sound), the pre-announcement sound can be made more audible, thereby increasing players' awareness of the situation. In particular, in this embodiment, when a pre-announcement sound is output in conjunction with a pre-announcement effect that indicates a high probability of winning a jackpot, stopping the output of the background music makes it easier for players to recognize that the situation indicates a high probability of winning a jackpot. Therefore, the effect of the performance can be enhanced, and players' enjoyment can be further increased.
[0278] [Sixth Embodiment] In this embodiment, a different control method is provided for controlling the volume of the background music and the look-ahead sound when performing volume change control (particularly volume reduction control III) for the background music, compared to the example described in the first embodiment (the example shown in Figure 8).
[0279] Figure 14 shows an example of the time-dependent volume profiles of the background music and the look-ahead sound, respectively, realized by the control configuration of this embodiment. In this embodiment, during the execution of volume reduction control III for the background music (from the volume reduction start point t1 onwards), the output of the look-ahead sound is started at the look-ahead sound generation point t0, and this output continues until the look-ahead sound end point t6, after a predetermined look-ahead sound duration has elapsed.
[0280] In particular, in the example shown in Figure 14(a), the sound reduction control III (actual music volume SV1 R The execution of the (time-dependent decrease) is canceled (stopped) at the look-ahead sound generation point t0. That is, after the look-ahead sound generation point t0, the actual music volume SV1 RThis corresponds to the basic music volume SV1, which is set to volume level = 2 at the time of the predictive sound generation point t0. B It is adjusted to the actual music volume SV1. R When the predicted sound generation point t0 is reached, the volume is reduced over time from the reduction start point t1 to the predicted sound generation point t0, and the basic music volume SV1 corresponding to volume level = 2 is calculated from that point. B2 It instantly increases to (returning to the basic volume before the reduction). Then, at volume change point t2, when the volume level is changed from "2" to "5", the actual music volume SV1 R This is the basic music volume SV1 corresponding to volume level = 2. B2 Basic song volume SV1 according to volume level = 5 B5 It will be changed to this.
[0281] The above control method also makes the pre-announcement sound easier to hear against the background music, and has the effect of making the player more clearly aware of the occurrence of the pre-announcement effect (a situation in which there is a certain expectation of a big win).
[0282] Furthermore, the control method of this embodiment can also be applied in the same way when a look-ahead sound in the manner shown in Figure 14(b) is output, assuming that volume reduction control I or II is performed as volume change control for the background music.
[0283] [Seventh Embodiment] In this embodiment, a different control method is provided for controlling the volume of the background music and the look-ahead sound when performing volume change control (particularly volume reduction control III) for the background music, compared to the example described in the first embodiment (the example shown in Figure 8).
[0284] Figure 15 shows an example of the time-series profiles of the volume of the background music and the look-ahead sound, respectively, realized by the control configuration of this embodiment. As shown in Figures 15(b) and 15(c), in this embodiment, during the period in which the look-ahead sound is output (from the look-ahead sound generation point t0 to the look-ahead sound end point t6), the actual music volume SV1 R Set it to zero (stop the output of background music).
[0285] The above control method also makes the reading sound easier to hear against the background music, allowing players to more clearly recognize the occurrence of a pre-announcement effect (a situation with a certain probability of winning a jackpot).
[0286] Furthermore, the control method of this embodiment can also be applied in the same way when a look-ahead sound in the manner shown in Figure 15(b) is output, assuming that volume reduction control I or II is performed as volume change control for the background music.
[0287] [Eighth Embodiment] In this embodiment, a control method is provided for controlling the light intensity of the frame decorative lamp 18 that differs from the example described in the second embodiment (the example shown in Figure 9).
[0288] Figure 16 shows an example of the time-dependent profile of the light intensity of the frame decorative lamp 18, which is realized by the control method of this embodiment. As shown in the figure, in this example, along with the sound reduction control I for the background music, light intensity change control (particularly dimming control γ) for the light emission of the frame decorative lamp 18 is performed. Then, while the dimming control γ for the light emission of the frame decorative lamp 18 is being performed (from the dimming start point t12 onwards), the output of the look-ahead sound is started at the look-ahead sound generation point t10, and this output continues until the look-ahead sound end point t16, after a predetermined look-ahead sound duration has elapsed.
[0289] In particular, in the example shown in Figure 16(a), the dimming control γ (actual lamp light intensity EV) for the light emission of the frame decorative lamp 18 is shown. R The decrease over time is canceled (stopped) at the look-ahead sound generation point t10. That is, after the look-ahead sound generation point t10, the actual lamp light intensity EV R This corresponds to the basic lamp light intensity EV, which is set at the light intensity level = 3 at the point t10 where the predictive sound is generated. B It is adjusted to the actual lamp light output EV. R When the light reaches the predictive sound generation point t10, the light intensity after the decrease over time from the dimming start point t12 to the predictive sound generation point t10 is used as the starting point for the basic lamp light intensity EV corresponding to light intensity level = 3. B3It instantly increases to (returning to the base light level before dimming). Then, when the light level is changed from "3" to "6" at the light level change point t13, the actual lamp light level EV R This is the basic lamp light output EV corresponding to light intensity level = 3. B3 From volume level = 6, the basic lamp light output EV B6 It will be changed to this.
[0290] According to the control method described above, when outputting the pre-announcement sound, the decrease in the amount of light emitted by the frame decorative lamp 18 over time is canceled, so that the player's attention can be directed to the generation of the pre-announcement sound, and the occurrence of the pre-announcement effect (a situation in which there is a certain expectation of a big win) can be recognized more clearly.
[0291] Furthermore, the above-described light intensity control method can also be applied when a pre-read sound in the manner shown in Figure 16(b) is output, assuming that volume reduction control I or II is performed as volume change control for the background music, and / or dimming control α or β is performed as light intensity change control for the frame decorative lamp 18. It can also be applied when a pre-read sound in the manner shown in Figure 16(b) is output in a situation where volume change control is not performed.
[0292] [Ninth Embodiment] In this embodiment, a control method is provided for controlling the light intensity of the frame decorative lamp 18 that differs from the example described in the second embodiment (the example shown in Figure 9).
[0293] Figure 17 shows an example of the time-dependent profile of the light intensity related to the frame decorative lamp 18, which is realized by the control configuration of this embodiment. As shown in Figures 17(b) and 17(c), in this embodiment, the actual lamp light intensity EV is measured during the period in which a look-ahead sound is output (from the look-ahead sound generation point t10 to the look-ahead sound end point t6). R Set it to zero (stop the illumination of frame decoration lamp 18).
[0294] According to the control method described above, when the pre-announcement sound is output, the illumination of the frame decorative lamp 18 is stopped, so that the player's attention can be directed to the generation of the pre-announcement sound, and the occurrence of the pre-announcement effect (a situation in which there is a certain expectation of a big win) can be recognized more clearly.
[0295] Furthermore, the above-described light intensity control method can also be applied when a pre-read sound in the manner shown in Figure 17(b) is output, assuming that volume reduction control I or II is performed as volume change control for the background music, and / or dimming control α or β is performed as light intensity change control for the frame decorative lamp 18. It can also be applied when a pre-read sound in the manner shown in Figure 17(b) is output in a situation where volume change control is not performed.
[0296] [Tenth Embodiment] In this embodiment, a different control mode is provided for controlling the light intensity of the frame decorative lamp 18 when volume change control for background music is not being performed, compared to the example described in the second embodiment (the example shown in Figure 10).
[0297] Figure 18 shows an example of the time-dependent profile of the light intensity related to the frame decoration lamp 18, which is realized by the control configuration of this embodiment. In this embodiment, as shown in Figures 18(b) and 18(c), it is assumed that the generation of the look-ahead sound and the detection of the light intensity adjustment occur at approximately the same time (look-ahead sound generation / light intensity change point t40). Therefore, the output of the look-ahead sound starts at the look-ahead sound generation / light intensity change point t40 and continues until the look-ahead sound end point t6.
[0298] In particular, in this embodiment, when a look-ahead sound is generated, the actual lamp light intensity EV is determined based on the light intensity change control that should have been executed (dimming control r in the example of Figure 18). R The execution of the time-dependent decrease (time-dependent decrease from the dimming start point t12) is canceled (stopped). Therefore, from the look-ahead sound generation / light intensity change point t40 onwards, the actual lamp light intensity EV R This is the base lamp luminous intensity EV corresponding to the set (changed) light intensity level = 6. BIt is adjusted to that.
[0299] According to the control method described above, when outputting the pre-announcement sound, the decrease in the amount of light emitted by the frame decorative lamp 18 over time is canceled, so that the player's attention can be directed to the generation of the pre-announcement sound, and the occurrence of the pre-announcement effect (a situation in which there is a certain expectation of a big win) can be recognized more clearly.
[0300] Furthermore, the above-described method of light intensity control can also be applied when a pre-read sound in the manner shown in Figure 18(b) is output, assuming that volume change control (any of the volume reduction controls I to III) is performed for the background music, and / or that dimming control α or β is performed as light intensity change control for the frame decorative lamp 18.
[0301] [Variation] Variations not mentioned in the above explanation are summarized below.
[0302] (1) The volume of the first sound (background music), the volume of the second sound (pre-announcement sound), the light intensity of the light emission (light emission of frame decorative lamp 18), the light intensity of the first light emission (light emission of right decorative lamp 18b), (light emission of left decorative lamp 18c), and the control mode of the special sound (pre-announcement sound) shown in each of the above embodiments are examples and are not limited thereto. For example, it is possible to apply the following exemplary modifications.
[0303] (1-1) The starting points for volume reduction t1, t11, or t31 may be changed according to the volume level set when the conditions for starting volume change control (especially volume reduction control I) are met (such as when executing the first specific performance). For example, when the volume level when the conditions are met is at its maximum value (volume level = 6), the starting points for volume reduction t1, t11, or t31 may be set at the start of the first specific performance. If the volume level when the conditions are met is lower than the maximum value, the starting points for volume reduction t1, t11, or t31 may be set to a timing after a predetermined time has elapsed from the start of the first specific performance. In particular, this predetermined time can be set to be longer as the volume level moves further away from the maximum value.
[0304] (1-2) The dimming start point t12 or t21 may be changed according to the light intensity level set when the conditions for starting light intensity change control (especially dimming control α) are met (for example, when a predetermined time has elapsed since the start of a variable game in which a jackpot has been won). For example, when the light intensity level when the conditions are met is at the maximum value (light intensity level = 6), the predetermined time is set to 0, while when the light intensity level when the conditions are met is lower than the maximum value, the predetermined time can be set to be longer the further it is from the maximum value.
[0305] (1-3) In each of the above embodiments, the volume of the background music (actual music volume SV1) R While an example was described in which the target volume (target volume ST) is set to a value greater than 0 when reducing the volume over time, it is also possible to adopt a configuration in which the target volume ST is set to 0. That is, in this case, by performing volume reduction control I, volume reduction control II, or volume reduction control III on the background music, the volume (actual music volume SV1) is reduced. R ) can ultimately be set to 0 (the background music can be faded out).
[0306] (1-4) In each of the above embodiments, the amount of light emitted by the frame decorative lamp 18 (actual lamp light amount EV) R ), or the amount of light emitted from the right decorative lamp 18b (actual light intensity of the right lamp EV1 R While an example was described in which the target light intensity (target light intensity LT) is set to a value greater than 0 when reducing the light intensity over time, it is also possible to adopt a configuration in which the target light intensity LT is set to 0. That is, in this case, by performing dimming control α, dimming control β, or dimming control γ on the frame decorative lamp 18 or the right decorative lamp 18b, the light intensity (actual lamp light intensity EV) is reduced. R Or actual right lamp light intensity EV1 R ) can ultimately be set to 0 (the illumination of the frame decorative lamp 18 or the right decorative lamp 18b can be faded out).
[0307] (1-5) Actual music volume SV1 when the volume level is changed while the volume of the background music is decreasing over timeR The time-series profile is the basic music volume SV1 corresponding to the modified volume level, as shown in Figure 6(b) or Figure 6(c), etc. B Therefore, it is not limited to profiles that decrease over time at a rate corresponding to the volume level after the change. For example, actual music volume SV1 R The volume may be reduced by multiplying the volume at the volume change point t2 (volume A before change) by a volume reduction coefficient (gain) that gives a predetermined rate of decrease per unit time (reduction multiplier), resulting in a profile (straight line, curve, or a combination thereof). In particular, this volume reduction gain may be set to a variable value that takes different values depending on the magnitude of the volume at any point in the period from the volume reduction start point t1 to the volume change point t2 (period of volume decrease over time) (for example, at the volume change point t2).
[0308] (1-6) Actual lamp luminous intensity EV when the luminous intensity level is changed during the time-dependent decrease in the luminous intensity of the frame decorative lamp 18 or the right decorative lamp 18b. R Or actual right lamp light intensity EV1 R The time-dependent profile is not limited to a profile that decreases over time at a rate corresponding to the changed light intensity level, as shown in Figure 9 or Figure 12. For example, actual lamp light intensity EV R Or actual right lamp light intensity EV1 R The light intensity may be reduced by multiplying the light intensity at the light intensity change point t13 or t22 (light intensity C before change) by a light intensity reduction coefficient (gain) that gives a specified rate of decrease per unit time (reduction factor), resulting in a profile (straight line, curve, or a combination thereof). In particular, this light intensity reduction gain may be set to a variable value that takes different values depending on the magnitude of the light intensity at any point in the period from the dimming start point t12 or t21 to the light intensity change point t13 or t22 (i.e., the period of light intensity decrease over time) (for example, at the light intensity change point t13 or t22).
[0309] (1-7) Figures 7 or 8 above illustrate an example in which a second sound (pre-read sound) is output in parallel while volume change control (decrease control I, II, III) is being performed on the first sound (background music). However, the method is not limited to this, and when outputting the second sound (pre-read sound), the output of the first sound (background music) may be stopped. Alternatively, when outputting the second sound (pre-read sound), the output of the first sound (background music) may be performed, but volume change control may not be performed. More specifically, while the second sound (pre-read sound) is being output, the actual music volume SV1 R The basic music volume SV1 is adjusted according to the set (including changed) volume level. B While controlling this, once the output of the second sound (predictive sound) has finished, the actual music volume SV1 R An approach may be adopted to return the volume to a profile that decreases over time based on volume change control.
[0310] (1-8) In addition, in the volume change control (volume reduction control II or III) in each of the above embodiments, the control described is for the case in which a volume adjustment operation (volume reduction or decrease) is performed only once while the volume of the first sound (background music) is decreasing over time. However, it is also possible to adopt a control in which the volume adjustment operation is performed multiple times (a control in which either volume reduction control II or III is selectively performed multiple times until the target volume ST is reached).
[0311] (1-9) Similarly, in the light intensity change control (dimming control β or γ) in each of the above embodiments, the control described is for the case in which the light intensity adjustment operation (decreasing or reducing the light intensity) is performed only once during the time-dependent decrease in the light intensity of the first light emission (light emission from the right decorative lamp 18b). However, it is also possible to adopt a control in which the light intensity adjustment operation is performed multiple times (a control in which either the dimming control β or γ is selectively performed multiple times until the target light intensity lT is reached).
[0312] (2) In each of the above embodiments, examples of control relating to volume change control for the first sound (background music) and the output of the associated second sound (pre-announcement sound) and special sound (pre-reveal sound) have been described, assuming that the control is performed during the game period, such as during the execution of a variable game. However, this control can also be performed in states other than the game period (such as when the player is waiting). For example, in this case, the performance control device 300 (particularly the control microcomputer 311) can adopt a control mode in which volume change control (more specifically, volume reduction control I) is started when a predetermined waiting period has elapsed since the last input of a variable command or ending command.
[0313] (3) In each of the above embodiments, examples of control of light intensity change for light emission (light emission of frame decorative lamp 18) or first light emission (light emission of right decorative lamp 18b), and control of the associated second light emission (light emission of left decorative lamp 18c) have been described, assuming that the control is performed during a game period such as during the execution of a variable game. However, this control can also be performed in states other than the game period (such as a waiting state for customers). For example, in this case, the performance control device 300 (particularly the control microcomputer 311) can adopt a control mode in which light intensity change control (more specifically, dimming control α) is started when a predetermined waiting period has elapsed since the last input of a variable command or ending command.
[0314] (4) Furthermore, the specific forms of “first sound,” “second sound,” “light emission,” “first light emission,” “second light emission,” and “special sound” are not limited to the examples described in each of the embodiments above.
[0315] (4-1) The "first sound" is not limited to background music; any sound (audio) such as sound effects that are continuously output during the game can be applied.
[0316] (4-2) The "second sound" is not limited to a pre-read sound, but any sound (voice) can be applied that is output when a predetermined condition is met, whether the "first sound" is being output or not, and whose volume can be adjusted (increased or decreased) by volume control. For example, as the "second sound," a sound effect (winning sound) that is generated each time a game ball enters one of the winning slots, such as the starting winning slot 36 (when a predetermined condition is met), may be applied. Furthermore, if the gaming machine 10 is composed of a so-called pachislo machine, the "second sound" can be a coin insertion sound that is generated when a game medium (coins) is inserted (a predetermined condition is met), a bet sound that is generated when a bet button is pressed to put the game medium or game value into a bet state (a state where a bet is placed), and / or a start sound that is generated when a start lever is operated to start the rotation (variation) of each rotating body (reel). In addition, instead of the pre-announcement sound (whose volume cannot be changed by volume adjustment operation) described in the fifth embodiment, a configuration can be made that allows for the execution of a pre-announcement sound whose volume can be changed by volume adjustment operation, and the "second sound" can be a pre-announcement sound that is output when a pre-announcement effect is executed (a predetermined condition is met). In particular, by treating these as a "second sound" and applying the control method described in the first embodiment, even when the volume of the "first sound" is decreasing over time, the volume of the "second sound" is maintained at a basic volume corresponding to the set volume level (volume level before and after the change). This makes the "second sound" easier to hear even while the volume of the "first sound" is decreasing over time. As a result, information that should be communicated through the generation of the "second sound" (such as the start of a change or the occurrence of a pre-announcement effect) can be more reliably recognized by the player.
[0317] (4-3) The term "light emission" or "first light emission" is not limited to the light emission of the frame decorative lamp 18 or the right decorative lamp 18b, but can also be applied to light emission from any light-emitting element that allows adjustment (increase or decrease) of the light intensity (brightness) by light intensity adjustment operation. For example, as "light emission" or "first light emission," light emission from any light-emitting element mounted on the gaming machine 10 other than the frame decorative lamp 18 or the right decorative lamp 18b, and light emission from the screen of the display device 41 (liquid crystal display) can be applied.
[0318] (4-4) The "second emission" is not limited to the emission of the left decorative lamp 18c, and the amount of light (brightness) can be adjusted (increased or decreased) by light intensity adjustment operation, and emission from any light source different from the light source related to the "first emission" described above can be applied. For example, it is possible to apply emission from the frame decorative lamps 18 (all of the lamps 18a, 18b, and 18c) as the "first emission" and to apply emission from the screen of the display device 41 (liquid crystal display) as the "second emission".
[0319] (4-5) In addition, the "first light emission" and the "second light emission" may be generated by a common light-emitting element, but the timing of generation and / or the manner of emission (such as the state of illumination and the amount of light) may be different from each other. For example, the "first light emission" may be the light emission of the frame decoration lamp 18 in the normal game state, and the "second light emission" may be the light emission of the frame decoration lamp 18 that is generated each time a game ball enters one of the prize-winning slots such as the starting prize-winning slot 36 (when a predetermined condition is met) (light emission when a prize is won). Furthermore, if the gaming machine 10 is composed of a so-called pachislo machine, the "first light emission" can be defined as the illumination of various lamps, such as decorative lamps provided in correspondence with decorative elements and performance buttons during normal gameplay, and the "second light emission" can be defined as the illumination of various lamps (such as the illumination of lamps indicating the number of bets or the illumination of start lamps) that occur when a game medium (medal) is inserted, or when a bet button is pressed to put the game medium or game value into a bet state (a state where a bet is placed), and / or when a start lever is operated to start the rotation (variation) of each rotating body (reel), and the illumination of various lamps (such as the illumination of lamps provided in correspondence with stop buttons).
[0320] (4-6) Regarding "special sounds," they are not limited to pre-announcement sounds, but any sound (voice) that should be given priority over the first sound (background music) and recognized by the player can be applied. For example, various sounds (voices) can be applied as "special sounds" to inform about the state of the gaming machine 10 or whether the game can proceed.
[0321] (5) Furthermore, the scope of matters described in the original specification of this application includes the following two types of gaming machines 10:
[0322] (5-1) In a gaming machine 10 capable of performing a variable game by changing the symbols, An output means (speaker 19) that outputs sound, The output means (speaker 19) is controlled by an output control means (control microcontroller 311), A storage means (RAM 322) that stores volume information (volume level) related to the volume when the output means (speaker 19) outputs sound, The system includes a volume adjustment means (control microcontroller 311) capable of adjusting the volume information (volume level) based on an adjustment operation (volume adjustment operation), The output control means (control microcontroller 311) is capable of attenuation control (attenuation control I, II, or III) that attenuates (reduces) the volume of the first sound (background music) among the sounds output from the output means (speaker 19) to a predetermined volume over time. The volume adjustment means (control microcontroller 311) can adjust volume information (volume level) when the adjustment operation (volume adjustment operation) is performed during a specific period (from the start point of volume reduction to the target point) while the attenuation control (sound reduction control I, II, or III) is being executed. The volume of the first sound (background music) output from the output means (speaker 19) decreases in a specific manner (decrease rate) over time if no adjustment operation (volume adjustment operation) is performed during the specified period (from the starting point of volume reduction to the target point), When an adjustment operation (volume adjustment operation) is performed during the aforementioned specific period (from the starting point of sound reduction to the target point), the sound changes in a manner different from the aforementioned specific attenuation pattern (reduction rate), regardless of when the adjustment operation is performed during the aforementioned specific period (from the starting point of sound reduction to the target point). Gaming machine 10'
[0323] (5-2) In a gaming machine 10 capable of performing a variable game by changing the symbols, An output means (speaker 19) that outputs sound, The output means (speaker 19) is controlled by an output control means (control microcontroller 311), An operable operating means (directional keys 450), A storage means (RAM 322) that stores volume information (volume level) related to the volume when the output means (speaker 19) outputs sound, A volume adjustment means (control microcontroller 311) capable of adjusting the volume information (volume level) based on an adjustment operation (volume adjustment operation) using the aforementioned operating means (directional keys 450), It includes a display means (display device 41) capable of displaying notification information (volume meter MS) that notifies the current volume information (volume level), The sound output by the output means (speaker 19) includes a first sound (background music). The output control means (control microcontroller 311) is capable of attenuation control (attenuation control I, II, or III) that attenuates (reduces) the volume of the first sound (background music) among the sounds output from the output means (speaker 19) to a predetermined volume over time. The volume adjustment means (control microcontroller 311) can adjust volume information (volume level) when the adjustment operation (volume adjustment operation) is performed during a specific period (from the start point of volume reduction to the target point) while the attenuation control (sound reduction control I, II, or III) is being executed. The volume of the first sound (background music) output from the output means (speaker 19) decreases in a specific manner (decrease rate) over time if no adjustment operation (volume adjustment operation) is performed during the specified period (from the starting point of volume reduction to the target point), When an adjustment operation (volume adjustment operation) is performed during the aforementioned specific period (from the starting point of sound reduction to the target point), the sound changes in a manner different from the aforementioned specific attenuation pattern (reduction rate), regardless of when the adjustment operation is performed during the aforementioned specific period (from the starting point of sound reduction to the target point). The display means (display device 41) is capable of displaying the notification information (volume meter MS) during the standby state when the variable game is not being executed. The aforementioned attenuation control (sound reduction control I, II, or III) may be performed during the standby state. If the (sound reduction control I, II, or III) is initiated while the standby state is in progress and the notification information (sound volume meter MS) is being displayed, the notification information (sound volume meter MS) will continue to be displayed throughout the specified period (from the start of sound reduction to the target point) and will continue to be displayed after the end of the specified period (from the start of sound reduction to the target point). Gaming machine 10'
[0324] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.
[0325] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine (pachislo machine). The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In the case of sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data. [Explanation of Symbols]
[0326] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)
Claims
1. In a gaming machine capable of performing a predetermined effect, As a performance effect, the first sound can be output. When certain conditions are met, a second sound can be output. The volume control value can be set. It is possible to perform volume change control that changes the actual volume of the first sound relative to the basic volume, The basic volume is the volume of the first sound determined based on the set volume adjustment value. The aforementioned volume change control is, A first volume change control that reduces the actual volume of the first sound over time with respect to the aforementioned basic volume, A second volume change control that allows the volume adjustment value to be changed to a value smaller than the current value as the actual volume of the first sound decreases over time, and The system includes a third volume change control that allows the volume adjustment value to be changed to a value greater than the current value as the actual volume of the first sound decreases over time, The actual volume of the second sound can be changed in accordance with the second volume change control or the third volume change control. It is possible to make the actual volume of the modified second sound different from the actual volume of the first sound based on the first volume change control. As a performance effect, it is possible to perform a predetermined light emission. It is possible to set a light intensity adjustment value to adjust the amount of light. It is possible to perform light intensity change control that reduces the actual amount of light emitted over time relative to the base light intensity based on the set light intensity adjustment value. A gaming machine characterized in that the light intensity change control is not performed while the first volume change control, the second volume change control, or the third volume change control is being performed.
2. In a gaming machine capable of performing a predetermined effect, As a performance effect, the first sound can be output. When certain conditions are met, a second sound can be output. The volume control value can be set. It is possible to perform volume change control that changes the actual volume of the first sound relative to the basic volume, The basic volume is the volume of the first sound determined based on the set volume adjustment value. The aforementioned volume change control is, A first volume change control that reduces the actual volume of the first sound over time with respect to the aforementioned basic volume, A second volume change control that allows the volume adjustment value to be changed to a value smaller than the current value as the actual volume of the first sound decreases over time, and The system includes a third volume change control that allows the volume adjustment value to be changed to a value greater than the current value as the actual volume of the first sound decreases over time, The actual volume of the second sound can be changed in accordance with the second volume change control or the third volume change control. It is possible to make the actual volume of the modified second sound different from the actual volume of the first sound based on the first volume change control. As a performance effect, it is possible to perform a predetermined light emission. It is possible to set a light intensity adjustment value to adjust the amount of light. It is possible to perform light intensity change control that reduces the actual amount of light emitted over time relative to the base light intensity based on the set light intensity adjustment value. A gaming machine characterized in that the light intensity change control is performed while the first volume change control, the second volume change control, or the third volume change control is being performed.
Citation Information
Patent Citations
Game machine
JP2023083413A