Gaming machine

The gaming machine addresses connectivity issues by enabling pairing and mode switching with sound output devices, enhancing convenience in arcade environments.

JP2026110327APending Publication Date: 2026-07-02SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2024-12-20
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

Existing gaming machines lack consideration for mutual connections between gaming machines and portable terminals in a game arcade environment, leading to inefficiencies in wireless connectivity with unspecified player terminals.

Method used

A gaming machine equipped with game control, sound output, and display output means, capable of pairing with wirelessly connectable sound output devices and switching sound output modes based on device availability, enhancing connectivity and convenience.

Benefits of technology

Superior convenience is achieved in a gaming arcade environment through improved wireless connectivity and sound output management for connected devices.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026110327000001_ABST
    Figure 2026110327000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that offers superior convenience in using wirelessly connected sound output devices in a gaming arcade environment. [Solution] The gaming machine allows the player to select the model name of the earphones from the displayed model names, and transitions to a pairing state after receiving the player's selection. The gaming machine sends a connection request to the selected earphones to establish a connection with them. If the earphones support A2DP, the gaming machine sends a pairing request to the earphones. If the earphones are set to pairing mode by the player's operation, the earphones send a pairing response in response to the pairing request from the gaming machine. As a result, key information for encrypted communication is exchanged between the gaming machine and the earphones, and the system transitions to a link state. In the link state, encrypted communication takes place between the gaming machine and the earphones, and audio data is wirelessly transmitted to the earphones.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] There has been a proposal for a gaming machine that can transmit real-time information data to a portable terminal owned by a player by using wireless technology.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the gaming machine connects to portable terminals owned by an unspecified number of players using wireless technology. Also, there are a plurality of gaming machines in the game arcade that can be connection destinations for portable terminals owned by players. No consideration has been given to the mutual connection between the gaming machines and the portable terminals in such a game arcade environment at all.

Means for Solving the Problems

[0005] To achieve the above object, there is provided a gaming machine capable of executing a game as described below. The gaming machine includes game control means capable of comprehensively controlling a game, sound output means capable of outputting game effect sounds, display output means capable of outputting game effect displays, and effect control means capable of controlling effect sounds and effect displays based on commands from the game control means. The effect control means can be paired with one sound output device among wirelessly connectable sound output devices, makes the effect sounds outputable from the sound output means outputable from the paired sound output device, and changes the sound output mode output from the sound output means between a first state where there is no paired sound output device and a second state where there is a paired sound output device. [Effects of the Invention]

[0006] According to one embodiment, a wirelessly connectable sound output device offers superior convenience in a gaming arcade environment. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing an example of a gaming machine according to an embodiment. [Figure 2] This is a front view showing an example of a game board according to an embodiment. [Figure 3] This is a block diagram showing an example of a control system for a gaming machine according to an embodiment. [Figure 4] This is a block diagram showing an example of the configuration of the performance control device of the embodiment. [Figure 5] This is a block diagram showing a first modified example of the configuration of a performance control device. [Figure 6] This is a block diagram showing a second modified example of the configuration of the performance control device. [Figure 7] This is a block diagram showing a third modified example of the configuration of a performance control device. [Figure 8] This figure shows an example of a batch display device according to the embodiment. [Figure 9] This is a diagram (part 1) showing the flowchart of the main processing of the embodiment. [Figure 10] This is a diagram (part 2) showing the flowchart of the main processing of the embodiment. [Figure 11] This is a diagram (part 3) showing the flowchart of the main processing of the embodiment. [Figure 12] This is a diagram (part 4) showing the flowchart of the main processing of the embodiment. [Figure 13] This is Figure (5) showing a flowchart of the main processing of the embodiment. [Figure 14] This figure shows an example of a memory map of the game control device according to the embodiment. [Figure 15] This diagram shows a flowchart of the safety device information initialization process in the embodiment. [Figure 16] This figure shows a flowchart of the timer interrupt processing in the embodiment. [Figure 17] This diagram shows a flowchart of the main processing in the performance control device of the embodiment. [Figure 18] This figure shows an example of a list of game performance characteristics for an embodiment. [Figure 19] This figure shows an example of the game state transition in the embodiment. [Figure 20] This figure shows an example of the game display screen of the embodiment. [Figure 21] This figure shows an example of the state transitions during the customer waiting period in the embodiment. [Figure 22] This figure shows an example of the operation of the customer waiting state in the embodiment. [Figure 23] This figure shows an example of a customer waiting display in the embodiment. [Figure 24] This figure shows an example of state transitions related to Bluetooth communication. [Figure 25] This is a diagram (part 1) showing an example of the display screen when earphones are connected. [Figure 26] This is a diagram (part 2) showing an example of the display screen when earphones are connected. [Figure 27] This is Figure (Part 3) showing an example of the display screen when earphones are connected. [Figure 28] This is Figure (4) showing an example of the display screen when earphones are connected. [Figure 29] This is Figure (5) showing an example of the display screen when earphones are connected. [Figure 30] This figure shows an example of the display screen when earphones are connected. [Figure 31] This figure shows a flowchart of the operation detection process in the embodiment. [Figure 32] This diagram shows a flowchart of the connection initiation process in the embodiment. [Figure 33] This figure shows a flowchart of the connection process in the embodiment. [Figure 34] This figure shows a flowchart of the earphone recovery waiting process in the embodiment. [Figure 35] This figure shows an example of a display screen that appears when a player leaves their seat. [Figure 36] This figure shows a flowchart of the handle touch return waiting process in the embodiment. [Figure 37] This figure shows an example of the settings screen during gameplay in Modification Example 1. [Figure 38] The first figure shows a flowchart of the connection initiation process in modified example 2. [Figure 39] The second figure shows a flowchart of the connection initiation process in modified example 2. [Figure 40] This figure shows an example of the connection start screen display in modified example 2. [Figure 41] This diagram shows a flowchart of the pairing information deletion process in modified example 2. [Figure 42] This figure shows an example of delay control processing. [Figure 43] This diagram shows the relationship between the position of the moving bar and the sound effect. [Figure 44] This figure shows an example of the timing of sound output from earphones based on the amount of delay. [Figure 45] This diagram shows a flowchart for the delay time setting process. [Figure 46] This figure shows an example of how to set the delay amount during game execution. [Figure 47] This figure shows an example of video and audio playback control in response to changes in the amount of latency during game execution. [Figure 48] This diagram shows an example of a method for setting the delay amount when outputting sound effects from earphones and speakers. [Figure 49] This figure shows an example of how to express appropriate pronunciation timing by moving a character image. [Figure 50] This is a flowchart of the sound control process. [Figure 51] These are examples of volume patterns that can be set for speakers and earphones. [Figure 52] This is an example of speaker volume variations. [Figure 53]This is an example of volume variations for earphones. [Figure 54] This is an example of integrated volume control for speakers and headphones. [Figure 55] This figure shows an example of when it's possible to change the volume of the earphones. [Figure 56] This is the first example of a volume control screen. [Figure 57] This is an example of the volume control screen. [Figure 58] This is a second example of the volume control screen. [Figure 59] This is an example of the timing for switching the output destination from earphones to speakers. [Figure 60] This is an example of the timing for switching the output destination from speakers to headphones. [Figure 61] This is an example of the timing of switching the output destination from the speaker to the earphones during pairing. [Figure 62] This is an example of the timing for switching the output destination from the earphones to the speaker when a pairing disconnection request is received. [Figure 63] This diagram shows a modified example of speaker and earphone control. [Figure 64] This is an example of controlling the delay amount of the audio output from earphones. [Figure 65] This is a diagram (part 1) showing an example of the settings. [Figure 66] This is a diagram (part 2) showing an example of the settings. [Figure 67] This is a diagram (part 3) showing an example of the settings. [Figure 68] This figure shows an example of a table that illustrates the configuration of performance-related devices according to the setting change mode. [Figure 69] This figure shows an example of a table that illustrates the configuration of performance-related devices according to the status of safety devices. [Modes for carrying out the invention]

[0008] The embodiments will be described in detail below with reference to the drawings. Figure 1 is a perspective view showing an example of a gaming machine according to an embodiment. The gaming machine 10 of this embodiment includes a front frame 12, which is assembled to the outer frame (support frame) 11 so as to be able to open and close and rotate, with the left side being the pivot side and the right side being the open side when viewed from the front. The game board 30 (see Figure 2) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the game board 30 is attached to the front frame (main frame) 12.

[0009] Furthermore, the left and right sides of the glass frame 15 are equipped with frame decoration devices 18 that contain lamps or LEDs (Light Emitting Diodes) to provide decoration, visual effects, and notification of abnormalities (for example, if a dispensing abnormality occurs, the lamps or LEDs will light up (flash) in an abnormality notification color (for example, red)), as well as speakers 341 (upper left speaker 341a1, upper right speaker 341a2) that emit sound (for example, sound effects). Additionally, speakers 341 (lower left speaker 341b1, lower right speaker 341b2) are provided at the bottom of the front frame 12. When an abnormality occurs, the details of the abnormality are announced by voice from the speakers 341. It is also possible to provide lamps for dispensing abnormality notification at predetermined locations on the glass frame 15.

[0010] Furthermore, the lower part of the front frame 12 is provided with an upper tray (storage tray) 21 for supplying game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls dispensed from a payout unit located on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, and an operating section 24 for the ball launching device. The lower tray 23 is also provided with a ball release lever 23a for removing game balls from the lower tray 23 to the outside of the gaming machine.

[0011] Furthermore, the upper edge of the upper tray 21 is provided with an effect button 25 used for intervention operations in game effects. The effect button 25 functions as an effect operation reception unit that accepts intervention operations in game effects, and also functions as an effect unit that can produce effects in the required manner (for example, a lighting manner, a vibration manner, a protruding manner, etc.). In addition, the left edge of the upper tray 21 is provided with an option setting unit 29 for the player to set various options. The option setting unit 29 includes a directional pad and an accessory key. The directional pad includes up / down keys that can accept up / down input operations, left / right keys that can accept left / right input operations, and a confirmation key located in the center of the up / down and left / right keys that can accept confirmation operations, etc. Two accessory keys are provided on the periphery of the directional pad and are used for volume control, etc. Furthermore, the lower right side of the front frame 12 is provided with a keyhole 26 for inserting a key to open or lock the front frame 12 and the glass frame 15.

[0012] Furthermore, the gaming machine 10 can perform effects that involve the player's actions based on the player's actions received from the effect button switch 25a (see Figure 4), which detects the operation (for example, pressing) of the effect button 25 (push button). For example, an effect that involves the player's actions is an effect in the variable display game (decorative special feature variable display game) on the display device (variable display device) 41 (see Figure 2). The gaming machine 10 can operate the characters displayed on the display device 41 or stop the identification information in the decorative special feature variable display game displayed on the display device 41. In addition to the effect button 25, one or more of the switches (cross key, accessory key) of the option setting unit 29 may also be used for such player action intervention. In Figure 4, which will be described later, each switch of the option setting unit 29 is collectively represented as setting switch 29n.

[0013] Furthermore, to the right of the performance button 25, there is a ball dispensing button 27 for players to operate when receiving balls from an adjacent ball dispensing machine, a dispensing button 28 for players to dispense a prepaid card from the card unit of the ball dispensing machine, and a balance display unit (not shown) that displays the balance of the prepaid card. In the gaming machine 10 of this embodiment, when a player rotates the operation unit 24, the ball launching device launches game balls supplied from the upper tray 21 toward the game area 32 (see Figure 2) on the front of the game board 30. In addition, when a player operates one or more of the setting switches 29n (cross key, attached key) of the option setting unit 29, they can, for example, set the volume of sound emitted from the speaker 341 or set the brightness of the game board 30.

[0014] Next, the game board 30 will be described using Figure 2. Figure 2 is a front view showing an example of the game board of the embodiment. A roughly circular game area 32 is formed on the surface of the game board 30, surrounded by guide rails 31. The game area 32 is surrounded by resin side cases 33 and guide rails 31, each provided at one of the four corners of the game board 30. A center case (game performance component) 40 equipped with a display device (variable display device) 41 is positioned approximately in the center of the game area 32. The display device 41 is mounted in a recess provided in the center case 40, at a position set back from the front of the center case 40. In other words, the center case 40 surrounds the display area of ​​the display device 41 and protrudes forward from the display surface of the display device 41, making it difficult for game balls to fly in from the surrounding game area 32.

[0015] The display device 41 is composed of a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may also be composed of other display devices, such as a device having a dot matrix display screen using LEDs, or a combination of two or more display devices. The display area of ​​the display screen displays multiple identification information (special symbols), characters that enhance the special symbol variation display game, and background images that enhance the performance effects, all of which are related to the game. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, and a decorative special symbol variation display game corresponding to the special symbol variation display game is performed. The display screen also displays images for performances based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).

[0016] Furthermore, the center case 40 is equipped with a game board display device 44 (movable mechanism) that performs game effects through its operation. This game board display device 44 can move towards the center of the display device 41 from the state shown in Figure 2. For example, the sword-shaped game board display device 44 (upper movable mechanism) located on the top of the center case 40 moves with the blade tip extending downwards using the handle as a pivot point, allowing the blade to be illuminated. Also, the banner-shaped game board display device 44 (right movable mechanism) located on the right side of the center case 40 moves with the tip extending to the left using the base of the pole as a pivot point, allowing the banner to be illuminated.

[0017] In the game area 32, a regular symbol start gate (regular symbol start gate) 34 is provided on the lower right side of the center case 40, which gives the conditions for starting the regular symbol variation display game. Game balls that enter the regular symbol start gate 34 (game balls that pass through the regular symbol start gate 34) are detected by the gate switch 34a (see Figure 3).

[0018] Furthermore, a general prize entry point 35 is located on the lower left side of the center case 40 in the game area 32, and another general prize entry point 35 is located on the lower right side of the center case 40, to the right of the start prize entry point 36. Game balls that enter these general prize entry points 35 are detected by the prize entry point switch 35a (see Figure 3).

[0019] Furthermore, below the center case 40 in the game area 32, there is a start entry point 36 (start entry point 1) which forms the first start entry point (start entry area) that provides the conditions for starting the first special symbol variation display game (special symbol 1 variation display game). Game balls that enter the start entry point 36 are detected by the start entry point 1 switch 36a (see Figure 3).

[0020] Furthermore, below the starting prize entry opening 36, there is an out opening 30a for collecting game balls that did not enter the prize entry openings, etc. Furthermore, below the center case 40 and to the left of the regular starting gate 34, there is a regular variation prize device 37 (second starting prize opening, starting prize area) that provides the starting conditions for the second special variation display game (special variation 2 display game). The regular variation prize device 37 (starting opening 2) has a movable member 37b at the position that becomes the inflow portion. The movable member 37b is made to slide in the front-rear direction by a regular solenoid 37c (see Figure 3) to change between a blocking state that prevents game balls from flowing into the inflow portion and an allowing state that moves backward to allow game balls to flow into the inflow portion. The movable member 37b normally maintains a closed state (a state unfavorable to the player). When the result of the regular variation display game reaches a predetermined stop display pattern, it is made to change to an open state (a state favorable to the player). Game balls that enter the normal variable prize winning device 37 are detected by the start port 2 switch 37a (see Figure 3). It is also possible to make it possible to win prizes even when the normal variable prize winning device 37 is closed, and to make it more difficult to win prizes when it is closed than when it is open. The normal variable prize winning device 37 corresponds to a normal electric prize mechanism (ordinary electric).

[0021] Furthermore, a special variable prize winning device (large prize opening) 38 is provided on the right side of the center case 40 in the game area 32, which can be converted between a state where it does not accept game balls and a state where it easily accepts them, depending on the result of the special variable display game (special variable display game 1 and special variable display game 2). The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the result of the special variable display game as an auxiliary game, the opening / closing member 38c closes the large prize opening, and the device converts from a closed state (a blocked state unfavorable to the player) to an open state (a state favorable to the player) where the opening / closing member 38c retracts and allows game balls flowing down the game area 32 to be accepted. In other words, the special variable prize winning device 38, during the jackpot game state (special game state) resulting from the results of the variable display game of Special Figure 1 and the variable display game of Special Figure 2, and during the jackpot game state (special game state) resulting from a prize in the specific prize winning opening 95 (specific area) described later, changes the state of the large prize winning opening from closed to open, thereby facilitating the flow of game balls into the large prize winning opening and awarding the player a predetermined game value (prize balls). A large prize winning opening switch (count switch) 38a (see Figure 3) is provided inside the large prize winning opening (prize area) as a detection means for detecting game balls that have entered the large prize winning opening.

[0022] Furthermore, a specific prize slot 95 is provided within the special variable prize slot (large prize slot) 38. The specific prize slot 95 has an opening / closing member (opening / closing door) 95c. Depending on the result of the special variable display game, which is an auxiliary game, the opening / closing member 95c is converted from a closed state (a blocked state unfavorable to the player) in which game balls cannot be received to an open state (a state favorable to the player) in which game balls can be received. In other words, the specific prize slot 95 is driven by a specific area solenoid 95b (see Figure 3) as a drive device, and during the small win game state resulting from the special variable display game 1 and the special variable display game 2, the opening / closing member 95c is converted from a closed state to an open state, thereby facilitating the inflow of game balls into the specific prize slot and awarding the player a predetermined game value (prize balls). Furthermore, a specific prize-winning slot switch (count switch) 38a (see Figure 3) is installed inside the specific prize-winning slot (prize-winning area) as a detection means for detecting game balls that have entered the specific prize-winning slot.

[0023] Furthermore, the special prize entry opening 95 is equipped with a V-channel that guides the game ball that enters the entry opening to a specific area. The special prize entry opening 95 is equipped with a special area switch 38e (see Figure 3) that detects the game ball that has flowed into the special area. The detection of the game ball by the special area switch 38e (entry into the special area) is one of the conditions for generating a jackpot game state (special game state) that changes the special variable prize entry device (large prize entry opening) 38 from a closed state to an open state.

[0024] Furthermore, the center case 40 is equipped with a warp channel 601. A warp opening (warp entrance) is provided on the left side of the center case 40, and all game balls that flow into the warp channel 601 from the warp opening are guided to the warp exit 696. The warp exit 696 is positioned directly above the starting prize entry opening 36, making it easier for game balls guided to the warp exit 696 to enter the starting prize entry opening 36. Alternatively, the center case 40 may cause game balls that flow into the warp channel 601 from the warp opening to roll on a stage inside the center case 40, guiding some or all of them to the warp exit 696.

[0025] In the gaming machine 10 of this embodiment, the area to the left of the center case 40 within the game area 32 through which the game balls flow is designated as the left-side game area, and the area to the right of the center case 40 is designated as the right-side game area. By adjusting the launch force, the player can aim to hit the game ball into the left-side game area (so-called left-handed shot) to win prizes in the starting prize slot 36 or the general prize slot 35 (located in the left-side game area), and by shooting the game ball into the right-side game area (so-called right-handed shot), the player can aim to win prizes in the normal starting gate 34, the normal variable prize slot 37, the special variable prize slot 38, or the general prize slot 35 (located in the right-side game area).

[0026] A prize stabilization device 600 is provided in the upper part of the left-side game area, to the left of the center case 40. The prize stabilization device 600 is capable of receiving almost all of the game balls that are played into the left-side game area, and guides one ball for every 80 balls to the warp channel 601. In other words, the prize stabilization device 600 can guide one ball for every 80 game balls to the starting prize opening 36, and ensures that the frequency of winning at the starting prize opening 36 is at least once for every 80 game balls.

[0027] The prize stabilization device 600 is a form of a path distribution unit. The prize stabilization device 600 includes an upper ball passage through which game balls received from an inlet flow down, a distribution unit that distributes the game balls that have flowed down the upper ball passage to a first path (for example, a prize path that does not go through the warp passage 601) or a second path (for example, a prize path that goes through the warp passage 601), and a rotating unit (for example, a sprocket) that rotates in a predetermined unit each time a game ball flows down the upper ball passage. Whenever the rotating unit reaches a predetermined amount of rotation, the distribution unit switches from distributing to the first path to distributing to the second path based on the rotational movement of the rotating unit, and the distribution unit switches from distributing to the second path to distributing to the first path based on the flowing motion of one game ball down the second path.

[0028] Furthermore, outside the game area 32 (in this case, the lower right of the game board 30), there is a unified display device 50 that displays the first special symbol variation display game, the second special symbol variation display game, and the regular symbol variation display game triggered by winning at the regular symbol start gate 34, as well as various other information.

[0029] The gaming machine 10 may also be equipped with a playing method guidance display device at any position on the gaming board 30 that can guide the player on how to play. The playing method guidance display device may clearly indicate to the player whether to play left-handed or right-handed, or it may light up when guiding the player to play right-handed and turn off in other situations. The playing method guidance display device may be included in the board decoration device 46 or included in the display device 41.

[0030] The gaming machine 10 is equipped with a special symbol game variation display status display device 98 located in the lower left of the center case 40 in the gaming area 32. The special symbol game variation display status display device 98 is a so-called fourth symbol display device and is composed of two LEDs. The special symbol game variation display status display device 98 displays the variation display status of the special symbol 1 variation display game using the left LED and displays the variation display status of the special symbol 2 variation display game using the right LED. For example, the special symbol game variation display status display device 98 indicates the symbol stop state of the special symbol variation display game by lighting up and indicates the symbol variation state of the special symbol variation display game by flashing. The special symbol game variation display status display device 98 is included in the board decoration device 46.

[0031] The gaming machine 10 is equipped with a regular figure fluctuation display device 93 and a regular figure hold display device 94 on the right side of the center case 40 in the gaming area 32. The regular figure fluctuation display device 93 consists of two LEDs and indicates the fluctuation display state of the regular figure game by alternating flashing, and indicates the fluctuation display result of the regular figure game by combinations of lighting or extinguishing. The regular figure hold display device 94 also consists of two LEDs and indicates the number of regular figure holds from 0 to 4 by combinations of extinguishing, lighting, and flashing. The regular figure fluctuation display device 93 and the regular figure hold display device 94 are included in the board decoration device 46.

[0032] Next, the control system for the gaming machine will be explained using Figure 3. Figure 3 is a block diagram showing an example of the control system for a gaming machine according to an embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that comprehensively controls the game, and consists of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input section 120 having input ports, an output section 130 having output ports and drivers, and a data bus 140 connecting the CPU section 110, the input section 120, and the output section 130.

[0033] The CPU unit 110 includes a game microcontroller 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator, which generates the operating clock of the game microcontroller 111, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are made operational by being supplied with a predetermined level of DC voltage such as DC 32V, DC 12V, DC 5V, etc., generated by the power supply device 400.

[0034] The power supply unit 400 includes a normal power supply unit 410 which has an AC (Alternating Current)-DC converter that generates the DC32V DC voltage from a 24V AC power supply and a DC-DC converter that generates lower DC voltages such as DC12V and DC5V from a DC32V voltage, a backup power supply unit 420 which supplies power voltage to the RAM (Random Access Memory) inside the gaming microcontroller 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 and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0035] In this embodiment, the power supply unit 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 may be configured to be on a separate circuit board or integrated with the game control device 100, i.e., on the main circuit board. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a separate circuit board from the power supply unit 400 or the main circuit board, as in this embodiment, they can be excluded from replacement and costs can be reduced.

[0036] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply is supplied to the game control device 100's game microcomputer 111 (especially the built-in RAM), so that data stored in the RAM 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, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or after a power outage is restored.

[0037] Furthermore, the game control device 100 is equipped with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the game microcontroller 111 and the RAM in the payout control device 200. 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 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.

[0038] Furthermore, the game control device 100 is equipped with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects when pressed. The setting key switch 127 allows switching between an ON state and an OFF state by inserting a setting key. The game control device 100 can change settings related to game performance, and the settings stored in RAM are retained even during a power outage or after the power is cut off. For example, the game control device 100 can change the winning probability of the special figure 1 variable display game and the special figure 2 variable display game according to six settings.

[0039] The game control device 100 transitions to a setting change mode when power is turned on with the setting key switch 127 ON and the RAM initialization switch 112 ON, allowing the settings of the game machine 10 to be changed. For example, in the setting change mode, the game control device 100 displays the setting on the probability setting value display device 136 and allows cyclic changes from setting 1 to setting 6 by detecting a press operation of the setting value change switch 126. The probability setting value display device 136 is a display device capable of displaying setting values, and is, for example, a single-digit 7-segment LED mounted on a circuit board.

[0040] Furthermore, when the game control device 100 is powered on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, it transitions to a setting confirmation mode in which the settings of the game machine 10 can be confirmed. For example, in the setting confirmation mode, the game control device 100 displays the setting details on the probability setting value display device 136. Naturally, the probability setting value display device 136 can be checked by the manager of the game hall, but not by the players.

[0041] The gaming microcontroller 111 includes a CPU (Central Processing Unit: Microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM 111C that can be read and written at any time.

[0042] ROM111B non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.), while RAM111C is used as a work area for CPU111A or as a storage area for various signals and random values ​​during game control. Electrically rewritable non-volatile memory such as EEPROM (Electrically Erasable Programmable ROM) may be used as either ROM111B or RAM111C.

[0043] Furthermore, ROM111B stores a variation pattern table for determining variation patterns (variation modes) 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 the variation pattern by referring to variation pattern random number 1, variation pattern random number 2, and variation pattern random number 3, which are 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. In addition, these pattern tables include tables for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as the second half variation group table and the second half variation pattern selection table), and tables for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as the first half variation group table and the first half variation pattern selection table).

[0044] Here, "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device whose display state can change, and in which the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result pattern, the game state becomes a game state (special game state) that is advantageous to the player, at a stage in which some of the multiple display results have not yet been derived and displayed, but the display results that have already been derived and displayed satisfy the conditions for becoming a special result pattern. In other words, the reach state refers to a display pattern that, even at the stage in which the variable display control of the display device has progressed and reached the stage before the display results are derived and displayed, does not deviate from the display conditions for becoming a special result pattern. For example, a state in which variable display is performed by multiple variable display areas while maintaining a state in which the special result patterns are aligned (a so-called full rotation reach) is also included in the reach state. Furthermore, "reach state" refers to a display state at the point when the display control of the display device has progressed to the stage before the display result is derived and displayed, and in which at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfies the conditions for a special result pattern.

[0045] Therefore, for example, if a decorative special feature variation display game displayed on a display device 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, and center to display the result, then the state in which the variation display stops in the left and right variation display areas when the conditions for a special result are met (for example, the same identification information) is considered a "reach" state. Alternatively, at the point when the variation display of all variation display areas is temporarily stopped, the state in which the conditions for a special result are met in any two of the left, center, and right variation display areas (for example, when the same identification information is used, excluding the special result) is considered a "reach" state, and the remaining variation display area is then made to display variations from this "reach" state.

[0046] Furthermore, this reach state includes multiple reach animations, and the reach animations that have different probabilities of leading to special outcome patterns (different expected values) are set as Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected value increases in the order of "No Reach" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < "Special 3 Reach" < "Premium Reach". In addition, this reach state is included in the display patterns when a special outcome pattern is led to in the special symbol variation display game (when a jackpot is achieved). That is, it may also be included in the display patterns when it is determined that a special outcome pattern is not led to in the special symbol variation display game (when a loss is achieved). Therefore, a state in which a reach state occurs has a higher probability of resulting in a jackpot compared to a state in which a reach state does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout 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. Although not shown in the figures, the game microcomputer 111 includes a random number generation circuit for generating jackpot random numbers to determine wins in special feature variable display games, jackpot symbol random numbers to determine jackpot symbols, variation pattern random numbers to determine variation patterns in special feature variable display games (including the execution time of variation display games in various reach and non-reach variation displays, etc.), and win random numbers to determine wins in regular feature variable display games. It also includes a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds (ms)) for the CPU 111A and a clock that provides the update timing for the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0048] Furthermore, in processing related to the special feature variation display game, the CPU 111A obtains one of several variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and obtains one of several variation pattern tables based on the game result of the special feature variation display game (win (big win or small win) or loss), the probability state of the special feature variation display game as the current game state (normal probability state or high probability state), the operating state of the normal variation prize device 37 as the current game state (time-saving operation state), the number of starts stored, etc. Here, the CPU 111A acts as a variation distribution information acquisition means that obtains one of several variation pattern tables stored in the ROM 111B when executing the special feature variation display game.

[0049] The payout control device 200 includes a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout motor of the payout unit installed in the gaming machine 10 to pay out prize balls according to the prize ball payout command (command or data) from the gaming control device 100. The payout control device 200 also controls the payout motor of the payout unit to pay out the dispensed balls based on the dispensed ball request signal from the card unit of the ball dispenser attached to the gaming machine 10. In addition, the payout control device 200 may update data equivalent to the game value instead of dispensing game media when dispensing dispensed balls or prize balls.

[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start prize gate 36, the start gate 2 switch 37a in the normal variable prize gate 37, the gate switch 34a in the normal start gate 34, the prize gate switch 35a, the large prize gate switch 38a of the special variable prize gate 38, and the specific area switch 38e of the special variable prize gate 95 (specific prize gate). An interface chip (proximity I / F) 121 is provided that receives negative logic signals, such as a high level of 11V and a low level of 7V, supplied from these switches and converts them into positive logic signals of 0V-5V. The detection signal from the panel radio wave sensor 62, which detects the emission of radio waves to the gaming machine 10, is also input to this proximity I / F 121. Furthermore, the proximity interface 121 has an input range of 7V-11V, which allows it to detect abnormal conditions such as improper short circuits in the sensor or proximity switch leads, disconnections from the connector, or severed leads causing floating, and it is configured to output an abnormality detection signal.

[0051] Regarding the prize entry switch 35a, although it is shown as a single block in Figure 3, in reality, multiple (n) prize entry switches 35a (3 in this embodiment) are provided on the game board 30, and the signals from each are input to the proximity interface 121 via different signal lines. Also, although the large prize entry switch 38a is shown as a single block in Figure 3, in reality, multiple (x) large prize entry switches 38a (3 in this embodiment) are provided on the game board 30. These multiple large prize entry switches 38a are connected via different signal lines, or they are connected to the game control device 100 (main board) via a wired OR method on an intermediate board (not shown) located between the switches and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61, which will be described later, may also be connected via multiple different signal lines, or they may be connected to the game control device 100 via a wired OR method.

[0052] The output of the proximity interface 121 is supplied to the second input port 123 or the third input port 124 and read by the game microcontroller 111 via the data bus 140. Of the outputs of the proximity interface 121, the detection signals for the start gate 1 switch 36a, start gate 2 switch 37a, gate switch 34a, prize gate switch 35a, big prize gate switch 38a, and specific area switch 38e are input to the second input port 123. Note that although the signal outputs of the start gate 1 switch 36a and start gate 2 switch 37a (outputs from the proximity interface 121), which are the start gate switches in Figure 1, are shown as one signal line in Figure 3, there are actually two.

[0053] Furthermore, among the outputs of the proximity interface 121, the detection signal from the panel radio wave sensor 62 and the abnormality detection signal output when an abnormality is detected in a sensor or switch are input to the third input port 124. In addition, the third input port 124 receives the detection signal from the magnetic sensor 61 for detecting fraudulent activity, which is provided on the front frame 12 of the gaming machine 10, the detection signal from the glass frame open detection switch 63, which is provided on the glass frame 15 of the gaming machine 10, the detection signal from the main frame open detection switch 64, which is provided on the front frame (main frame) 12 of the gaming machine 10, the detection signal from the setting value change switch 126, the detection signal from the setting key switch 127, and the touch switch signal from the payout control device 200 (a signal based on the input of a touch switch provided on the operation unit 24).

[0054] Furthermore, of the outputs of the proximity interface 121, the output to the second input port 123 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. In addition, of the outputs of the proximity interface 121, the detection signals from the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcontroller 111 in addition to the second input port 123.

[0055] As described above, the proximity interface 121 has a signal level conversion function. To enable this level conversion function, the proximity interface 121 is supplied with a voltage of 12V from the power supply unit 400, in addition to the voltage, such as 5V, that is normally required for the operation of the IC.

[0056] The data held by the second input port 123 can be read by the gaming microcontroller 111, which decodes the address assigned to the second input port 123 and asserts (changes to the enabled level) the chip enable signal CE (Chip Enable), which is not shown in the diagram. The same applies to the third input port 124 and the first input port 122, which will be described later.

[0057] Furthermore, the input unit 120 is provided with a first input port 122 that receives the detection signal from the RAM initialization switch 112, the frame radio wave malfunction signal from the payout control device 200 (a signal output based on the detection of radio waves by the frame radio wave sensor provided on the front frame 12), the payout busy signal (a signal indicating whether or not the payout control device 200 is in a state where it can accept commands), the payout abnormal status signal (a status signal indicating a payout abnormality), the shoot ball out switch signal (a signal indicating a shortage of game balls before payout), the overflow switch signal (a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored in it (it has become full)), and the out ball detection switch signal (a signal output when an out ball is detected), and supplies them to the game microcomputer 111 via the data bus 140.

[0058] The out-ball detection switch signal is a signal output from the out-sensor (not shown) each time the out-sensor detects one out-ball from the gaming machine 10. For example, the out-ball detection switch signal is provided in the discharge channel (not shown) between the discharge port (not shown) that discharges game balls (out-balls) from the gaming machine 10 and the out-port 30a. The out-ball detection switch signal is used to calculate the game performance (e.g., base) per predetermined operation (e.g., 60,000 out-balls), and the calculated game performance is displayed on the performance display device 135. The out-ball detection switch signal may also be input to the performance control device 300. In that case, the out-ball detection switch signal may be used to determine the operating status, which serves as a trigger for switching to game performances or the customer waiting screen display. For example, the performance display device 135 is a 4-digit 7-segment LED that can display game performance in decimal or hexadecimal.

[0059] Furthermore, the gaming machine 10 may be equipped with a vibration sensor switch for detecting vibrations, and the detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.

[0060] Furthermore, the game control device 100 is equipped with a Schmitt buffer 125 for inputting signals such as power outage monitoring signals and reset signals from the power supply unit 400 to the game microcontroller 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply unit 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the game microcontroller 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals on the game microcontroller 111 that can receive external signals.

[0061] On the other hand, the reset signal RESET, which has been denoised by the Schmidt buffer 125, is directly input to the reset terminal provided on the gaming microcontroller 111 and is also supplied to each port of the output unit 130. Furthermore, the reset signal RESET is configured to be output directly to the relay board 70 without going through the output unit 130, thereby turning off the test firing signals held in the ports of the relay board 70 (not shown) for output to the test firing device. Alternatively, the reset signal RESET may be configured to be output to the test firing device via the relay board 70. Note that the reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. This is because the data set on each port of the output unit 130 by the gaming microcontroller 111 immediately before the reset signal RESET is received needs to be reset to prevent system malfunction, but the data read by the gaming microcontroller 111 from each port of the input unit 120 immediately before the reset signal RESET is received is discarded by the reset of the gaming microcontroller 111.

[0062] The output unit 130 is provided with a Schmidt buffer 132 located on the communication path from the game microcontroller 111 to the performance control device 300 and on the communication path from the game microcontroller 111 to the payout control device 200. Data is transmitted from the game control device 100 to the performance control device 300 and the payout control device 200 via serial communication. The serial communication from the game control device 100 to the performance control device 300 and the payout control device 200 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100.

[0063] Furthermore, the output unit 130 is configured to accommodate a buffer 133, which is connected to the data bus 140 and outputs data such as special symbol information for the variable display game and signals indicating the probability state of a jackpot to a test firing device of a certified organization (not shown) via the relay board 70. This buffer 133 is a component that is not implemented in the game control device (main board) of a pachinko game machine that is installed in amusement parlors as a mass-produced product. Note that detection signals for switches that do not require processing, such as the start switch output from the proximity I / F 121, are supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0064] On the other hand, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61 and the panel radio wave sensor 62, are first taken up by the gaming microcontroller 111, processed into other signals or information, and then supplied to the test firing device via the data bus 140, buffer 133, and relay board 70 as, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled for gameplay. The relay board 70 is provided with ports that take up signals output from the buffer 133 and supply them to the test firing device, as well as connectors that relay and transmit signal lines of switch detection signals that do not go through the buffer. Chip enable signals CE (not shown) output from the gaming microcontroller 111 are also supplied to the ports on the relay board 70, and the signals of the ports selected and controlled by this chip enable signal CE are supplied to the test firing device.

[0065] Furthermore, the output unit 130 is provided with a first output port 134a connected to the data bus 140 for outputting opening and closing data for the large prize opening solenoid 38b which opens and closes the opening and closing member 38c of the special variable prize opening device 38 (large prize opening), opening and closing data for the specific area solenoid 95b which opens and closes the opening and closing member 95c of the special variable prize opening device 95, opening and closing data for the general-purpose solenoid 37c which opens and closes the movable member 37b of the normal variable prize opening device 37, and display data for the performance display device 135.

[0066] Furthermore, the output unit 130 is provided with a second output port 134b for outputting display data from the probability setting value display device 136. The output unit 130 is also provided with a third output port 134c for outputting on / off data of the segment lines to which the anode terminals of the LEDs are connected, according to the content to be displayed on the batch display device 50, and a fourth output port 134d for outputting on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected.

[0067] Furthermore, the output unit 130 is provided with a fifth output port 134e for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay and can be connected to an external device installed in a gaming parlor (such as an information collection terminal or an internal management device (hall computer)), allowing information related to the gaming machine 10 to be supplied to the external device via the photorelay. Some of the information supplied to the external device is output from the fourth output port 134d. In addition, a launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmidt buffer 132.

[0068] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals from the large prize solenoid 38b, specific area solenoid 95b, and general-purpose solenoid 37c output from the first output port 134a, generates and outputs solenoid drive signals; a second driver 138b that outputs on / off drive signals for the segment lines on the current supply side of the integrated display device 50 output from the third output port 134c; a third driver 138c that outputs on / off drive signals for the digit lines on the current draw side of the integrated display device 50 output from the fourth output port 134d; a fourth driver 138d that outputs external information signals to the external information terminal board 71 that are supplied to external devices such as management devices from the fifth output port 134e and the fourth output port 134d; and a fifth driver 138e that receives display data signals for the performance display device 135 output from the first output port 134a, generates and outputs drive signals for the performance display device 135.

[0069] The first driver 138a is supplied with a DC 32V power supply from the power supply unit 400 so that it can drive a solenoid that operates at 32V. The second driver 138b, which drives the segment lines of the integrated display device 50, is supplied with DC 12V. The third driver 138c, which drives the digit lines, is used to draw current from the digit lines according to the display data, so the power supply voltage can be either 12V or 5V.

[0070] The second driver 138b, which outputs 12V, supplies current to the anode terminal of the LED via the segment wire, and the third driver 138c, which outputs ground potential, draws current from the cathode terminal via the segment wire, thereby supplying power voltage to the sequentially selected LEDs in a dynamic drive method and lighting them up. The fourth driver 138d, which outputs an external information signal to the external information terminal board 71, is supplied with DC 12V to give the external information signal a level of 12V. Note that the buffer 133, the first output port 134a, the first driver 138a, etc., may be provided on the output section 130 of the game control device 100, i.e., on the relay board 70 side, rather than on the main board. Also, the performance display device 135, or the fifth driver 138e and the performance display device 135, may be provided on the output section 130 of the game control device 100, i.e., on the external board (not shown), rather than on the main board.

[0071] Furthermore, the output unit 130 is equipped with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to communicate bidirectionally so that the gaming microcontroller 111 can send and receive data with the inspection device 490 via serial communication. Note that since such data transmission and reception is performed using the serial communication terminals of the gaming microcontroller 111, just like a normal general-purpose microprocessor, there are no ports such as the first to third input ports 122, 123, and 124.

[0072] Next, the configuration of the performance control device 300 will be explained using Figure 4. Figure 4 is a block diagram showing an example of the configuration of the performance control device according to the embodiment. The performance control device 300 includes a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and a sound source LSI 313 which controls the output of sound in order to play various melodies, sound effects, etc. from the speaker 341.

[0073] The main control microcontroller 311 is connected to a PROM (Programmable Read-On Rememory) 321 which stores programs executed by the CPU and various data, a RAM 322 which provides a work area, a FeRAM (Ferroelectric RAM) 323 which can retain its contents even when power is not supplied during a power outage, and an RTC (Real-Time Clock) 338 which serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcontroller 311 also has an internal RAM 311a which provides a work area. Furthermore, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcontroller 311. The main control microcontroller 311 analyzes commands (performance commands) from the game microcontroller 111, determines the performance content, instructs the VDP 312 on the content of the output video, instructs the sound source LSI 313 on playback sound, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time.

[0074] 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 images and video data, and an ultra-high-speed VRAM 326 used to expand and process image data such as characters read from the image ROM 325.

[0075] While not strictly limited, the main control microcontroller 311 and the VDP312 are configured to transmit and receive data in parallel. Transmitting data in parallel allows for faster transmission of commands and data compared to serial transmission.

[0076] The VDP312 inputs a vertical synchronization signal to synchronize the video on the display device 41 with the illumination of decorative lamps on the glass frame 15 and the game board 30, as well as a synchronization signal to indicate the timing of data transmission. In addition, the VDP312 also inputs interrupt signals to the main control microcontroller 311 to indicate the processing status, such as the completion of drawing to VRAM, and wait signals to indicate that it is waiting to receive commands or data from the main control microcontroller 311.

[0077] The video generated by the VDP312 is displayed on the display device 41. In practice, for example, the production control device 300 is equipped with a signal conversion circuit that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal synchronization signal, and a vertical synchronization signal are input from the VDP312 to the signal conversion circuit, and the video generated by the VDP312 is displayed on the display device 41 via the signal conversion circuit.

[0078] The sound source LSI 313 is connected to an audio ROM 327 that stores audio data. The main control microcontroller 311 and the sound source LSI 313 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 313 to the main control microcontroller 311. The sound control device 300 is provided with an amplifier circuit 314 consisting of an audio power amplifier and the like that drives the speakers 341 (upper left speaker 341a1, upper right speaker 341a2, lower left speaker 341b1, lower right speaker 341b2). The audio generated by the sound source LSI 313 is output from the speakers 341 via the amplifier circuit 314.

[0079] Furthermore, the sound control device 300 is equipped with a Bluetooth module 315. The Bluetooth module 315 wirelessly transmits audio data output from the sound source LSI 313 via the antenna 342. The destination device for the audio data is a Bluetooth-compliant wireless earphone or headphones, which will be collectively referred to as earphones in the following description. In this embodiment, the devices that can be connected to the Bluetooth module 315 are limited to devices that support A2DP (Advanced Audio Distribution Profile).

[0080] The antenna 342 may be modularized together with the Bluetooth module 315, mounted on the performance control board, or mounted on a separate board and connected to the performance control board. In that case, the antenna 342 is located on the back side of the gaming machine 10, for example, together with the performance control device 300. The antenna 342 may also be positioned away from the Bluetooth module 315, for example, on the front frame 12 or glass frame 15 that is close to the player to whom it is connected. Furthermore, when the antenna 342 is positioned on a front component of the gaming machine such as the front frame 12 or glass frame 15, the front component may be equipped with a guide display or illuminated display to guide the player to the location of the antenna 342.

[0081] The Bluetooth module 315 is equipped with a non-volatile memory that stores pairing information for the connected earphones. The pairing information includes an identification number to identify the earphones, the earphone model number, and key information used for encrypted communication with the earphones. In this embodiment, the non-volatile memory of the Bluetooth module 315 stores pairing information for only one pair of earphones, and the pairing information is deleted when communication with those earphones is disconnected. The deletion of pairing information may be performed, for example, by an instruction from the CPU 311 within the Bluetooth module 315, or by resetting the Bluetooth module 315.

[0082] The pairing information may be stored in non-volatile memory connected to the CPU 311. Alternatively, including the various modifications of the Bluetooth connection control process described later, the pairing information may be stored in volatile memory, as it does not need to be retained after the power to the gaming machine 10 is turned off.

[0083] Furthermore, an external information board 19 is connected to the performance control device 300 for outputting pairing-related information from the CPU 311 to the machine controller and hall computer. Pairing-related information includes, for example, pairing status information indicating whether or not the earphones are connected (encrypted communication), and pairing information retention status information indicating whether or not one or more pairing information is held in the Bluetooth module 315. The connected earphones, as well as the identification number and model name of the earphones indicated by the pairing information, may also be output. This information is isolated and output by a photocoupler provided on the external information board 19.

[0084] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of decorative symbols to be held, decorative symbols, variation commands, and stop information commands transmitted from the game control device 100 as performance control command signals (performance commands). Since the game control microcontroller 111 of the game control device 100 operates at DC 5V and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V, the command I / F 331 is equipped with a signal level conversion function.

[0085] Furthermore, the performance control device 300 includes a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having LEDs (light-emitting diodes) etc. provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (for example, a frame decoration device 18 etc.) having LEDs (light-emitting diodes) provided on the glass frame 15, and a panel performance movable body control circuit 334 for driving and controlling a panel performance device 44 (for example, a movable mechanism that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30 (including the center case 40). These control circuits 332 to 334, which drive and control lamps, motors, solenoids etc., are connected to the main control microcontroller 311 via an address / data bus. Alternatively, a frame performance device equipped with a drive source such as a motor (for example, a motor that operates a performance device) may be provided on the glass frame 15, and a frame performance movable body control circuit for driving and controlling this frame performance device may also be provided.

[0086] Furthermore, the performance control device 300 is equipped with a switch input circuit 336 that has the function of detecting the on / off state of the performance button switch 25a of the performance button 25, the setting switch 29n of the option setting unit 29, and the performance feature switch 47 (performance motor switch) which detects the initial position of the motor in the panel performance device 44, and inputting detection signals to the main control microcontroller 311, as well as the function of detecting the state of the volume control switch 335 provided on the performance control device 300 and inputting detection signals to the main control microcontroller 311. In Figure 4, for convenience, each switch of the option setting unit 29 is collectively represented as the setting switch 29n, but in detail, the state of each of the aforementioned switches (cross key, accessory key) is connected so that it can be detected individually by the switch input circuit 336, and the detection signals indicating the state of each switch are input to the main control microcontroller 311.

[0087] The normal power supply unit 410 of the power supply unit 400 is configured to supply a desired level of DC voltage to the performance control device 300 and the electronic components controlled by it, by generating DC32V for driving motors and solenoids, DC12V for driving the display device 41 consisting of a liquid crystal panel, motors and LEDs, DC5V which is the power supply voltage for the command I / F 331, and DC15V for driving motors, LEDs and speakers 341. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcontroller 311, a DC-DC converter for generating DC3.3V or DC1.2V from DC5V is provided in the performance control device 300. The DC-DC converter may also be provided in the normal power supply unit 410.

[0088] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is supplied to the main control microcontroller 311, which resets the device. The main control microcontroller 311 also outputs a signal to the VDP 312, sound source LSI 313, amplifier circuit 314, and control circuits 332-334 that drive and control lamps, motors, etc., which reset these as well. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is operated when the power to the performance control device 300 is turned on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).

[0089] Furthermore, some of the components of the performance control device 300 and its surroundings may be modified as shown in Figures 5 to 7 below. Figure 5 is a block diagram showing a first modified example of the configuration of the performance control device. As shown in Figure 5, the Bluetooth module 315 may be provided outside the performance control device 300. In such a performance control device 300, the Bluetooth module 315 can be a frame component.

[0090] Figure 6 is a block diagram showing a second modified configuration of the performance control device. In the example of Figure 6, the Bluetooth module 315 is located outside the performance control device 300, similar to Figure 5. In addition, communication between the sound source LSI 313 and the Bluetooth module 315 is performed via an external information board 19. Such a performance control device 300 allows the Bluetooth module 315 to be a frame component, and because the connection with the Bluetooth module 315 is made via the external information board 19, it can flexibly respond to changes in the specifications of both components.

[0091] Figure 7 is a block diagram showing a third modified example of the configuration of the performance control device. In the example of Figure 7, an earphone amplifier circuit 316 is provided outside the performance control device 300 in addition to the Bluetooth module 315. An earphone jack 343, to which wired earphones (or headphones) can be connected, is connected to the earphone amplifier circuit 316, and the sound generated by the sound source LSI 313 is output from the earphones connected to the earphone jack 343 via the earphone amplifier circuit 316. The earphone jack 343 is provided, for example, at the bottom of the front frame 12 of the gaming machine 10. Such a performance control device 300 allows the Bluetooth module 315, earphone jack 343, and earphone amplifier circuit 316 to be frame components, and improves the convenience of earphone use by the player.

[0092] Furthermore, it is also possible to connect a Bluetooth adapter to the earphone jack 343, which digitizes the analog audio signal from the earphone amplifier circuit 316 and wirelessly transmits it to earphones compliant with the Bluetooth module. The earphone amplifier circuit 316 may also be provided inside the performance control device 300.

[0093] Next, we will explain the game control performed in these control circuits. The CPU 111A of the game microcomputer 111 of the game control device 100 extracts a random value for determining whether the normal display game is a hit or miss based on the input of a game ball detection signal from the gate switch 34a provided in the normal display start gate 34, compares it with a determination value stored in the ROM 111B, and performs processing to determine whether the normal display game is a hit or miss. Then, it performs processing to display the normal display game on the normal display pattern display unit 55 of the all-in-one display device 50, which displays an identification pattern (identification information) that changes for a predetermined time and then stops. If the result of this normal display game is a hit, it displays special result patterns corresponding to the first to third hit stop patterns on the normal display pattern display unit 55, and operates the normal electric solenoid 37c to control the movable member 37b of the normal variation prize winning device 37 to open for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. In other words, the game control device 100 acts as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). If the result of the regular figure variation display game is a loss, the control is performed to display the loss result on the regular figure display unit 55.

[0094] Furthermore, based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start prize entry port 36, the start prize entry (start memory) is stored, and based on this start memory, a random value for determining the jackpot of the first special feature variable display game is extracted and compared with the determination value stored in ROM 111B to determine whether the first special feature variable display game is a win or a loss. Furthermore, based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable prize entry device 37, the start memory is stored, and based on this start memory, a random value for determining the jackpot of the second special feature variable display game is extracted and compared with the determination value stored in ROM 111B to determine whether the second special feature variable display game is a win or a loss.

[0095] The CPU 111A of the game control device 100 outputs control signals (performance control commands, performance commands) including the judgment results of the first special symbol variation display game and the second special symbol variation display game to the performance control device 300. The CPU 111A of the game control device 100 then displays the special symbol variation display game on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the unified display device 50, which displays the identification symbol (identification information) in a variable manner 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 game balls flowing down the game area 32 into the starting prize area (start prize opening 36, normal variation prize device 37).

[0096] Furthermore, the performance control device 300 performs the process of displaying a decorative special symbol variation display game corresponding to the special symbol variation display game on the display device 41 based on the control signal from the game control device 100. In addition, the performance control device 300 performs the process of setting the performance state, outputting sound from the speaker 341 or via the Bluetooth module 315, and controlling the illumination of various LEDs based on the control signal 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.).

[0097] Then, if the result of the special symbol variation display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result pattern or small win pattern on the special symbol 1 display unit 53 or the special symbol 2 display unit 54, and performs processing to generate a special game state or a small win game state (i.e., processing to execute a special game or a small win game). In the processing to generate a special game state due to the result of the first special symbol variation display game or the second special symbol variation display game being a big win, the CPU 111A performs control to open the opening / closing member 38c of the special variation prize device 38 with the large prize solenoid 38b, for example, to allow game balls to flow into the large prize opening. In this special game state, the CPU 111A controls the game by keeping the large prize slot open for a predetermined number of rounds (repeated) until one of the following conditions is met: either a predetermined number of game balls (for example, 9 balls) enter the large prize slot, or a predetermined amount of time has elapsed since the large prize slot was opened. This process is considered one round and continues for a predetermined number of rounds (repeated) to create a cycle game. Furthermore, in the process of generating a minor win game state due to a minor win result in the first special symbol variation display game (special symbol 1 variation display game) or the second special symbol variation display game (special symbol 2 variation display game), the CPU 111A controls the game by, for example, using the large prize slot solenoid 38b to open the opening / closing member 38c of the special variation prize device 38, thereby enabling the inflow of game balls into the large prize slot.

[0098] The opening and closing operation pattern (opening and closing operation mode) of the large prize slot performed during these minor win game states is, for example, to maintain the opening and closing member in the open state for 200 milliseconds, performed four times at 1500 millisecond intervals. In this way, the game control device 100 acts as a large prize slot opening and closing control means that controls the opening and closing of the large prize slot when the stopping result mode becomes a special result mode. The CPU 111A also controls the display of the losing result mode on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the unified display device 50 if the result of the special symbol variation display game is a loss.

[0099] Furthermore, the game control device 100 of this embodiment does not perform probability changes in the special symbol variation display game, but it may perform probability changes in the figure variation display game. For example, the game control device 100 can generate a high probability state as a game state after the end of the special game state, based on the result of the special symbol variation display game. In this high probability state, the probability of getting a winning result in the special symbol variation display game is higher than in the normal probability state. Also, regardless of whether the high probability state is generated based on the result of the first special symbol variation display game or the second special symbol variation display game, both the first special symbol variation display game and the second special symbol variation display game will be in the high probability state.

[0100] Furthermore, the game control device 100 can generate a time-saving state (specific game state, normal high probability state) as a game state after the special game state ends, based on the result of the special symbol variation display game. In this time-saving state, it is possible to set the probability of a winning result in the normal symbol variation display game (normal probability) to a high probability (normal high probability state) which is higher than the normal probability (normal low probability state). As a result, the normal variation prize winning device 37 is controlled to have a longer opening time per unit time than when the normal variation prize winning device 37 is in the normal low probability state. In this embodiment, the normal variation prize winning device 37 has a normal probability set to "0" so that the movable member 37b is not opened in the normal game state.

[0101] Furthermore, in the time-saving state, the execution time of the normal symbol variation display game (normal symbol variation time) is set to, for example, 500 milliseconds, and the normal symbol stop time for displaying the result of the normal symbol variation display game is set to, for example, 600 milliseconds. When the normal symbol variation display game results in a win and the normal symbol variation prize device 37 is opened, it is possible to set the opening time (normal opening time) and number of openings (for example, 500 milliseconds x 1 time) for the first winning stop symbol, the opening time (normal opening time) and number of openings (for example, 1700 milliseconds x 2 times) for the second winning stop symbol, and the opening time (normal opening time) and number of openings (for example, 1700 milliseconds x 3 times) for the third winning stop symbol.

[0102] Furthermore, the execution time of the regular figure variation display game, the regular figure stop time, the number of times the regular electric current is opened, and the regular electric current opening time may be set as appropriate to control the regular figure variation display game and the regular figure variation prize device 37 to a time-saving operation state. For example, in the time-saving state, it is possible to control the execution time of the regular figure variation display game (regular figure variation time) to be a second variation display time that is shorter than the first variation display time (for example, 10,000 milliseconds to 1,000 milliseconds). Also, in the time-saving state, it is possible to control the regular figure stop time for displaying the result of the regular figure variation display game to be a second stop time that is shorter than the first stop time (for example, 1,604 milliseconds to 704 milliseconds). Also, in the time-saving state, when the regular figure variation display game results in a win and the regular figure variation prize device 37 is opened, it is possible to control the opening time (regular electric current opening time) to be a second opening time that is longer than the first opening time in the normal state (regular figure low probability state) (for example, 100 milliseconds to 1,352 milliseconds). 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) to a high probability (normal high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operation state (normal low probability state, for example, 1 / 251).

[0103] In the time-saving state, the time it takes to change the normal variation winning 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 electric opening count, normal electric opening time, and normal variation probability. It is also possible to set up multiple types of time-saving states in which different parameters are changed. Furthermore, when a win occurs, either a first opening mode or a second opening mode may be selected. In this case, the selection probabilities for the first and second opening modes may be different. In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them. The time-saving state can also be called the normal electric support state (normal electric support in progress, or electric support in progress).

[0104] Next, the configuration of the batch display device will be explained using Figure 8. Figure 8 is a diagram showing an example of the batch display device of the embodiment. The batch display device 50 is equipped with 7-segment LED_d1 and 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18. The batch display device 50 displays various states by the lighting patterns of 7-segment LED_d1 and 7-segment LED_d2, and LED_d3 to LED_d18.

[0105] The integrated display device 50 distributes various status display functions to 7-segment LED_d1 and 7-segment LED_d2, and LED_d3 to LED_d18, and includes a round display unit 51, a special feature 1 hold display unit 52, a special feature 1 symbol display unit 53, a special feature 2 symbol display unit 54, a regular symbol display unit 55, a regular symbol hold display unit 56, a status display unit 57, and a special feature 2 hold display unit 58. The round display unit 51 displays the number of rounds in the special feature game by the lighting patterns of four LEDs, LED_d3 to LED_d6. The special feature 1 hold display unit 52 displays the number of holds in the special feature 1 game by the lighting patterns of two LEDs, LED_d11 and LED_d12. The special feature 1 symbol display unit 53 displays the symbols in the special feature 1 game by the lighting patterns of eight LEDs (seven segment LEDs and one dot LED) of 7-segment LED_d1. The Special Feature 2 Symbol Display Unit 54 displays the symbols in the Special Feature 2 game by the lighting patterns of eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d2. The Normal Symbol Display Unit 55 displays the symbols in the Normal Symbol game by the lighting patterns of three LEDs: LED_d8, LED_d10, and LED_d18. The Normal Symbol Reserve Display Unit 56 displays the number of reserved symbols in the Normal Symbol game by the lighting patterns of two LEDs: LED_d15 and LED_d16. The Status Display Unit 57 displays the game state in the Special Feature game by the lighting patterns of three LEDs: LED_d7, LED_d9, and LED_d17. The game state can be indicated by its lighting pattern, for example, a probability variation state, a time reduction state, a right-hand shooting state, or other game states. The Special Feature 2 Reserved Display Unit 58 displays the number of reserved balls in the Special Feature 2 game by the way two LEDs, LED_d13 and LED_d14, are lit.

[0106] The following describes the control of a gaming machine that performs this type of game. First, we will describe the control performed by the gaming microcontroller 111 of the gaming control device 100. The control processing by the gaming microcontroller 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time interval (for example, 4 milliseconds).

[0107] [Main process] First, the main processing of the game control device of the embodiment will be explained using Figures 9 to 13. Figure 9 is a flowchart (part 1) showing the main processing of the embodiment. Figure 10 is a flowchart (part 2) showing the main processing of the embodiment. Figure 11 is a flowchart (part 3) showing the main processing of the embodiment. Figure 12 is a flowchart (part 4) showing the main processing of the embodiment. Figure 13 is a flowchart (part 5) showing the main processing of the embodiment.

[0108] The main process is started by the control unit (gaming microcontroller 111) when the power is turned on. In this main process, first, a process to disable interrupts (step S1) is performed, and then a stack pointer setting process (step S2) is performed to set the stack pointer, which is the starting address of the area where values ​​such as registers are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM starting address is set in a predetermined register (for example, register D) (step S4). The address range of RAM 111C is 0000h to 01FFh, and the upper address can be either 00h or 01h. In step S4, 00h, which is at the beginning of the address range of RAM 111C, is set.

[0109] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, thereby prohibiting the launch of game balls.

[0110] Next, the state of input port 1 (first input port 122) is read into the first register (for example, register B) (step S6), and then the state of input port 3 (third input port 124) is read into the second register (for example, register C) (step S7).

[0111] Here, a predetermined bit of the first register is masked and the other bits are cleared (step S8). For example, only the second bit of the B register corresponding to the detection signal from the RAM initialization switch 112 is retained, and the 0th bit, the 1st bit, and bits 3 through 7 are cleared. Then, a predetermined bit of the second register is masked and the other bits are cleared (step S9). For example, only the 4th bit of the C register corresponding to the detection signal from the setting key switch 127 is retained, and bits 0 through 3 and bits 5 through 7 are cleared.

[0112] The information in the first register is integrated into the second register, and the information held by the second register is stored as reference information that does not rely on RAM111C (step S10). For example, the logical OR of register B and register C is stored in register C, and register C is stored as a state reference register.

[0113] For example, the value "00000000B" in the state reference register (C register) indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from the RAM initialization switch 112, and bit 4 is "0" corresponding to the detection signal ON from the setting key switch 127. In other words, the value "00000000B" in the state reference register indicates a setting change state where the RAM initialization switch 112 is ON and the setting key switch 127 is ON.

[0114] Furthermore, the value "00010000B" in the state reference register indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from the RAM initialization switch 112, and bit 4 is "1" corresponding to the detection signal OFF from the setting key switch 127. In other words, the value "00010000B" in the state reference register indicates the RAM initialization state where the RAM initialization switch 112 is ON and the setting key switch 127 is OFF.

[0115] Furthermore, the value "00000100B" in the state reference register indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "0" corresponding to the detection signal from setting key switch 127 being on. In other words, the value "00000100B" in the state reference register indicates a setting confirmation state where RAM initialization switch 112 is off and setting key switch 127 is on.

[0116] Furthermore, the value "00010100B" in the state reference register indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" in the state reference register indicates a power restoration (power outage recovery) state where both RAM initialization switch 112 and setting key switch 127 are off.

[0117] As a result, the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are stored in the C register. Note that the storage position (second bit) of the detection signal from the RAM initialization switch 112 in the B register and the storage position (fourth bit) of the detection signal from the setting key switch 127 in the C register are different, so the detection signals from the RAM initialization switch 112 and the setting key switch 127 are preserved without loss even when the B register and C register are performed on.

[0118] Subsequently, a process to set the power-on delay timer is performed (step S11). In this process, by setting a predetermined initial value, a waiting time (for example, 3 seconds) is set to wait for the programs of the subordinate control means (for example, the payout control device 200 and the performance control device 300, etc.) that perform various controls according to instructions from the game control device 100, which constitutes the main control means, to start up normally. This prevents the game control device 100 from starting up first when the power is turned on and sending commands to the subordinate control means before the subordinate control means have started up, thus preventing the subordinate control means from missing commands. In other words, the game control device 100 acts as a waiting means that sets a predetermined waiting time to delay the start of the main control means and wait for the start of the subordinate control means when the power is turned on.

[0119] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register that is not subject to the validity check (checksum calculation) of the data held in the RAM area). This prevents the power-on control from becoming complicated because it eliminates the need to exclude certain RAM areas when calculating check data such as checksums for the RAM area.

[0120] Furthermore, the detection signal of the RAM initialization switch 112 is stored in the second register (C register). By storing it before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably saved. In other words, if the state of the RAM initialization switch 112 is read after the standby time has elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continuously operate the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the state before the start of the standby time, detection can be achieved by operating the switch immediately after power-on without having to perform such cumbersome operations, thus preventing situations where the initialization operation performed at power-on is not accepted.

[0121] Furthermore, the detection signal of the setting key switch 127 is stored in the second register (C register). By storing this signal before the start of the standby time, the operation of the setting key switch 127 can be reliably detected. In other words, if the state of the setting key switch 127 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continuously operate the setting key switch 127 from power-on until the standby time had elapsed. However, by reading the state before the start of the standby time, detection can be achieved by operating the switch immediately after power-on without having to perform such cumbersome operations, thus preventing situations where setting change operations or setting confirmation operations performed at power-on are not accepted.

[0122] Next, after setting a power-on delay timer (for example, about 3 seconds) (step S11), the system performs steps S12 to S14 to measure the waiting time and monitor for power outages during the waiting period. The power-on delay timer is set to allow sufficient time for the slave control devices, including the dispensing control device 200, to start up.

[0123] If a power outage occurs (step S12; Y), the system waits for the power to the gaming machine 10 to be shut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal is continuously received for a predetermined period, it is possible to prevent false detection of power outages due to noise, etc., and to appropriately deal with malfunctions when the power is turned on. A power outage is detected when the power outage monitoring signal input from the power supply unit 400 remains in the ON state for a set number of checks (for example, 2 times) by reading the power outage monitoring signal via the port and data bus. In other words, the gaming control device 100 acts as a power outage monitoring means that monitors for the occurrence of power outages during a predetermined waiting period. This makes it possible to respond to power outages that occur during the period when the startup of the gaming control device 100, which acts as the main control means, is delayed, and to appropriately deal with malfunctions when the power is turned on. Note that access to RAM 111C is not permitted until the end of the waiting period, and the contents stored from the previous power outage are retained, so there is no need to perform backup processing when a power outage occurs here. For this reason, even if a power outage occurs during the waiting period, there is no need to back up RAM 111C, and the control burden can be reduced.

[0124] On the other hand, if no power outage occurs (step S12; N), that is, if no power outage has occurred, the power-on delay timer is updated to "-1" (step S13), and it is determined whether the timer value is "0" or not (step S14). If the timer value is not 0 (step S14; N), that is, if the waiting time has not ended, the process returns to monitoring for power outages (step S12). Also, if the timer value is "0" (step S14; Y), that is, if the waiting time has ended, permission is granted for read / write RWM (Read Write Memory) such as RAM111C and EEPROM (step S15), and off data is output to all output ports (set to a state with no output) (step S16).

[0125] Next, the serial port (a port pre-installed on the gaming microcontroller 111, used for communication with the performance control device 300 and the payout control device 200) is configured (step S17).

[0126] In step S18, the process of starting the CTC circuit that generates the timer interrupt signal and the random number update trigger signal (CTC) within the game microcontroller 111 (clock generator) is performed.

[0127] In step S19, a process is performed to set a RAM abnormality flag. Note that this setting of the RAM abnormality flag is temporary and may be updated in a later process that checks for RAM abnormalities.

[0128] In step S20, it is determined whether the value of power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah). If the value of power outage inspection area 1 is normal (step S20; Y), it is determined whether the value of power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step S21). If the value of power outage inspection area 2 is normal (step S21; Y), a checksum calculation process (step S22) is performed to calculate the checksum of a predetermined area in the RWM.

[0129] In the checksum calculation process, the checksum may be calculated by summing the data from the work area for game control and the data from the work area for status display, or the checksum may be calculated separately from the data from the work area for game control and the data from the work area for status display, or the checksum may be calculated from the data from the work area for game control only. The work area for game control is the work area within the memory area of ​​the RWM used for game control. The work area for status display is the work area within the memory area of ​​the RWM used for status display.

[0130] Next, it is determined whether the checksum calculated in step S22 matches the checksum at the time of power failure (step S23). If it is determined that the checksums match (i.e., it is normal) (step S23; Y), the RAM abnormality flag that was provisionally set in step S19 is cleared (step S24).

[0131] If the checksum is determined to be mismatched (not normal) (step S23;N), step S24 is skipped and the process moves to step S25, which definitively sets the RAM abnormality flag that was provisionally set in step S19. Similarly, if the check data in the power outage test area is determined to be not normal data (step S20;N or step S21;N), step S24 is skipped and the process moves to step S25, which definitively sets the RAM abnormality flag that was provisionally set in step S19.

[0132] In step S25, the second register (C register) is referenced to determine whether the detection signal for the setting key switch 127 is ON and the detection signal for the RAM initialization switch 112 is ON. If the detection signal for the setting key switch 127 is ON and the detection signal for the RAM initialization switch 112 is ON, the process proceeds to step S34. If the detection signal for the setting key switch 127 is ON and the detection signal for the RAM initialization switch 112 is NOT ON, the process proceeds to step S26.

[0133] Furthermore, since the game control device 100 stores the detection signals of the setting key switch 127 and the RAM initialization switch 112 in a second register (C register), it can simultaneously determine the detection signals of the setting key switch 127 and the RAM initialization switch 112. In addition, since the game control device 100 stores the detection signals of the setting key switch 127 and the RAM initialization switch 112 in a second register (C register), it can determine the detection signals of the setting key switch 127 and the RAM initialization switch 112 before the RAM validity check is performed.

[0134] In step S26, the control unit determines whether the RAM error flag is on or off. If the RAM error flag is on (i.e., the RAM error flag is set), the control unit proceeds to step S28; otherwise, it proceeds to step S27.

[0135] In step S27, the control unit determines whether the setting change mode flag (probability setting change flag) is on or off. If the setting change mode flag is on, the control unit proceeds to step S28; otherwise, it proceeds to step S49.

[0136] Steps S28 to S33 are processes that are executed when a RAM error occurs, or when the system is restarted without the RAM being cleared due to a power outage during setup. In step S28, the control unit sends a main error notification command to the performance control device 300. The performance control device 300 then performs performance control corresponding to the main error notification command. For example, upon receiving the main error notification command, the performance control device 300 displays a message on the display device 41 instructing the system to restart with a RAM clear, or outputs sound from the speaker 341. The performance control device 300 also receives the main error notification command and notifies the main error using the frame decoration device 18, the panel decoration device 46, and the panel performance device 44.

[0137] In step S29, the control unit outputs the 7-segment display data at the time of game stoppage to the performance display device 135. At this time, the control unit can display a status corresponding to the main abnormal error on the performance display device 135. The control unit also outputs the 7-segment display data at the time of game stoppage to the probability setting value display device 136. At this time, the control unit can display numbers or characters that are not in the probability setting value on the probability setting value display device 136. The control unit may also output the 7-segment display data, including the LED display data at the time of game stoppage, to the batch display device 50. At this time, the control unit may turn off all lights on the batch display device 50 or turn on all lights on.

[0138] In step S30, the control unit outputs the ON data for the security signal from the external information terminal board 71. At this time, the control unit turns off the output data for other signals output from the external information terminal board 71.

[0139] In step S31, the control unit performs a process to monitor for the occurrence of a power outage. While waiting for a power outage to occur (step S31;N), the control unit repeatedly executes steps S29 and S30 to wait for the power to be cut off. That is, while waiting for the power to be cut off, the gaming machine 10 displays a status corresponding to the main abnormal error on the performance display device 135 (step S29) and outputs a security signal from the external information terminal board 71 (step S30). Also, while waiting for the power to be cut off, the gaming machine 10 does not output any signals other than the security signal from the external information terminal board 71. Note that the process of displaying a status corresponding to the main abnormal error on the performance display device 135 and outputting a security signal from the external information terminal board 71 while waiting for the power to be cut off (steps S29 and S30) may be performed in the timer process described later.

[0140] If a power outage is detected (step S31; Y), off data is output to all output ports (set to a state with no output) (step S32), access to read / write RWM such as RAM111C and EEPROM is prohibited (step S33), and the system waits for the power to be cut off.

[0141] Furthermore, the control unit does not prohibit RAM access during the repeated execution of steps S29 and S30 until power is cut off. This allows the gaming machine 10 to store the return address in RAM when an NMI (Non-Maskable Interrupt) occurs, thereby reducing the risk of program malfunction. In this way, the control unit does not protect the contents of RAM by prohibiting RAM access during the repeated execution of steps S29 and S30 until power is cut off, but since clearing RAM upon restart is a condition for starting game control, the risk of unprotected RAM contents is limited. In other words, the gaming machine 10 accepts a limited risk of unprotected RAM contents while achieving the effect of reducing the risk of program malfunction. In addition, by not prohibiting RAM access during the repeated execution of steps S29 and S30 until power is cut off, the control unit can improve program efficiency by allowing subroutines to be called in steps S29 and S30. Furthermore, the gaming machine 10 protects the contents of RAM by prohibiting RAM access after the detection of a power outage.

[0142] Steps S34 to S37 are processes related to preparing for a setting change, and are executed when, in step S27, the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON.

[0143] In step S34, the control unit determines whether the RAM error flag is on or off. If the RAM error flag is on, the control unit proceeds to step S35; otherwise, it proceeds to step S36.

[0144] In step S35, the control unit clears the setting value because the RAM abnormality flag is on. Clearing the setting value may be done by setting an invalid value as the setting value, or by setting a value that is most disadvantageous to the player from the perspective of preventing fraud.

[0145] In step S36, the control unit performs a process to set the setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is changing its settings. The setting change mode flag is set when the machine is changing its settings, and cleared (reset) when the machine is not changing its settings.

[0146] In step S37, the control unit transmits a command indicating that a setting change is in progress to the performance control device 300. The performance control device 300 then performs performance control corresponding to the command. For example, upon receiving the command, the performance control device 300 displays a message on the display device 41 indicating that a setting change is in progress, or outputs sound from the speaker 341. The performance control device 300 also notifies the frame decoration device 18, the panel decoration device 46, and the panel performance device 44 that a setting change is in progress.

[0147] Step S38 is a process that is executed after the preparation for setting change (steps S34 to S37) or after the preparation for setting confirmation (steps S50 and S51). In step S38, the control unit sets the security signal control timer to 128ms. As a result, the gaming machine 10 outputs a security signal for at least until the security signal control timer times out. Note that the security signal control timer does not need to be 128ms, as long as it exceeds the minimum output guarantee time (for example, 50ms).

[0148] Steps S39 to S41 involve processing related to waiting for the completion of setting changes or setting confirmations. The gaming machine 10 sets a security signal output in step S37, making it possible to monitor the execution of the processing related to waiting for the completion of setting changes or setting confirmations from the outside.

[0149] After enabling the interrupt (step S39), the control unit refers to the second register (C register) to determine whether the detection signal of the setting key switch 127 is off or not (step S40). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S56; otherwise, it proceeds to step S41.

[0150] In step S41, the control unit determines whether or not a power outage has occurred. The control unit can determine if a power outage has occurred by detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S42; if no power outage has occurred, it proceeds to step S40. In other words, with interrupts enabled in step S39, the control unit waits for the setting key to be turned off until a power outage occurs.

[0151] If the control unit determines that a power outage has occurred, it performs the following steps: disable interrupts (step S42) and output off-data to all output ports (step S43). Subsequently, power outage inspection area check data 1 is saved to power outage inspection area 1 (step S44), and power outage inspection area check data 2 is saved to power outage inspection area 2 (step S45). Furthermore, a checksum calculation process is performed to calculate the checksum at the time of RWM power cut-off (step S46), and the calculated checksum is saved to the checksum area (step S47). After that, a process to prohibit access to RAM is performed (step S48), and then the system waits for the gaming machine's power to be cut off. In this way, by saving check data to the power outage inspection area and calculating the checksum at the time of power cut-off, it is possible to determine whether the information stored in the RWM before the power cut-off has been properly backed up when the power is restored.

[0152] Step S49 is executed if it is determined in step S27 that the setting change mode flag is on. In step S49, the control unit refers to the second register (C register) to determine whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is on, the control unit proceeds to step S50; otherwise, it proceeds to step S52.

[0153] Steps S50 and S51 are processes related to preparing for setting confirmation. In step S50, the control unit sets the setting confirmation mode flag. The setting confirmation mode flag indicates whether the gaming machine 10 is currently confirming settings. The setting confirmation mode flag is set when the machine is confirming settings, and cleared (reset) when it is not. In step S51, the control unit sends a setting confirmation command to the performance control device 300. The performance control device 300 then performs performance control corresponding to the setting confirmation command. For example, upon receiving the setting confirmation command, the performance control device 300 displays a message on the display device 41 indicating that the machine is confirming settings, or outputs sound from the speaker 341. The performance control device 300 also receives the setting confirmation command and uses the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify the machine that it is confirming settings. After this, the control unit proceeds to step S38.

[0154] On the other hand, if the control unit determines in step S49 that the detection signal of the setting key switch 127 is not on, it executes step S52. In step S52, the control unit refers to the second register (C register) to determine whether the detection signal of the RAM initialization switch 112 is on or not. If the detection signal of the RAM initialization switch 112 is on, the control unit proceeds to step S53, and if the detection signal of the RAM initialization switch 112 is not on, it proceeds to step S59. In other words, the gaming machine 10 proceeds to execute processing related to RAM initialization (RAM clear) upon startup detection accompanied by the pressing operation of the RAM initialization switch 112, and proceeds to execute processing related to power outage recovery upon startup detection without the pressing operation of the RAM initialization switch 112.

[0155] Next, the RAM initialization process performed from step S53 onwards will be explained. In the RAM initialization process, the control unit clears the RAM area other than the set value to zero (step S53) and saves the initial value at the time of RAM initialization in the area to be initialized (step S54). For example, the control unit sets the RAM clear starting address 2 as the starting address when clearing RAM, and zeros the data in the area to be cleared (the work area for game control) of the storage area (area excluding the access prohibited area) of the RWM (for example, RAM111C).

[0156] Note that the flags for setting change mode and setting confirmation mode are included in the data of the area to be cleared, and are therefore cleared by zeroing out the data in the area to be cleared.

[0157] In step S55, the control unit sends a command for RAM initialization to the performance control device 300. In step S55, multiple commands are sent, such as a machine type specification command and a probability setting value information command. As a result, the performance control device 300 performs performance control corresponding to the command for RAM initialization. For example, upon receiving the command for RAM initialization, the performance control device 300 displays a message on the display device 41 or outputs sound from the speaker 341 to indicate that the RAM has been initialized. The performance control device 300 also receives the command for RAM initialization and notifies the audience that the RAM has been initialized via the frame decoration device 18, the panel decoration device 46, and the panel performance device 44.

[0158] Furthermore, after executing the processing related to waiting for the completion of setting changes or the completion of setting confirmation (steps S39 to S41), the control unit executes step S56 if it detects that the detection signal of the setting key switch 127 is off. After disabling interrupts (step S56), the control unit sends a notification termination command to the performance control device 300 (step S57).

[0159] As a result, the performance control device 300 terminates the notification that a setting change is in progress, which was initiated by receiving a command to change the setting, or the notification that a setting confirmation is in progress, which was initiated by receiving a command to confirm the setting.

[0160] Next, the control unit refers to the setting change mode flag to determine whether or not it is in setting change mode (step S58). If it is in setting change mode, the control unit proceeds to step S53 and executes the process related to RAM initialization. On the other hand, if it is not in setting change mode, the control unit proceeds to step S59 and executes the process related to power restoration.

[0161] In step S59, the control unit performs a power outage recovery process. The power outage recovery process includes saving the initial values ​​at the time of power outage recovery in the area to be initialized, determining whether the special feature game is in high probability mode by referring to the special feature status, saving ON information in the high probability notification flag area if the special feature game is in high probability mode, and saving the ON data of the high probability notification LED in the segment area.

[0162] The areas to be initialized during the power outage recovery process are the power outage inspection area, the checksum area, the setting change mode flag, the setting confirmation mode flag, and the area related to error and malfunction monitoring. In addition, during the power outage recovery process, the busy signal status area, which stores the state of the payout busy signal, a signal indicating whether the payout control device 200 is in a state where it can accept commands, is also cleared and set to an undefined state, indicating that the state of the payout busy signal has not been determined. Similarly, the touch switch signal state monitoring area, which stores the state of the touch switch signal, is also cleared and set to an undefined state, indicating that the state of the touch switch signal has not been determined.

[0163] Next, the control unit sends a command for power outage recovery corresponding to the special feature game processing number to the performance control board (performance control device 300) (step S60), and proceeds to step S61. In step S60, several commands are sent, including a machine specification command, a special feature 1 reserve count command, a special feature 2 reserve count command, a probability information command, a probability setting value information command, and a screen specification command. Depending on the machine, in addition to these commands, performance count information and high probability count information are also sent. The screen specification command is a command to display the customer waiting demo screen if the control state of both the special feature 1 variable display game and the special feature 2 variable display game are both in normal processing mode (not in variable mode, during a big win (first special game state), or during a small win (second special game state)), and a command to display the recovery screen otherwise.

[0164] In step S61, the control unit determines whether the safety device is activated. The safety device implements a so-called complete function, which stops the game upon detection of a predetermined amount of play (the occurrence of a difference in the number of balls exceeding a predetermined value). In other words, the complete function functions as a means of stopping the game, which, upon fulfillment of predetermined conditions, can change the game from a playable state where the game can be played to a playable state where the game cannot be played (a state where the game cannot be played). If the safety device is activated, the control unit proceeds to step S62; otherwise, it proceeds to step S63.

[0165] In step S62, the control unit sends a command indicating that the safety device is activated to the performance control board (performance control device 300), and proceeds to step S63. In step S62, multiple commands are sent, such as a model specification command and a screen specification command.

[0166] In step S63, the control unit saves the flag register to the game control stack area before proceeding to a process unrelated to the game, in order to avoid the flag (zero flag) changing when saving the game control stack pointer to RAM.

[0167] Furthermore, when the control unit executes a process unrelated to the game (safety device information initialization process), it switches the stack pointer from the game control stack area (in-area stack area) to the non-game control stack area (out-area stack area) (executed within the process unrelated to the game), and when it returns to a process related to the game, it switches the stack pointer from the non-game control stack area (out-area stack area) to the game control stack area (in-area stack area) (executed within the process unrelated to the game). In this way, the control unit can separate the memory areas that can be accessed by each process so that processes unrelated to the game do not access memory areas related to the game. Details of the memory map in the game control device 100 will be explained later with reference to Figure 14.

[0168] In step S64, the control unit performs a safety device information initialization process to initialize information related to the safety device. Details of the safety device information initialization process will be explained later with reference to Figure 15. In step S65, the control unit restores the flag register that was saved in the game control stack area.

[0169] In step S66, the control unit performs the process of starting up the random number generation circuit. After that, it extracts the values ​​of predetermined registers (soft random number registers 1 to n) in the random number generation circuit when the power is turned on, saves them in a predetermined area of ​​the RWM as initial values ​​(start values) for the corresponding various random numbers (special symbol win random number, special symbol pattern random number, normal symbol win random number, variable pattern random number 1, variable pattern random number 2, variable pattern random number 3) (step S66), and then disables interrupts (step S67).

[0170] In step S68, the control unit determines whether or not the game is stopped. If the game is stopped, it proceeds to step S72; otherwise, it proceeds to step S69. The control unit also stops the game if a major error (fraudulent error) occurs, such as a magnet, radio waves, vibration, or abnormal ejection, or if a safety device is activated.

[0171] In step S69, the control unit saves the flag register to the game control stack area before moving on to processing unrelated to the game. In step S70, the control unit executes a performance display editing process to edit the display content (game performance) shown on the performance display device 135. Because the processing load of the performance display editing process is relatively high, the control unit disables interrupts to obtain processing results more quickly. This ensures that the game machine 10 obtains the processing results of the performance display editing process before the game state is updated by a timer interrupt. The performance display editing process calculates base values ​​for the performance display for each of the four most recent periods separated by 60,000 balls out (in the most recent period, the number of balls out may be less than 60,000). In step S71, the control unit restores the flag register that was saved to the game control stack area.

[0172] In step S72, the control unit enables interrupts. In step S73, the control unit determines whether or not a power outage has occurred. The control unit can determine the occurrence of a power outage by detecting the power outage monitoring signal for a predetermined period of time. If a power outage occurs, the control unit proceeds to step S42; otherwise, it proceeds to step S67.

[0173] In other words, the control unit repeatedly executes the processes from step S67 to step S73 unless a power outage occurs. More specifically, if no power outage occurs, the control unit repeatedly performs the performance display editing process and the power outage monitoring signal check (loop processing). Then, by allowing interrupts earlier (step S72), if a timer interrupt occurs during power outage monitoring, the interrupt processing is executed with priority.

[0174] Similarly, by disabling interrupts before the performance display editing process (step S70) (step S67), the performance display editing process takes precedence over timer interrupts, thus avoiding overloading the performance display editing process. In addition, the control unit can suppress frequent switching between the game control stack area (in-area stack area) and the non-game control stack area (out-area stack area).

[0175] Based on the above, in a gaming machine comprising a main control means (gaming control device 100) that comprehensively controls the game, and subordinate control means (payout control device 200, performance control device 300, etc.) that perform various controls according to instructions from the main control means, the main control means includes a standby means (gaming control device 100) that sets a predetermined waiting time to delay the startup of the main control means and wait for the startup of the subordinate control means when the power is turned on, and a power outage monitoring means (gaming control device 100) that monitors for the occurrence of a power outage during the predetermined waiting time.

[0176] Furthermore, the system includes a power supply unit 400 that supplies power to various devices. The power supply unit 400 is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control device 100) determines that a power outage has occurred if it continues to receive the power outage monitoring signal for a predetermined period of time.

[0177] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization means (game control device 100) that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit, and the operation status of the initialization operation unit is read before the start of the standby time.

[0178] Furthermore, the game control device 100 has a function (first initialization means, second initialization means) that distinguishes between initialization processing in the event of data abnormality (first initialization processing) and initialization processing during initialization operations (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation.

[0179] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and a setting change means (game control device 100) that changes the setting value stored in the RAM 111C based on the operation of the setting operation unit, thereby enabling setting changes, and also includes a setting display unit (probability setting value display device 136) so that the setting (setting value) can be confirmed. In addition, the main control means (game control device 100) allows access to the RAM 111C after a waiting period has elapsed.

[0180] Furthermore, the main control means (game control device 100) is capable of executing a power outage waiting process (loop after step S48) which prohibits access to RAM (RAM111C) (step S48) and waits for all processes to stop, and a RAM abnormality waiting process (loop from step S29 to step S31) which allows access to RAM (RAM111C) (step S15) and waits for all processes to stop.

[0181] Here, we will explain the standby process in the event of a power outage and the standby process in the event of a RAM abnormality. The standby process in the event of a power outage is executed after access to RAM is prohibited in step S48 of the main process, and is a loop process that waits for all processes to stop executing. Also, since the standby process in the event of a power outage is executed after interrupts are prohibited in step S42 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that NMI interrupts cannot be prohibited in the standby process in the event of a power outage, so NMI interrupts may occur. However, since the standby process in the event of a power outage is executed when a power outage occurs, the risk of an NMI interrupt occurring during the execution of this process is small. In addition, the standby process in the event of a power outage is a standby process that does not involve abnormality notification. This allows the gaming machine 10 to allocate power until the power is cut off to the power outage process. Furthermore, by prohibiting access to RAM in the standby process in the event of a power outage, the gaming machine 10 reduces the risk of changes in the contents of the RAM due to unstable voltage.

[0182] The RAM abnormality waiting process is executed after access to RAM (RWM) is permitted in step S15 of the main process, and is a loop process that waits for all processes to stop executing. Furthermore, since the RAM abnormality waiting process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that in the power outage waiting process, interrupts cannot be prohibited for NMI interrupts, so NMI interrupts may occur. Since the RAM abnormality waiting process is a process that waits for power outage, the risk of an NMI interrupt occurring during its execution is greater than in the power outage waiting process. However, even if an NMI interrupt occurs in the RAM abnormality waiting process, access to RAM is permitted, so the return address can be stored in RAM, and the risk of program runaway due to an NMI interrupt is small. In addition, since the gaming machine 10 sends a main abnormality error notification command to the performance control device 300 in step S28, the performance control device 300 can perform abnormality notification in parallel while the RAM abnormality waiting process is being executed. This allows for a quick restart of the gaming machine 10.

[0183] Next, the memory map of RAM111C will be explained using Figure 14. Figure 14 is a diagram showing an example of the memory map of the game control device of the embodiment. Memory map 111M is the memory map of RAM111C. RAM111C sets the following areas in order from the beginning of the memory: game control work area (in-area work area), game control stack area (in-area stack area), non-game control work area (out-area work area), and non-game control stack area (out-area stack area).

[0184] The non-game control work area includes information related to performance display and information related to safety devices. The non-game control work area may also include information related to test signals and error monitoring. Within the non-game control work area, storage areas may be divided and arranged according to the type of information, or the divisions between types of information may be unclear and the information may be placed in the storage area. The non-game control stack area is shared by two or more processes unrelated to gameplay (for example, processes related to performance display and processes related to safety devices), but it may also be separated into a first non-game control work area, a second non-game control work area, etc., for dedicated use. Furthermore, processes unrelated to gameplay may include processes related to test signals and error monitoring, and even in this case, the non-game control stack area may be partially or entirely shared among each process, or it may be dedicated to them.

[0185] Since the game control work area has a probability setting value area at its beginning, RAM clear starting address 1 clears the entire game control work area (game control work area) and the game control stack area. RAM clear starting address 2 clears the game control work area and the game control stack area, excluding the probability setting value area. RAM clear starting address 3 clears the game control work area and the game control stack area, excluding the probability setting value area, the variable pattern random number area, and the initial value random number area. In addition, RAM clear starting address 1, RAM clear starting address 2, and RAM clear starting address 3 all clear the areas from power failure check area 1 to power failure check area 2 and the checksum area.

[0186] Furthermore, game control programs that perform processes related to gameplay are stored in the game control program area, while non-game control programs that perform processes unrelated to gameplay are stored in the non-game control program area. For example, "related to gameplay" means that it affects the game results, and "unrelated to gameplay" means that it does not affect the game results. For example, processing related to special feature games is considered game-related processing because the processing results affect the game results, while processing related to external information output is considered unrelated processing because the external information output does not affect the game results.

[0187] [Safety device information initialization process] Next, the safety device information initialization process of the game control device 100 will be explained using Figure 15. Figure 15 is a flowchart of the safety device information initialization process in the embodiment. The safety device information initialization process is a process that initializes information related to the safety device, and is executed by the CPU 111A in step S64 of the main process described above.

[0188] The safety device can transition between the following states: safety device inactive state, safety device activation notification state, safety device activation warning state, and safety device activated state. The safety device inactive state is when the safety device counter value is between 0 and 189999, the safety device activation notification state is when the safety device counter value is between 190000 and 194999, the safety device activation warning state is when the safety device counter value has reached 195000 and the game has not yet stopped, and the safety device activated state is when the safety device counter value has reached 195000 and the game has stopped. The safety device counter value of "195000" corresponds to a difference of "95000" balls.

[0189] The control unit can access a memory area specifically prepared for the safety device during the safety device information initialization process. The memory area specifically prepared for the safety device consists of an internal work area where game-related processes can be read and written, and non-game-related processes can be read, and an external work area where non-game-related processes can be read and written, and game-related processes can be read. For example, the internal work area specifically prepared for the safety device includes a safety device activation flag area and an acquired game ball count area. The safety device activation flag area is an area that stores a safety device activation flag indicating whether the safety device is activated or not, and is reset to zero during the initialization process (step S53) by turning on the RAM initialization switch 112. The acquired game ball count area is an area that stores the number of acquired game balls, and is reset to zero during the initialization process (step S53) by turning on the RAM initialization switch 112.

[0190] The work area outside the designated area for safety devices contains a safety device counter area, a safety device operation information area, and a past operation information area. The safety device counter area is 3 bytes in size and can store values ​​from 0 to 195000. The safety device counter area is not read by processes related to gameplay, but is referenced by the process when sending the difference in ball count as a command. The safety device operation information area stores the current operation information of the safety device. The past operation information area stores the previous operation information of the safety device (in principle, before the 1-interrupt).

[0191] The control unit saves the stack pointer to the stack pointer storage area (step S81) and sets the value of the out-of-area stack area to the stack pointer (step S82). As a result, when the control unit executes processing unrelated to the game (safety device information initialization processing), it switches the stack pointer from the game control stack area (in-area stack area) to the non-game control stack area (out-of-area stack area).

[0192] The control unit saves the registers (step S83). The registers to be saved may be limited to those that need protection (registers used in the process), or all general-purpose registers may be saved, similar to the out-of-bounds integrated processing. Note that if the control unit writes directly to the memory area without using registers, it may not perform register saving and restoration. In this case, processing related to the stack pointer and saving and restoration of the flag register can also be omitted.

[0193] The control unit saves an initial value (100000) in the safety device counter area (step S84), saves safety device non-operation information (0) in the safety device operation information area (step S85), and saves safety device non-operation information (0) in the old operation information area (step S86).

[0194] The control unit restores the registers (step S87), sets the value read from the stack pointer storage area as the stack pointer (step S88), and finishes the safety device information initialization process.

[0195] [Timer interrupt handling] Next, the timer interrupt processing of the game control device 100 will be explained using Figure 16. Figure 16 is a flowchart of the timer interrupt processing in the embodiment. This timer interrupt processing is the interrupt processing that occurs in the main processing described above from the time the interrupt is enabled until the interrupt is disabled (from step S39 to step S42, and from step S72 to step S67). The timer interrupt processing is a process executed by the CPU 111A.

[0196] Timer interrupt processing is initiated when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcontroller 111, it automatically enters an interrupt-disabled state and timer interrupt processing begins.

[0197] When timer interrupt processing begins, first, register bank 1 is specified (step S91). Switching to register bank 1 is equivalent to performing a register save operation, which transfers the values ​​held in a predetermined register (for example, a register used in the main process) to the RWM. Next, the upper address of the RAM start address is set in a predetermined register (for example, register D) (step S92). Step S92 performs the same operation as step S4 in the main process, but the register bank is different.

[0198] Next, input processing (step S93) is performed to read the state of each input port, that is, to acquire inputs and signals from various sensors and switches. In step S94, the control unit refers to the setting change mode flag and the setting confirmation mode flag to determine whether it is in setting change mode (probability setting change in progress) or setting confirmation mode (probability setting confirmation in progress). If it is in setting change mode or setting confirmation mode, the control unit proceeds to step S95, executes the probability setting change / confirmation process, and terminates the timer interrupt processing. On the other hand, if it is neither in setting change mode nor setting confirmation mode, the control unit proceeds to step S96.

[0199] In step S96, the control unit performs output processing to control the drive of actuators such as solenoids (large prize solenoid 38b, general-purpose solenoid 37c) based on the output data set in various processes.

[0200] Furthermore, when a launch stop signal is output in step S5 of the main processing, this output processing is performed, which outputs a launch permission signal, making it possible to set the launch permission signal to the permission state. This launch permission signal is output to the launch control device via the payout control device. No signal processing is performed at this time. In addition, this launch permission signal is a first signal indicating the launch permission state as seen by the game control device 100, and a second signal (launch permission signal) indicating the launch permission state as seen by the payout control device 200 is also generated within the payout control device 200 and output to the launch control device. In other words, two launch permission signals are output to the launch control device, and the game ball is configured to be ready to be launched when both signals indicate launch permission. Next, the control unit executes a payout command transmission process (step S97) which outputs the commands set in the transmission buffer in various processes to the payout control device 200.

[0201] In step S98, the control unit saves the flag register to the game control stack area before proceeding to processing unrelated to the game. In step S99, the control unit executes a first error monitoring process to monitor for abnormalities (weak errors) unrelated to the game. The first error monitoring process monitors for weak errors (errors weaker than strong errors) that do not affect the game or have only a small impact, using a non-game control work area (out-of-area work area) and a non-game control stack area (out-of-area stack area) as a non-game control program. Weak errors that do not affect the game or have only a small impact include non-malicious errors such as switch abnormality errors (connector disconnection, etc.), shoot ball out errors, overflow errors, payout abnormality errors, V-pass timing errors, and remaining ball errors. In step S100, the control unit restores the flag register that was saved to the game control stack area.

[0202] In step S101, the control unit executes a second error monitoring process to monitor for abnormalities (serious errors) related to the game. The second error monitoring process monitors for serious errors that affect the game, using the game control work area (work area within the area) and the game control stack area (stack area within the area) as part of the game control program. Examples of serious errors that affect the game include fraudulent errors such as magnet fraud, radio wave fraud, vibration fraud, and abnormal ejection.

[0203] In step S102, the control unit executes a game stop flag setting process. The game stop flag setting process controls the game stop flag based on the occurrence of one or more of the following conditions: magnet malfunction, panel radio wave malfunction, vibration malfunction, abnormal ejection error, and safety device activation. The game stop flag is stored in the game control work area (work area within the area). The game stop flag setting process may use the occurrence of one or more of all errors monitored by the second error monitoring process as the game stop condition, or it may use the occurrence of one or more combinations different from the above combinations (magnet malfunction, panel radio wave malfunction, vibration malfunction, abnormal ejection error, and safety device activation) as the game stop condition.

[0204] Next, the control unit performs a prize-winning switch / status monitoring process (step S103) which involves monitoring whether there is a normal signal input from the start-up switch 1 36a, start-up switch 2 37a, the gate switch 34a shown in the diagram, the prize-winning switch 35a, the large prize-winning switch 38a, and the specific area switch 38e, as well as monitoring for errors (such as whether the front frame or glass frame is open).

[0205] Next, the control unit checks the game stopped flag to determine whether or not the game is stopped (step S104). If the game is not stopped, the control unit proceeds to step S105 to execute various game processes; if the game is stopped, it skips the various game processes and proceeds to step S109.

[0206] Next, the control unit performs special feature game processing (step S105) which processes special feature variation display games (special feature 1 variation display game, special feature 2 variation display game), followed by type 2 game processing (step S106) which processes so-called type 2 games, and then performs general feature game processing (step S107) which processes general feature variation display games.

[0207] Next, the control unit performs a segment LED editing process (step S108) to drive the segment LEDs (for example, the LEDs in the special symbol 1 display section 53 of the integrated display device 50) that display various information related to the special symbol variation display game and gameplay, to display desired content.

[0208] In step S109, the control unit performs safety device-related processing. Safety device-related processing includes editing commands for the performance control device 300 to announce the operation of the safety device, provide an operation warning, and indicate that the safety device is in operation (stopping the game), as well as setting information indicating that the safety device is in operation in the safety device operation flag when the safety device is activated. In step S110, the control unit performs external information editing processing. External information editing processing is the process of editing external information output from the external information terminal board 71.

[0209] In step S111, the control unit saves the flag register to the game control stack area before moving on to processing unrelated to the game. In step S112, the control unit executes out-of-area integrated processing. Out-of-area integrated processing is the process of executing unrelated processing in an integrated manner. The control unit restores the flag register that was saved to the game control stack area (step S113) and terminates the timer interrupt processing.

[0210] [Main process] Next, the main processing of the performance control device 300 will be explained using Figure 17. Figure 17 is a flowchart showing the main processing in the performance control device of the embodiment.

[0211] The main process is a process executed by the control unit (CPU311) of the effect control device 300 when the power supply of the pachinko machine 1 is started. [Step D11] The control unit prohibits interrupts.

[0212] [Step D12] The control unit performs the initial settings of the CPU311. [Step D13] The control unit performs the initial settings of the VDP312. [Step D14] The control unit permits interrupts.

[0213] [Step D15] The control unit permits the generation of display data. That is, the control unit permits the display circuit (not shown) in the VDP312 to access the VRAM (not shown) in the VDP312 and generate display data.

[0214] [Step D16] The control unit sets the random number seed. This is a process of setting the generation sequence of pseudo-random numbers using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or may use a value created based on an ID value such as that of the CPU so as to be different for each gaming machine.

[0215] [Step D17] The control unit saves the initial values at power-on to the area to be initialized in the RWM (for example, RAM322) of the effect control device 300 (for example, the effect flag area (a storage area used as various flags described later in the control process of the effect control device 300)).

[0216] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the performance button input process. The performance button input process is the process of editing when the performance button 25 (performance button switch 25a) is operated while it is enabled. Note that the performance button does not switch on and off at high speed, so the control unit may perform the process of sensing the performance button input within the performance button input process, or it may perform it within a short-period timer interrupt (not shown).

[0217] [Step D20] The control unit executes the hall / player setting mode processing. The hall / player setting mode processing is the process of setting the adjustable range for brightness, volume, etc. of the LEDs and display devices 41, and accepting operations by players to change the brightness, volume, etc. of the LEDs and display devices 41.

[0218] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates the pseudo-random number at least once for each control cycle of the main process, for example, using the rand function. Since the rand function generates a random number based on a specified generation sequence each time a recalculation is performed, the control unit can obtain a random number simply by executing the rand function. Alternatively, a counter that increments by "1", such as the main board (game control device 100), may be used as the random number generator.

[0219] [Step D22] The control unit performs a received command check process. The received command check process is a process that analyzes the commands received from the game control device 100 in predetermined units.

[0220] [Step D23] The control unit executes the performance display editing process. The performance display editing process is the process of setting various commands and their parameters to instruct the VDP312 on the content to be drawn on the display device 41. For example, the control unit sets the commands in a table format during the performance display editing process.

[0221] [Step D24] The control unit executes the drawing command preparation completion setting. The drawing command preparation completion setting is a process that sets the completion of preparation for all commands to VDP312 that are set in the performance display editing process.

[0222] [Step D25] The control unit determines whether or not it is frame switching timing. If it is frame switching timing, it proceeds to step D26; otherwise, it waits for frame switching timing. Here, frame switching timing is timing that occurs at a time interval corresponding to a processing cycle (for example, 1 / 30 second ≈ 33.333 ms) created based on the period of the V-blank interrupt (also called V-sync interrupt) (for example, 1 / 60 second). Note that the V-blank interrupt occurs each time the VDP312 completes one scan of the entire screen for drawing. As mentioned above, the period of occurrence of this V-blank interrupt is, for example, 1 / 60 second. In this embodiment, when the same drawing is repeated twice and the V-blank interrupt occurs twice, frame switching takes place, and the period of frame switching timing becomes twice the period of the V-blank interrupt (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms). However, the method is not limited to this embodiment, and the frame switching timing can be changed as appropriate. For example, frame switching (image updating) may be performed at intervals of 1 / 30th of a second or longer, or at intervals of less than 1 / 30th of a second.

[0223] Based on the frame switching timing determination process, subsequent processes (steps D26 to D32, and the following steps D18 to D24) are executed at this frame switching timing for each processing cycle. Time management that needs to be synchronized with the performance content is performed on a frame basis (i.e., on a processing cycle basis). If the processing cycle is 1 / 30 of a second, for example, 3 frames will be 100ms. This is similar to how the main board (game control device) manages time values ​​in 4ms units of the timer interrupt cycle.

[0224] [Step D26] The control unit instructs the VDP312 to draw the screen according to the commands set in step D23. For example, the control unit sequentially sends commands set in a table to instruct the VDP312 to draw the screen. In addition, when settings related to Bluetooth connection or sound control are made in the Bluetooth connection control process in the most recent step D27 or the sound control process in step D28, the control unit instructs the VDP312 to draw the corresponding settings screen.

[0225] [Step D27] The control unit performs processing related to the connection control of the Bluetooth module 315 with the Bluetooth device (earphones) (Bluetooth connection control processing).

[0226] [Step D28] The control unit performs sound control processing. Sound control processing is related to controlling the volume of audio from the speaker 341 and the earphones wirelessly connected via the Bluetooth module 315.

[0227] [Step D29] The control unit executes the decoration control process. The decoration control process controls various LEDs, etc., such as those in the panel decoration device 46 and the frame decoration device 18. [Step D30] The control unit performs movable body control processing. Movable body control processing is the process of controlling movable bodies (for example, the control panel display device 44) including various motors and SOL (solenoids).

[0228] [Step D31] The control unit executes launch information control processing. Launch information control processing sets launch-related information based on the launch status flag and performs mode correction of the performance according to the special symbol rotation state (number of special symbol variations per game for a predetermined amount of money (i.e., a predetermined number of balls)).

[0229] [Step D32] The control unit performs information disclosure processing. Information disclosure processing is the process of disclosing performance information regarding game performance to the player. The control unit returns to step D18 after executing step D32, and thereafter repeatedly executes the processes of steps D18 to D32. In other words, steps D18 to D32 constitute a loop process (sometimes called the main loop process) that is repeatedly executed in the above processing cycle after the activation of the performance control device 300.

[0230] The control unit executes steps D28 to D30 within the main loop to synchronize with the screen display. However, the actual output of signals and data generated or set by these control processes (especially signals for driving various LEDs and motors) to the ports is performed within a short-period timer interrupt (not shown). However, if an IC specialized for controlling various devices is used, it may be possible to simply issue instructions via serial communication or similar means, without outputting signals via a timer interrupt.

[0231] Next, the game performance of the gaming machine 10 will be explained using Figure 18. Figure 18 is a diagram showing an example of a list of game performance of the embodiment. Gaming machine 10 has a gameplay that is described as Type 1 + Type 2. Gaming machine 10 can execute two types of games, so-called Type 1 games, namely Special Feature 1 game (First Special Feature Variable Display Game) and Special Feature 2 game (Second Special Feature Variable Display Game), and in addition to these, it can also execute Type 2 games. Gaming machine 10 can store up to four execution rights (waiting holds) for each of Special Feature 1 game and Special Feature 2 game. When both Special Feature 1 game and Special Feature 2 game have execution rights, gaming machine 10 prioritizes playing Special Feature 2.

[0232] The gaming machine 10 has a jackpot probability (low jackpot probability) of 1 / 319 in both the special figure 1 game and the special figure 2 game. Note that since the gaming machine 10 does not perform probability fluctuations in the special figure 1 game and the special figure 2 game, there is no setting for a high jackpot probability. Also, the gaming machine 10 has a small win probability of 1 / 319 in the special figure 1 game and a small win probability of 240 / 319 in the special figure 2 game. Thus, while the gaming machine 10 makes the jackpot probabilities the same in both the special figure 1 game and the special figure 2 game, it makes it easier to derive a small win in the special figure 2 game than in the special figure 1 game in terms of the small win probability.

[0233] As states other than a jackpot, the gaming machine 10 has a state without time shortening and a state with time shortening, without distinguishing between short time with low value and short time with high value. The gaming machine 10 conducts a transition lottery from the state without time shortening to the state with time shortening, does not conduct a transition lottery in the state with time shortening, and transitions to the state without time shortening when the number of times of time shortening reaches the limit.

[0234] Note that short time with low value is one of the general power support states. It is considered to have low value because although it obtains a winning opportunity for the normal variable winning device 37 (starting port 2), it does not have a sufficient size (substantially does not obtain a winning opportunity, or has a small winning opportunity and a small expectation of obtaining the right to execute). Short time with low value is allocated to any one of the number of times of time shortening "one hundred times", "two hundred times", "three hundred times". Short time with high value is one of the general power support states. It is a short time that obtains a sufficient winning opportunity for the normal variable winning device 37 (starting port 2) (has a large substantial winning opportunity and a large expectation of obtaining the right to execute), and is considered to have high value. There is no limit to the number of times of time shortening for short time with high value, and it continues until the next jackpot.

[0235] Note that short time with low value has an aspect as a low-value game in which the expectation of obtaining the right to execute the game is relatively low compared to short time with high value among time-shortening games. Also, short time with high value has an aspect as a high-value game in which the expectation of obtaining the right to execute the game is relatively high compared to short time with low value among time-shortening games.

[0236] Next, the transition of game states in the gameplay of the gaming machine 10 will be explained using Figure 19. Figure 19 is a diagram showing an example of a transition of game states in the embodiment. When the gaming machine 10 is powered on with an RWM clear, it starts game control with state A as the initial state. However, when the gaming machine 10 is powered on without an RWM clear, that is, when the power is powered on in a way that allows it to return to the game state before the power was cut off, it starts game control from the game state at the time of the power cut off.

[0237] In terms of probability state and time-saving state, there are three game states for the 10th game machine: State A, State B, and State C. State A is when the probability state is low and there is no time-saving state. State B is when the probability state is low and there is a low-value time-saving state. State C is when the probability state is low and there is a high-value time-saving state.

[0238] In State A, where there is no time reduction, the time reduction lottery (c) is conducted simultaneously with the jackpot lottery. In State A, if the jackpot is not won, there are no losses, so the player is guaranteed to win the time reduction (c), which is then allocated to either a low-value or high-value time reduction. Although it is stated that there are no losses in the time reduction lottery (c) conducted simultaneously with the jackpot lottery, it is also possible to include losses.

[0239] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction, and the state becomes A after the jackpot ends. Transition condition T11 is the occurrence of a jackpot with high value time reduction, and the state becomes C after the jackpot ends. Transition condition T12 is the occurrence of a high value time reduction (c time reduction), and the state becomes C after the jackpot ends. Transition condition T13 is the occurrence of a jackpot with low value time reduction, and the state becomes B after the jackpot ends. Transition condition T14 is the occurrence of a low value time reduction (c time reduction), and the state becomes B after the jackpot ends.

[0240] State B has transition conditions T20 to T23. Transition condition T20 is the occurrence of a low-value jackpot with a time-saving feature, and the state becomes B after the jackpot ends. Transition condition T21 is the occurrence of a jackpot without a time-saving feature, and the state becomes A after the jackpot ends. Transition condition T22 is the consumption of the specified number of low-value time-saving features, and the state becomes A when the low-value time-saving feature ends. Transition condition T23 is the occurrence of a high-value jackpot with a time-saving feature, and the state becomes C after the jackpot ends.

[0241] State C has transition conditions T30 and T31. Transition condition T30 is the occurrence of a high-value jackpot with a time-saving feature, and the state becomes C after the jackpot ends. Transition condition T31 is the occurrence of a jackpot without a time-saving feature, and the state becomes A after the jackpot ends.

[0242] Such game state transitions enable gameplay in the gaming machine 10 where, once state C is reached, the player remains in state C until a jackpot without time-saving features occurs. Furthermore, by setting the duration of state C to, for example, 90%, gameplay is achieved where jackpots occur consecutively without burdening the player. In addition, state C may transition to state A after a predetermined number of high-value time-saving features have been consumed.

[0243] Furthermore, if the amusement arcade performs a power-on with RWM clearing at opening time, the control state at the start of business can be set to the initial state A. Such an amusement machine 10 provides players who start playing from the start of business with the opportunity to be assigned to state B or state C, and can be expected to increase activity by players who expect to be assigned to state C.

[0244] Next, the game display screen will be explained using Figure 20. Figure 20 is a diagram showing an example of the game display screen of the embodiment. The display screen 500 shown in Figure 20(1) is a display screen when the symbols are stopped, and after the variable display in Special Feature 1 game (variable display game) ends, it displays the symbols that represent the result of the variable display game for a predetermined period of time. Note that the display screen 500 is an example of a display screen in state A (low probability no time reduction: normal game state). The display screen 500 displays the large symbol group 501 which are decorative symbols, the small symbol group 502 which are decorative symbols, the Special Feature 1 reserve count display 503, the Special Feature 2 reserve count display 504, the reserve standby display 505, and the reserve consumption display 506.

[0245] In addition, the main special symbol in Special Symbol 1 game or Special Symbol 2 game is the symbol (LED lighting pattern) displayed on the Special Symbol 1 symbol display unit 53 or the Special Symbol 2 symbol display unit 54 of the integrated display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to the main special symbol. Furthermore, although not shown in the figures, the gaming machine 10 has a fourth symbol that indicates the fluctuating state and the stopped state without indicating the result pattern of the fluctuating display game, for example by the blinking and lighting of an LED. When the fourth symbol is displayed on the display device 41, the fluctuating state and the stopped state may be indicated by pictograms such as "○" and "-", or by switching between different color displays and the stopped display.

[0246] The large symbol group 501 is responsible for game effects to enhance entertainment value. Therefore, the large symbol group 501 is displayed large by setting a variable display area approximately in the center of the display device 41. The large symbol group 501 includes the left symbol, the middle symbol, and the right symbol.

[0247] On display screen 500, the left symbol indicates that the symbol has stopped at "3", the middle symbol indicates that the symbol has stopped at "5", and the right symbol indicates that the symbol has stopped at "7". In other words, on display screen 500, the large symbol group 501 indicates that the special symbol variation display game is in a stopped state (symbols are stopped).

[0248] Furthermore, the large symbol group 501 and the small symbol group 502 will stop displaying at the same time (a predetermined timing at the start of the variation, or a timing determined based on the reception of a command instructing the end of the variation).

[0249] The small symbol group 502 is responsible for notifying the state of the variable display in order to improve the ease with which the player can understand the game state. For this reason, the small symbol group 502 is displayed small on the periphery of the display device 41 so as not to interfere with the display effects of the large symbol group 501 and to ensure visibility. The small symbol group 502 includes the left symbol, the middle symbol, and the right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol that make up the small symbol group 502 all indicate that the corresponding special variable display game is in a stopped state.

[0250] Furthermore, the group of small symbols 502 fluctuates at a predetermined speed (constant speed) from the start of the fluctuation (constant speed fluctuation display), and displays a stop without a temporary stop at the end of the fluctuation. The group of small symbols 502 may be displayed with or without a predetermined acceleration fluctuation period from the stop display until it reaches the predetermined speed. Also, the group of small symbols 502 may be displayed with or without a predetermined deceleration fluctuation period from the constant speed fluctuation display until it displays a stop.

[0251] When displaying the small symbol group 502 at a constant speed, there is a risk that the display may give the player a false sense of expectation by showing the reel pattern or winning pattern while the reel is moving. Therefore, at the start of the reel movement, the symbol combination is replaced with an arbitrary symbol combination (first symbol replacement), and at the end of the reel movement, it is replaced with a symbol combination corresponding to this special symbol (second symbol replacement).

[0252] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, offering greater flexibility in its display position and allowing for significant changes in its display pattern. Conversely, the small symbol group 502 is displayed smaller than the large symbol group 501, offering less flexibility in its display position (for example, its position is fixed).

[0253] The Special Feature 1 Reserved Count Display 503 displays the number of reserved games in Special Feature 1. On display screen 500, the Special Feature 1 Reserved Count Display 503 indicates that the number of reserved games in Special Feature 1 is "0". The Special Feature 2 Reserved Count Display 504 displays the number of reserved games in Special Feature 2. On display screen 500, the Special Feature 2 Reserved Count Display 504 indicates that the number of reserved games in Special Feature 2 is "0".

[0254] The hold display (standby hold display) 505 displays the hold number of either the hold number for Special Feature 1 game or the hold number for Special Feature 2 game using the hold standby icon 507, depending on the game state. The display screen 500 shows the hold number for Special Feature 1 game by displaying the hold icon. The hold consumption display (consumption hold display) 506 is a display screen for the game state (game state A) that indicates that the Special Feature game is in progress by displaying the hold consumption icon. The display screen 500 shows that the hold number stored for either Special Feature 1 game or Special Feature 2 game is "0" by the hold standby display 505. The display screen 500 also shows that the hold consumption display 506 indicates that either Special Feature 1 game or Special Feature 2 game is not in progress, especially if there is no hold consumption icon on the consumption hold stand.

[0255] The display screen 510 shown in Figure 20(2) is the display screen after the start of the variable display game. Display screen 510 is the screen after display screen 500 and shows the screen during variable display (three symbols are changing). Note that display screen 510 is an example of a display screen in state A. In display screen 510, the left, middle, and right symbols of the large symbol group 501 are changing, indicating that the special variable display game is in variable display mode. Also, in display screen 510, the left, middle, and right symbols of the small symbol group 502 are changing, indicating that the special variable display game is in variable display mode.

[0256] On display screen 510, the Special Feature 1 Reserve Count Display 503 indicates that the number of reserved balls for Special Feature 1 game is "1", the Special Feature 2 Reserve Count Display 504 indicates that the number of reserved balls for Special Feature 2 game is "0", and the Reserve Standby Display 505 indicates the game state which shows the number of reserved balls for Special Feature 1 game, and that the number of reserved balls for the Special Feature Variation Display game (Special Feature 1 game) is "1". In addition, on display screen 510, the Reserve Consumption Display 506 displays the reserved ball memory display that is being consumed, and indicates that the Special Feature Variation Display game is currently in the process of being displayed as a variation.

[0257] Furthermore, display screens 500 and 510 may include visual display elements such as background displays, character displays, and text displays, which are not shown in the illustration, and these visual display elements may also be capable of displaying movement through animation or the like.

[0258] Furthermore, the hold-wait display 505 shows the display of a hold-wait icon 507 corresponding to the number of holds in the special feature game. The hold-consume display 506 shows the display of a hold-consume icon 508 corresponding to the consumption of holds in the special feature game. The hold-wait icon 507 and the hold-consume icon 508 are, for example, spherical in shape, and the hold-wait icon 507 and the hold-consume icon 508 can also be displayed with movement through animation (for example, deformation, color change, up and down movement, etc.). Depending on their display manner, the hold-wait icon 507 and the hold-consume icon 508 can clearly indicate the number of holds in the special feature variation display game and inform the expected value of the game result for each hold memory. The hold-wait icon 507 and the hold-consume icon 508 may be different in size, color, design, and action (appearance, waiting, shift, disappearance, expected value notification). The number of holds or hold memories refers to the number of start memories for which the special feature variation display game has not yet been executed.

[0259] The reserved ball consumption indicator 506, depending on its display mode, can indicate whether the special feature variation display game is in a variation display state and can also inform the expected value of the game result. On the display screen 500, the reserved ball consumption indicator 506 shows a blank (empty) area within the frame to indicate that the special feature variation display game is in a stopped state. After this, the gaming machine 10 starts the variation display when the number of reserved balls stored in special feature 1 game or special feature 2 game becomes 1 or more.

[0260] The display screen 520 shown in Figure 20(3) is the display screen that appears when the number of reserved memories becomes "1" or more in the Special Feature 2 game, and the display of fluctuations based on those reserved memories begins. Note that the display screen 520 is an example of a display screen after transitioning to state B (low probability, low value, time reduction) or state C (low probability, high value, time reduction). At this time, the gaming machine 10 can be considered to be playing with the player shooting to the right, since reserved memories have been generated in the Special Feature 2 game (for example, "4").

[0261] Display screen 520 is the display screen during the variation display of Special Feature 2 game. Display screen 520 includes the following in its display content: performance display 521, how to play display 522, large symbol group 501a, small symbol group 502, Special Feature 1 reserve count display 503, and Special Feature 2 reserve count display 504. Display screen 520 aims to improve the performance effect of performance display 515 by hiding the reserve standby display 505 and the reserve consumption display 506. However, the reserve standby display 505 and the reserve consumption display 506 may be displayed at all times, or one of them may be displayed, or they may be displayed when predetermined conditions are met. When predetermined conditions are met, for example, when a pre-announcement performance is executed or when a selection operation by the player is accepted.

[0262] The display 521 is, for example, a display screen that displays the time-saving mode, and is a display screen that informs the player that they are in time-saving mode. In the time-saving mode display, an independent display may be executed for each spin display, or a movie display or the like may be executed that spans multiple spins.

[0263] The playing instruction display 522 guides the player on how to play. For example, the playing instruction display 522 guides the player to "play to the right," which means to launch the game ball into the right-hand game area. The playing instruction display 514 also guides the player to "play to the left," which means to launch the game ball into the left-hand game area.

[0264] The large symbol group 501a is a decorative symbol that is displayed in place of the large symbol group 501, and is displayed in a smaller display area than the large symbol group 501 so that the performance display 513 can perform its performance effect. Note that both the large symbol group 501 and the large symbol group 501a are forms of decorative symbols, and the large symbol group 501 is sometimes referred to as the large decorative symbol, and the large symbol group 501a as the small decorative symbol. Furthermore, the large symbol group 501 is sometimes used as a decorative symbol displayed during non-movie performances, and the large symbol group 501a is sometimes used as a decorative symbol during movie performances.

[0265] Next, the customer waiting state will be explained using Figures 21 to 23. Figure 21 is a diagram showing an example of the state transitions during the customer waiting period in the embodiment. In the gaming machine 10, the customer waiting state of the gaming machine 10 is determined by the gaming control device 100 based on the variable display state. The performance control device 300 can determine the operating state of the gaming machine 10 based on the customer waiting command notified by the gaming control device 100. The performance control device 300 transitions to the customer waiting state upon receiving notification of the customer waiting command. The period of the customer waiting state includes customer waiting period A and customer waiting period B. In the customer waiting state, the gaming machine 10 first sets customer waiting period A, and then sets customer waiting period B after customer waiting period A.

[0266] In the example shown in Figure 21, the gaming machine 10 changes from a variable display state to a variable stop state at timing t11. At this time, the gaming machine 10 transitions to a customer waiting state A and displays the display screen corresponding to customer waiting period A on the display device 41. Subsequently, the gaming machine 10 returns to a variable display state at timing t12 and displays the display screen corresponding to gameplay on the display device 41. Furthermore, the gaming machine 10 returns to a variable stop state at timing t13 and transitions to customer waiting period A, displaying the display screen corresponding to customer waiting period A on the display device 41. Also, the gaming machine 10 returns to a variable display state at timing t14 and displays the display screen corresponding to gameplay on the display device 41. Finally, the gaming machine 10 returns to a variable stop state at timing t15 and transitions to customer waiting period A, displaying the display screen corresponding to customer waiting period A on the display device 41. Then, at timing t16, when a predetermined time has elapsed since the game machine 10 has stopped moving, the waiting period A is completed and the machine transitions to waiting period B, and the display screen corresponding to waiting period B is displayed on the display device 41.

[0267] The gaming machine 10 can accept settings from the player for various settings related to image display (e.g., screen brightness, delay amount, etc.) and sound output (e.g., volume, delay amount, etc.) and retain the set values. The gaming machine 10 basically retains the set values ​​during customer waiting period A, but when it transitions to customer waiting period B, it resets the set values ​​to the default settings for the corresponding setting items. In the example in Figure 21, if the setting value of a setting item is changed at timing t11, the changed setting value is retained until timing t16 when customer waiting period A ends, and is reset to the default setting value when it transitions to customer waiting period B.

[0268] As a result, the gaming machine 10 can provide a first-time player with the default settings, regardless of the settings changed by the previous player. Therefore, the gaming machine 10 can provide subsequent players with sufficient entertainment, regardless of the settings changed by the previous player. Furthermore, since the gaming machine 10 retains the settings changed by the previous player only during the waiting period A, it prevents the settings from being reset to the default settings even if the player temporarily stops playing. Therefore, the gaming machine 10 does not require the previous player to frequently change the settings. Such a gaming machine 10 can make settings according to the player, and the settings made by one player (the previous player) do not impair the opportunity for other players (subsequent players) to gain entertainment.

[0269] Figure 22 is a diagram showing an example of the operation of the customer waiting state in the embodiment. As an example, Figure 22 shows the customer waiting state when a customer waiting command is received after a no-reach variation. The gaming machine 10 transitions from customer waiting period A to customer waiting period B, and then loops through customer waiting period B during the customer waiting state. The gaming machine 10 also transitions the game state from the customer waiting state to the variation display state when it receives a variation display command, so the customer waiting state will be described below assuming that no variation display command is received. Furthermore, setting operations for the above setting items are performed using the setting switch 29n, and each key included in the setting switch 29n (up / down keys, left / right keys, auxiliary keys) is assumed to be capable of displaying guidance. The guidance display may be by lighting up or changing the emission pattern of LEDs etc. provided in each key included in the setting switch 29n or near each key, or by displaying in a predetermined area of ​​the display device 41.

[0270] When the gaming machine 10 transitions to a customer waiting state, it sets the display state of the display device 41 to "Wait". After "Wait", the gaming machine 10 transitions the display state of the display device 41 in the following order: "Customer waiting state a", "Customer waiting state b", "Customer waiting movie", "Logo display a", "Customer waiting state c", "Customer waiting movie", and "Logo display b". When the gaming machine 10 transitions the display state of the display device 41 from "Customer waiting state c" to "Customer waiting movie" and then to "Logo display b", it repeats the loop of "Customer waiting state c", "Customer waiting movie", and "Logo display b".

[0271] The display state "Wait" has a time value of 10 seconds in total, consisting of the first 2 seconds and the last 8 seconds. During the "Wait" display state, the symbols are displayed in a paused state for 10 seconds, the decorations that occur during normal reel spins (for example, the lighting of LEDs and lamps) continue, and the audio output of the normal reel spin BGM (Background Music) continues. As a result, even if the reel spin display in the special reel game is interrupted, the gaming machine 10 can return to the reel spin display state with consistency in its presentation for winning entries that start during the "Wait" display state by continuing the decorations and audio output that occur during normal reel spins.

[0272] Furthermore, in the "wait" display state, the gaming machine 10 does not display any option displays (for example, operation guidance displays), and each key of the setting switch 29n is set to a non-guidance display mode. In the "wait" display state, the gaming machine 10 disables the pressing function of each key until the first 2 seconds have elapsed, and then enables the pressing function of each key after the first 2 seconds have elapsed.

[0273] The display state "Waiting for customers a" has a time value of 5 seconds. The display state "Waiting for customers a" displays the decoration corresponding to waiting for customers a (waiting decoration a) for 5 seconds. The display state "Waiting for customers b" has a time value of 115 seconds, consisting of the first 15 seconds and the last 100 seconds. The display state "Waiting for customers b" displays the decoration corresponding to waiting for customers b (waiting decoration b) for 115 seconds.

[0274] The gaming machine 10 fades out the normal variation BGM audio output between the first half of display state "waiting for customers a" and display state "waiting for customers b". From the second half of display state "waiting for customers b" onward, the gaming machine 10 silences the audio output and switches the option display (for example, operation guidance display) from "none" to "on". Furthermore, even when the option display is "none", if the pressing function of each key of the setting switch 29n is enabled, the gaming machine 10 switches the option display from "none" to "on" by detecting the pressing of each key. In this way, the gaming machine 10 prevents the display of options from being unnecessarily displayed and the content of the performance display being restricted when the player's intention to change the settings cannot be confirmed.

[0275] Furthermore, the state of "no option display" at that timing corresponds to a state in which the option display can be invoked by detecting the pressing of the setting switch 29n key (setting change invoked state). The state of "option display present" upon detection of key pressing corresponds to a state in which the gaming machine 10 clearly indicates to the player that the settings can be changed (setting change indicated state).

[0276] Furthermore, the gaming machine 10 can clearly indicate to the player that the gaming machine 10 has a setting change function by providing an option display "on" state (setting change indication state) regardless of whether the setting switch 29n is pressed.

[0277] Furthermore, the gaming machine 10 disables the welcome message, which outputs the necessary voice (for example, the message "Good luck") when a touch (touch switch signal) is detected on the operation unit (handle) 24, from the display state "Wait" to the display state "Waiting for customers b," and enables it from the display state "Waiting for customers movie" onwards. In addition, the gaming machine 10 displays a symbol animation as a performance using decorative symbols on the display device 41 between the display state "Waiting for customers a" and the display state "Waiting for customers b."

[0278] The gaming machine 10 allows changes to the settings of its settings items during the last 100 seconds of the display state "waiting for customers b". However, the gaming machine 10 may also restrict setting changes during the last 100 seconds of the display state "waiting for customers b".

[0279] The display state "Waiting for Customers Movie" has a time value of 30 seconds. During the "Waiting for Customers Movie" display state, decorations corresponding to the waiting for customers movie are displayed. In addition, the gaming machine 10 displays the movie effect on the display device 41 during the "Waiting for Customers Movie" display state.

[0280] The display state "Logo Display" has a time value of 3 seconds. During the "Logo Display" display state, decorations corresponding to the logo display are performed. In addition, during the "Logo Display" display state, the gaming machine 10 displays the manufacturer's logo and warnings about excessive gameplay on the display device 41. Between the "Customer Waiting Movie" display state and the "Logo Display" display state, the gaming machine 10 hides the symbols.

[0281] The display state "waiting state c" is a total of 120 seconds, consisting of the first 30 seconds and the last 90 seconds. During the 120 seconds of the "waiting state c" display state, the display machine 10 displays decorations corresponding to the waiting state c (waiting decorations c). In addition, the gaming machine 10 displays a symbol animation on the display device 41 during the "waiting state c" display state. During the latter half of the "waiting state c" display state, the gaming machine 10 sets the option display to "on" and lights up each key of the setting switch 29n. The gaming machine 10 accepts changes to the setting items during the last 90 seconds of the "waiting state c" display state. However, the gaming machine 10 may limit the timing for changing the settings to the last 90 seconds of the "waiting state c" display state.

[0282] Furthermore, when the display state is "waiting for customers c", the gaming machine 10 resets the settings of the above setting items to the default settings. After the gaming machine 10 resets the settings to the default settings, if a player performs a setting operation, it can transition from waiting period B to waiting period A, thereby retaining the settings for a predetermined period (waiting period A).

[0283] Furthermore, the operation when a customer waiting command is received after a spin with a reach is changed as follows: When the machine transitions to the customer waiting state after a spin with a reach, the gaming machine 10 performs the effects corresponding to the spin with a reach until just before transitioning to the customer waiting state. If the gaming machine 10 continues such effects after transitioning to the customer waiting state, it may give the player unnecessary misunderstanding. Therefore, when the gaming machine 10 transitions to the customer waiting state after a spin with a reach, it will indicate the transition to the customer waiting state without continuing the decorations or sound output. For this reason, the gaming machine 10 will perform the decorations corresponding to the display state "wait" to the display state "customer waiting state a" and mute the sound output.

[0284] Such a gaming machine 10 sets two states during the customer waiting state: a state where settings can be changed, and a state where settings cannot be changed. For example, the state where settings can be changed is set at any time except the first half of the displayed state "Wait," and the state where settings cannot be changed is set in the first half of the displayed state "Wait."

[0285] Furthermore, such a gaming machine 10 can set a setting change call state, in which an option display can be called up by detecting the pressing of a setting switch 29n key, and a setting change explicit state, in which the option display is displayed without detecting the pressing of a key. For example, the setting change call state is set at timings other than the first half of the display state "Wait", the second half of the display state "Customer Waiting State b", and the second half of the display state "Customer Waiting State c". The setting change explicit state is set in the second half of the display state "Customer Waiting State b" and the second half of the display state "Customer Waiting State c".

[0286] Next, the display screen during the customer waiting state will be explained using Figure 23. Figure 23 is a diagram showing an example of the customer waiting display in the embodiment. The display screen 520 shown in Figure 23(1) is an example of a display screen in the "Wait" display state of customer waiting period A. This example shows the transition from the state where the symbols are stopped in the display screen 500 of Figure 20 to the customer waiting state of customer waiting period A, and the display content of display screen 500 remains stopped.

[0287] The display screen 530 shown in Figure 23(2) is an example of a display screen when transitioning from the state of display screen 520 to the display state "waiting state a" during waiting period A. In this state, the symbol animation 531 is displayed on display screen 530. In the display state "waiting state c" during waiting period B, a display screen with the same configuration as display screen 530 should be displayed, but the content of the symbol animation 531 may be different.

[0288] The display screen 540 shown in Figure 23(3) is an example of a display screen when transitioning from the state of display screen 530 to the display state "waiting movie" during waiting period A. In this state, the waiting movie is displayed on the display unit 541 of display screen 540 and a movie effect is performed. When the display state transitions to "logo display a", the logo is displayed on the display unit 541. During this period, warning information may be displayed inside or outside the display unit 541. The display for the display states "waiting movie" and "logo display b" during waiting period B is the same as described above.

[0289] Furthermore, display screens 530 and 540 hide the large symbol group 501, the small symbol group 502, the special symbol 1 reserve count display 503, the special symbol 2 reserve count display 504, the reserve standby display 505, and the reserve consumption display 506, which were included in the display content of display screen 500. As a result, display screens 530 and 540 can easily inform players that the gaming machine 10 is in a customer waiting state. In addition, display screens 530 and 540 make it easy to repurpose the display area that displayed the content included in display screen 500 for other informational displays, etc.

[0290] [Bluetooth connection control processing] Next, the Bluetooth connection control process of the gaming machine 10 will be described. The gaming machine 10 can wirelessly connect to Bluetooth-compliant earphones and wirelessly transmit audio data from the Bluetooth module 315 to the earphones via the antenna 342, thereby enabling the output of audio from the earphones. The earphones are capable of outputting at least the same audio as the sound effects output from the speaker 341.

[0291] Figure 24 shows an example of state transitions related to Bluetooth communication. The gaming machine 10 can be in the following states related to Bluetooth communication: standby state, scan state, pairing state, link state, and link lost state. The gaming machine 10 operates as a Bluetooth master unit (central).

[0292] The standby state is a state in which Bluetooth communication is completely disconnected. When a player initiates a connection to the gaming machine 10 from the standby state, it transitions to the scan state. In the scan state, the gaming machine 10 searches for Bluetooth devices in its vicinity. At this time, Bluetooth slave devices (peripherals) are searched for. If there is a device transmitting an advertising signal within the communication range where the gaming machine 10 can wirelessly communicate, the gaming machine 10 in the scan state will detect this device. The advertising signal includes the device model name, and the gaming machine 10 that has detected the device will display the device model name obtained from the advertising signal on the display device 41. If there are multiple devices within the communication range and the gaming machine 10 detects these multiple devices, the display device 41 will display a list of the model names of the multiple detected devices.

[0293] The gaming machine 10 allows the player to select the model name of their earphones from the displayed model names, and after accepting the player's selection, it transitions to a pairing state. In the pairing state, the gaming machine 10 sends a connection request to the selected earphones to establish a connection with them. This connection is referred to as a "BT connection" to distinguish it from a connection in a link state. Once a BT connection with the earphones is established, the gaming machine 10 obtains the supported profile from these earphones. If the earphones support A2DP, the gaming machine 10 further sends a pairing request to the earphones.

[0294] When the earphones are set to pairing mode by the player, the earphones respond to the pairing request from the gaming machine 10 with a pairing response. This exchanges key information for encrypted communication between the gaming machine 10 and the earphones. The gaming machine 10 stores the pairing information, which associates the earphone's key information with the earphone's identification number and model name, in the non-volatile memory of the Bluetooth module 315.

[0295] This completes the preparation for encrypted communication with the earphones, and the gaming machine 10 transitions to a linked state. In the linked state, encrypted communication takes place between the gaming machine 10 and the earphones, and audio data is wirelessly transmitted to the earphones.

[0296] In addition, during scanning, the gaming machine 10 may detect the earphones and establish a Bluetooth connection. If a pairing response is received from these earphones, the model name of these earphones may be displayed on the display device 41. In this case, when a selection operation is performed for the displayed earphones, the system transitions to a pairing state and key information is exchanged.

[0297] Next, let's assume that in the linked state, the gaming machine 10 is unable to receive wireless signals from the earphones (radio wave loss). In this case, the gaming machine 10 transitions to the link-lost state. This transition to the link-lost state can occur, for example, when the player turns off the power to the earphones or when the player moves away from the gaming machine 10.

[0298] In a link-lost state, the gaming machine 10 searches for the earphones that were connected most recently. If the gaming machine 10 cannot detect these earphones within a certain period of time, it deletes the pairing information of these earphones from the non-volatile memory of the Bluetooth module 315 and transitions to a standby state. Such a transition to a standby state may occur, for example, when a player turns off the power to the earphones in order to disconnect communication with the gaming machine 10.

[0299] On the other hand, if the gaming machine 10 detects the earphones within a certain time after transitioning to the link-lost state, it reconnects to the earphones and transitions to the link state. When the gaming machine 10 detects the earphones, it may also transition to the link state if it displays the earphone model name on the display device 41 and accepts confirmation from the player. Such a transition to the link state may occur, for example, if the player temporarily leaves the gaming machine 10 with the earphones powered on and returns shortly afterward, bringing the earphones back into communication range. It may also occur if the player turns off the earphones and then turns them back on shortly afterward.

[0300] Regarding the transition from a link-lost state to a linked state, in particular, when a player temporarily leaves the gaming machine 10 and returns after a short time, the earphones can be automatically or easily reconnected to the gaming machine 10. This enhances convenience for the player.

[0301] Furthermore, if the gaming machine 10 is operated to disconnect communication with the earphones while in the linked state, the gaming machine 10 disconnects communication with the earphones, deletes the earphone pairing information, and transitions to the standby state. However, in reality, it is thought that when a player wants to disconnect communication, they often turn off the power of the earphones without operating the gaming machine 10. According to the state transition described above, when a player turns off the power of the earphones and transitions to the link-lost state, communication with the earphones is automatically disconnected after a certain period of time. This allows players to disconnect communication by operating the earphones without operating the gaming machine 10, thereby improving convenience for the player. Note that disconnection of communication by the player may include not only the player turning off the power of the earphones, but also the player ending the game and leaving the communication range.

[0302] Next, we will explain the screen transitions when earphones are connected using Figures 25 to 29. Figure 25 is an example of the display screen when earphones are connected (Part 1). Figure 26 is an example of the display screen when earphones are connected (Part 2). Figure 27 is an example of the display screen when earphones are connected (Part 3). Figure 28 is an example of the display screen when earphones are connected (Part 4). Figure 29 is an example of the display screen when earphones are connected (Part 5).

[0303] In this embodiment, the operation of connecting and disconnecting earphones is possible only when the machine is in a waiting state. The display screen 550 shown in Figure 25(1) is an example of a display screen that is displayed on the display device 41 when the machine is in a waiting state. Specifically, the display screen 550 is an example of a display screen that is displayed in the "waiting movie" display state during waiting period A or waiting period B when the machine is in a waiting state, and, similar to the display screen 540 shown in Figure 23(3), it includes a display unit 551 on which the waiting movie is displayed. Also, as an example, a message image 552 containing a message instructing the user to connect earphones via Bluetooth is displayed on the lower right side of the display unit 551. At this time, the Bluetooth communication state of the gaming machine 10 is in standby mode.

[0304] When the player presses the select key on the directional pad according to the content displayed in message image 552, the connection start screen 610 shown in Figure 25(2) is displayed. The connection start screen 610 is superimposed on the front layer of the display screen 550. At this time, the gaming machine 10 transitions from standby state to scan state and searches for devices (Bluetooth slaves) within communication range. The connection start screen 610 includes a device display unit 611, and if a device is detected, the model name of the detected device is displayed in the device display unit 611. If multiple devices are detected, the model names of each detected device are displayed in a list in the device display unit 611. For example, if multiple devices are detected, the model names are displayed from top to bottom in order of highest signal strength. This increases the likelihood that the model name of the player's earphones, which are located in front of the gaming machine 10, will be displayed at the top of the device display unit 611.

[0305] The player selects the model name of their earphones by moving the cursor 612 on the device display unit 611 using the up and down keys on the directional pad, and then presses the OK key on the directional pad. The gaming machine 10 then establishes a Bluetooth connection with the earphones and sends a pairing request to the earphones. However, if the device with which the Bluetooth connection has been established does not support A2DP, an error message such as "Connection failed" will be displayed, and communication with the device will be disconnected.

[0306] Here, for example, if a player is familiar with the Bluetooth earphone connection procedure, they will set the earphones to pairing mode before pressing the OK key according to the message image 552, when the connection start screen 610 is displayed after pressing the OK key, or immediately after selecting the model name of their earphones. When the earphones are set to pairing mode in this way, the earphones will send a pairing response in response to the pairing request. The gaming machine 10 then transitions to a pairing state, exchanges key information with the earphones, and stores the earphone pairing information in the non-volatile memory of the Bluetooth module 315.

[0307] Once the processing steps in this pairing state are completed, the gaming machine 10 transitions to a linked state and starts outputting audio to the earphones via encrypted communication. At this time, for example, as shown in Figure 26(1), a message image 553 containing a message indicating that the earphones have been connected is displayed on the display screen 550. After the message image 553 is displayed for a certain period of time, such as a few seconds, as shown in Figure 26(2), the display screen 550 changes from the message image 553 to a connected image 554 indicating that the earphones are connected.

[0308] Although Figure 26 shows an example of the display screen 550 for the waiting state, the connection image 554 is also displayed during gameplay, as will be explained later in Figure 30. For this reason, it is desirable that the connection image 554 be displayed as an image of a size and position that does not interfere with the display of necessary information (for example, the group of small symbols 502, the special symbol 1 reserve count display 503, and the special symbol 2 reserve count display 504) by using symbols or logotypes without using text information, so as not to obstruct the visibility of the display information necessary for gameplay.

[0309] By the way, if a player who has selected the model name of their earphones according to the display on the connection start screen 610 in Figure 25 has not set the earphones to pairing mode, the gaming machine 10 cannot obtain pairing information (in this case, key information) from the earphones and cannot transition to the linked state. In this case, for example as shown in Figure 27, a message image 613 containing a message prompting the player to set the earphones to pairing mode will be displayed on the connection start screen 610. When the player sets the earphones to pairing mode according to the message in message image 613, the gaming machine 10 will be able to obtain the earphone pairing information, a screen like the one in Figure 26 will be displayed, and audio output to the earphones will begin. In this way, by displaying message image 613, it is possible to smoothly perform the earphone connection operation for players who are not familiar with using Bluetooth earphones or players who have forgotten to set them to pairing mode.

[0310] Furthermore, when a player presses the OK key in accordance with the message image 552 in Figure 25, it is possible that the player's earphones are connected to another Bluetooth device such as the player's smartphone. In addition, it is possible that the player's earphones are not powered on when the player presses the OK key. In such cases, the model name of the player's earphones will not be displayed on the device display section 611 of the connection start screen 610.

[0311] Therefore, if the gaming machine 10 does not receive any input from the player even after a certain period of time has elapsed since displaying the connection start screen 610 in Figure 25, it displays a message image 614, as shown in Figure 28(1), on the connection start screen 610. The message image 614 displays a message instructing the player on how to operate the device if the model name of the player's earphones is not displayed on the device display unit 611. In this case, one example of how to operate the device is to press the left or right key on the directional pad.

[0312] When the left or right key is pressed, the display screen 620a shown in Figure 28(2) is displayed. The display screen 620a displays a message display unit 621 that guides the player on how to display the model name of the player's earphones. In Figure 28, as an example, the message display unit 621 displays a message prompting the player to disconnect the earphones if they are connected to another Bluetooth device. In addition to this message, the message display unit 621 may also display a message prompting the player to turn on the earphones.

[0313] In the example shown in Figure 28, after display screen 620a is displayed, the player presses the confirm key to transition to the next display screen. Alternatively, display screen 620a may be displayed for a certain period of time before automatically transitioning to the next display screen. In either case, the next display screen will be, for example, display screen 620b shown in Figure 29(1). Display screen 620b includes a message display unit 622, which displays a message prompting the player to set the earphones to pairing mode.

[0314] In the example shown in Figure 29, after the display screen 620b is shown, the player presses the confirm key, which displays the connection start screen 610a shown in Figure 29(2). The connection start screen 610a is a display screen in which only the device display unit 611 is shown, as in the connection start screen 610 shown in Figure 25(2). At this time, the gaming machine 10 restarts the device search, and a message indicating that the earphones are being searched for is displayed on the device display unit 611.

[0315] When earphones are detected, a connection start screen 610 displaying the model name of the detected device is shown, as in Figure 25(2), and the player selects the model name of the earphones. If the earphones are set to pairing mode at this point, the gaming machine 10 transitions to a pairing state, exchanges key information with the earphones, and stores the earphone pairing information in the non-volatile memory of the Bluetooth module 315. Then, encrypted audio output to the earphones begins, and a screen display as shown in Figure 26 is shown.

[0316] As shown in Figures 28 and 29 above, the screen display allows players to smoothly connect their earphones even if their earphones are connected to other Bluetooth devices such as their smartphones, or if their earphones are not powered on.

[0317] Furthermore, for example, if the OK key is pressed and held (held for a certain period of time or longer) after the message image 614 in Figure 28(1) is displayed, the screen displays such as those in Figure 28(2) and Figure 29(1) may be skipped. In this way, for example, if a player notices that the earphones are connected to another device or that the earphones are not powered on when the device display unit 611 does not display the model name of the player's earphones or when the message image 614 is displayed, they can press and hold the OK key to proceed with the connection process and complete the connection in a short time.

[0318] Furthermore, the device display unit 611 on the connection start screen 610 may display the model name of a device that has responded to a pairing request, rather than simply displaying the model name of a device detected by scanning (a device transmitting an advertising signal). In this case, if multiple players in the vicinity of the gaming machine 10 (for example, a player in front of the gaming machine 10 and a player in front of the adjacent gaming machine 10) put their earphones into pairing mode almost simultaneously, multiple model names may be displayed on the device display unit 611. Even in this case, as described above, by displaying the model names from top to bottom in order of strongest radio wave strength on the device display unit 611, it becomes more likely that the model name of the earphones of the player in front of the gaming machine 10 will be displayed at the top of the device display unit 611.

[0319] Furthermore, the screen display when earphones are connected may be as follows. For example, in the waiting state, the message image displayed on the display screen (for example, the display screen 550 in Figure 25) shows a message instructing the player to set the earphones to pairing mode and press a predetermined operation key when connecting Bluetooth earphones. When the player sets the earphones to pairing mode and presses a predetermined operation key in accordance with this message, the gaming machine 10 transitions to a scan state to search for devices, and when it detects a device, it sends a pairing request to that device. When the gaming machine 10 receives a pairing response from a device, it displays the model name of that device on the display screen and displays a message asking the player to confirm whether it is OK to connect to the device indicated by this model name. If the displayed model name is the model name of the player's earphones, the player performs an operation to confirm (permit connection), and the gaming machine 10 exchanges key information with the earphones in response to this operation and outputs audio to the earphones via encrypted communication.

[0320] Figure 30 shows an example of the display screen when earphones are connected. As shown in Figure 26(2), when earphones are connected, the connected image 554 is displayed. The connected image 554 continues to be displayed even when the machine transitions from the waiting state to the operational state (the state during gameplay). Figure 30(1) shows, as an example, the case where the connected image 554 is displayed on the display screen 510 shown in Figure 20(2). In the example of Figure 30(1), the connected image 554 is displayed in the empty area between the display area of ​​the large symbol group 501 and the small symbol group 502, making it possible to inform the player that earphones are connected without interfering with the visibility of the display information necessary for playing the game.

[0321] Furthermore, if the system transitions from a game state as shown in Figure 30(1) to a customer waiting state while the earphones are still connected, the fact that the earphones are connected may be indicated by a larger image than the one used during gameplay. For example, when the system transitions to a customer waiting state, the connected image 554 may be enlarged, or a message indicating that the earphones are connected may be displayed near the connected image 554.

[0322] Furthermore, when the customer is waiting for an earphone to connect and the device is in operation, the settings screen 630 can be displayed by operating a predetermined switch (for example, by pressing the OK key on the directional pad). Figure 30(2) illustrates the case where the settings screen 630 is superimposed on the front layer of the display screen 510 in Figure 30(1). The settings screen 630 in Figure 30(2) displays the following items: speaker volume, earphone volume, detailed settings, and "close". Any of these items can be selected by moving the cursor 631 using the up and down keys on the directional pad. If speaker volume is selected, the volume of the speaker 341 can be adjusted using the left and right keys on the directional pad. If earphone volume is selected, the volume of the earphones can be adjusted using the left and right keys on the directional pad. If detailed settings is selected and the OK key on the directional pad is pressed, a detailed settings screen can be displayed, which includes various settings related to audio output, image output, etc. If "close" is selected and the OK key is pressed, the settings screen 630 is closed.

[0323] As will be described later, the gaming machine 10 of this embodiment is capable of outputting sound from the speaker 341 even when earphones are connected. Therefore, in the settings screen 630 of Figure 30(2), it is possible to adjust not only the volume of the earphones but also the volume of the speaker 341.

[0324] Furthermore, images related to connecting and disconnecting earphones (for example, the connection start screen 610 in Figure 25(2), the message image 553 in Figure 26(1), the connection in progress images 554 in Figures 26(2) and 30(1), the display screen 620a in Figure 28(2), the display screen 620b in Figure 29(1), the connection start screen 610a in Figure 29(2), and the settings screen 630 in Figure 30(2)) should preferably be displayed in a position that does not overlap with the range of motion of the mechanism when viewed from approximately the front of the display device 41.

[0325] Next, an example of a control processing procedure related to connecting and disconnecting earphones will be explained using a flowchart. The connection control processing described below is executed by the control unit (CPU 111) of the performance control device 300 in the Bluetooth connection control processing of step D27 in Figure 17. The connection control processing is broadly divided into the operation detection processing shown in Figure 31, the connection start processing shown in Figure 32, the connection in progress processing shown in Figure 33, the earphone recovery waiting processing shown in Figure 34, and the handle touch recovery waiting processing shown in Figure 36. Note that the processing shown in Figures 31 to 34 and Figure 36 is functionally grouped together for the sake of ease of explanation, and therefore does not necessarily complete in a single frame switching unit. This processing is executed in a time-division manner by passing control information in the Bluetooth connection control processing of step D27 in Figure 17, but it may also be executed by an interrupt processing different from the main processing shown in Figure 17.

[0326] Figure 31 is a flowchart of the operation detection process in the embodiment. The operation detection process shown in Figure 31 is executed when the Bluetooth communication state is in standby mode and waiting for a customer.

[0327] [Step D41] The control unit displays a message on the customer waiting status display screen instructing the customer to connect earphones (for example, message image 522 in Figure 25(1)). [Step D42] The control unit determines whether a connection start operation has been performed by the player (for example, by pressing the select key on the directional pad). If a connection start operation has been performed, the connection start process shown in Figure 32 is started. The process proceeds to step D43. On the other hand, if no connection start operation has been performed, the process proceeds to step D41.

[0328] Figure 32 is a flowchart showing the connection initiation process of the embodiment. [Step D51] The control unit overlays the connection start screen 610 shown in Figure 25(2) onto the customer waiting status display screen.

[0329] [Step D52] The control unit transitions from standby state to scan state and instructs the Bluetooth module 315 to search for devices within communication range. In this process, devices that will transmit an advertisement signal are searched for.

[0330] [Step D53] The control unit obtains the model name of the detected device from the Bluetooth module 315 and displays the obtained model name on the device display unit 611 of the connection start screen 610. If multiple devices are detected, the model names of each device are displayed in a list on the device display unit 611. In this case, the control unit obtains the signal strength from each device along with the model name from the Bluetooth module 315 and displays the model names of the devices on the device display unit 611 from top to bottom in order of strongest signal strength.

[0331] [Step D54] The control unit determines whether a selection operation has been performed for the model name displayed on the device display unit 611. If a selection operation has been performed, the process proceeds to step D55; if no selection operation has been performed, the process proceeds to step D57.

[0332] [Step D55] The control unit transitions from the scanning state to the pairing state. The control unit instructs the Bluetooth module 315 to establish a BT connection with the selected device (earphones), send a pairing request to the device, and perform preparatory processing for encrypted communication. Once key information is exchanged between the Bluetooth module 315 and the earphones, and the earphone pairing information is stored in the non-volatile memory of the Bluetooth module 315, and the preparatory processing is complete, the process proceeds to step D56.

[0333] [Step D56] The control unit transitions from the pairing state to the link state, and encrypted communication with the earphones begins. Then, the connection process shown in Figure 33 begins. In step D56, if sound is being output from speaker 341 at that point, that sound will be output from the earphones. When the earphones are successfully connected (when encrypted communication begins), the player can intuitively recognize that the connection has been successful because some sound is being output from the earphones. However, sound is not always output from the earphones at that point. For this reason, it is desirable for the control unit to send some audio data to the earphones in step D56 when encrypted communication with the earphones begins, so that sound is output from the earphones.

[0334] For example, the control unit may output a predetermined welcome message from the earphones. This welcome message may be the same as the welcome message output in response to a handle touch during the customer waiting state. Many earphones have a function to output an audio message indicating that they are connected when connected. To avoid overlapping output timing with such audio messages from the earphones, the welcome message processed by the gaming machine 10 may be output with a predetermined delay (for example, about 2 to 3 seconds) after connection. Also, in step D56, the control unit may return the state of the gaming machine 10 to customer waiting period A (see Figure 22) (for example, its beginning). This makes it possible for the gaming machine 10 to output the normal variable BGM from the earphones even if the earphones are connected during customer waiting period B.

[0335] [Step D57] The control unit determines whether a predetermined time has elapsed since the execution of step D53. If the predetermined time has not elapsed, the process proceeds to step D54, where it is determined whether a selection operation has been performed. On the other hand, if the predetermined time has elapsed, that is, if the player has not performed a device selection operation within a predetermined time after the model names of the detected devices have been displayed in the list, the process proceeds to step D58.

[0336] [Step D58] The control unit displays a screen to guide the user on how to connect the earphones. For example, the screen displays shown in Figures 28(1), 28(2), and 29(1) are displayed. The process then proceeds to step D52.

[0337] Although not shown in the diagram, if the control unit fails to receive a pairing response from the device in step D55, it displays the message image 613 shown in Figure 27 on the connection start screen 610. The process then proceeds to step D52.

[0338] Figure 33 is a flowchart showing the connection process in the embodiment. [Step D61] The control unit displays an image on the display screen indicating that the earphones are connected. For example, the message image 553 shown in Figure 26(1) is displayed for a predetermined time, after which a smaller connected image 554 is displayed in place of the message image 553. The connected image 554 continues to be displayed until the earphones are disconnected.

[0339] [Step D62] The control unit determines whether the player has disconnected the earphones from the gaming machine 10. If the disconnection operation has not been performed, the process proceeds to step D66; if the disconnection operation has been performed, the process proceeds to step D63.

[0340] For example, as shown in Figure 30(2), the settings screen 630 is set when a predetermined switch (for example, the select key on the directional pad) is pressed. If such an operation is performed while the system is waiting for customers, the "Disconnect" item is added to the settings screen 630. In this case, step D62 only needs to determine whether the "Disconnect" selection operation has been performed.

[0341] [Step D63] The control unit causes the Bluetooth module 315 to disconnect communication with the earphones and transitions to a standby state. [Step D64] The control unit deletes the pairing information stored in the non-volatile memory of the Bluetooth module 315. In this process, the processor in the Bluetooth module 315 may delete the pairing information in response to a request from the control unit. Alternatively, the control unit may delete the pairing information by resetting the Bluetooth module 315.

[0342] [Step D65] The control unit displays a message on the display screen indicating that communication with the earphones has been disconnected. This message is displayed for a certain period of time, and then the display ends. After this, the operation detection process shown in Figure 31 is started.

[0343] [Step D66] The control unit determines whether it is during customer waiting period B and whether a handle touch-off has occurred. If these conditions are not met, the process proceeds to step D67. If these conditions are met, the handle touch-return waiting process shown in Figure 36 is executed.

[0344] [Step D67] The control unit determines whether the wireless signal from the connected earphone has been lost (signal loss). If no signal loss has occurred, the process proceeds to step D62. On the other hand, if a signal loss has occurred, the system transitions to a link loss state, and the earphone recovery waiting process shown in Figure 34 begins.

[0345] Figure 34 is a flowchart showing the earphone recovery waiting process in the embodiment. [Step D71] The control unit transitions from a linked state to a linked state and displays a message on the display screen indicating that it is waiting for communication with the earphones to be restored. It also instructs the Bluetooth module 315 to search for devices within communication range.

[0346] [Step D72] The control unit determines whether the Bluetooth module 315 has detected a device. If the device has not been detected, the process proceeds to step D73; if the device has been detected, the process proceeds to step D77.

[0347] [Step D73] The control unit determines whether it is customer waiting period B and whether a predetermined time has elapsed since the radio wave loss occurred. If the predetermined time has not elapsed, the process proceeds to step D72. On the other hand, if the predetermined time has elapsed, that is, if the device is not detected even after a predetermined time has elapsed since the radio wave loss occurred, the process proceeds to step D74. This allows the gaming machine 10 to wait for communication with the earphones to resume for a predetermined time in addition to customer waiting period A, and to avoid the deletion of pairing information (step D75) due to a slight interruption in gameplay.

[0348] [Step D74] The control unit instructs the Bluetooth module 315 to stop searching for devices and transitions to a standby state. [Step D75] The control unit deletes the pairing information stored in the non-volatile memory of the Bluetooth module 315. In this process, the pairing information may be deleted by processing by the processor in the Bluetooth module 315, as in step D64 of Figure 33, or by resetting the Bluetooth module 315.

[0349] [Step D76] The control unit displays a message on the display screen indicating that communication with the earphones has been disconnected. This message is displayed for a certain period of time, and then the display ends. Following step D76, the operation detection process shown in Figure 31 is started.

[0350] As a result of the processing from step D73 (YES) to step D76 described above, for example, if a player attempts to disconnect the earphones, but does not perform a disconnection operation on the gaming machine 10, the player will move away from the gaming machine 10 or turn off the power to the earphones, then communication with the earphones will be automatically disconnected after a predetermined period of time has elapsed.

[0351] [Step D77] The control unit determines whether the detected device is the same as the previously connected device (earphones). In this process, if the identification number of the device included in the advertisement signal from the device matches the identification number included in the stored pairing information, it is determined to be the same as the previously connected device.

[0352] If the detected device is not the same as the previously connected device, the process proceeds to step D78. On the other hand, if the detected device is the same as the previously connected device, the process proceeds to step D55 in Figure 32. In this case, encrypted communication with the detected device (earphones) is automatically resumed. This makes it possible, for example, to automatically resume audio output from the player's earphones if the player temporarily leaves their seat and returns within a predetermined time.

[0353] Furthermore, a message asking whether to reconnect the detected device to the gaming machine 10 may be displayed on the screen, and if an operation input indicating reconnection is made, the process in step D55 may be executed and encrypted communication may be resumed. In this case, for example, if a player temporarily leaves their seat and returns within a predetermined time, it becomes possible to resume audio output from the player's earphones with a simple operation. This case will be explained in Figure 35(3).

[0354] [Step D78] The control unit displays a message image on the display screen that includes a connection confirmation message asking whether or not to connect to the detected device. This message image may, for example, display the model name of the detected device and a display section that allows the player to select whether or not to connect. The message image may also explicitly indicate that a different device from the one that was connected immediately before has been detected.

[0355] [Step D79] The control unit determines whether the player has performed a connection start operation to indicate that they will connect the device. If a connection start operation is performed, the process proceeds to step D80. On the other hand, if a connection start operation is not performed (i.e., an operation indicating not to connect is performed), the device is not connected and the process proceeds to step D72.

[0356] [Step D80] The control unit deletes the pairing information stored in the non-volatile memory of the Bluetooth module 315. In this process, the pairing information is deleted by the processor within the Bluetooth module 315. After this, the process proceeds to step D55 in Figure 32. In this case, encrypted communication with the detected device (new earphones) is started.

[0357] In cases where step D79 is "YES" and the process proceeds to step D80, a new pair of earphones different from the one that was connected immediately before is detected. Therefore, it is highly likely that the player performing the connection start operation in step D79 is a different player who owns the new earphones. Such a case can occur, for example, when the previous player leaves the gaming machine 10 without disconnecting the earphones, and a new player attempts to start playing on the same gaming machine 10. In this embodiment, in such cases, the new player can connect the earphones and start playing with a simple operation.

[0358] Furthermore, if there are restrictions imposed by the user interface during variable display or by sound output control during variable display, it may be better not to connect new earphones if the result in step D77 is NO. For this reason, if the result in step D77 is NO, the process may proceed to step D72 without allowing the connection of new earphones at this point. In this case, the new player's earphones will be able to be connected after a predetermined amount of time has elapsed since the previous player left their seat and the radio signal was lost (step D73 "YES"). Alternatively, if the result in step D77 is NO and the result in step D79 is YES, and the above restrictions are in place, the connection of new earphones may be made to wait until the restrictions are lifted.

[0359] Figure 35 shows an example of the display screen when a player leaves their seat. Here, we show an example of the display screen when the player leaves their seat after turning off the power to the earphones connected to the gaming machine 10, or when the player leaves their seat without disconnecting the earphones while the power remains on. Figure 35(1) is an example of the display screen at this time, where a radio wave loss occurs from the display state in Figure 30(1), and a message image 641 is displayed on the display screen 510. This message image 641 is the image displayed in step D71 of Figure 34, and includes a message indicating that the system is waiting for communication with the earphones that were connected immediately before to be restored.

[0360] If the gaming machine 10 fails to detect the device after a predetermined time has elapsed (step D73 "YES"), the gaming machine 10 terminates its search for the device and transitions to a standby state (step D74), and deletes the pairing information (step D75). As shown in Figure 35(2), a message image 642 containing a message indicating that communication with the earphones has been disconnected is displayed on the display screen 510 (step D76).

[0361] On the other hand, if the same earphone is detected within a predetermined time (step D77 "YES"), a message image 643 containing a message asking whether to reconnect the detected device to the gaming machine 10 is displayed on the display screen 510, for example, as shown in Figure 35(3). The player can input whether to reconnect or not by selecting "yes" or "no" displayed in the message image 643 by moving the cursor 644 using the left and right keys of the directional pad and pressing the OK key. If "yes" is entered, encrypted communication with the detected earphone is automatically resumed and audio output from the earphone begins.

[0362] In this way, a player who has temporarily left the gaming machine 10 can easily resume audio output from the earphones with a simple operation if they return to the same gaming machine 10 after a short time. Furthermore, as shown in Figure 35(3), by displaying the model name of the detected device (earphones) (shown as "xxxx" in the figure) in the message image 643, the player can perform the reconnection operation knowing that their earphones will be reconnected.

[0363] Figure 36 is a flowchart showing the handle touch return waiting process in the embodiment. [Step D91] The control unit displays an image on the display screen that includes a message asking whether or not to disconnect the earphones.

[0364] [Step D92] The control unit determines whether a handle touch occurred (i.e., whether the connection was restarted). If a handle touch occurred, the connection process shown in Figure 33 is executed, and the earphone connection is maintained. On the other hand, if there is no handle touch, the process proceeds to step D93.

[0365] [Step D93] The control unit determines whether a radio wave loss has occurred. If a radio wave loss has occurred, the earphone recovery waiting process shown in Figure 34 is executed. For example, the determination threshold (time) used in the determination in step D73 of Figure 34 may be the elapsed time from when the handle touch-off occurred during customer waiting period B (step D66 in Figure 33) to the present, subtracted from a pre-set time. On the other hand, if no radio wave loss has occurred, the process proceeds to step D94.

[0366] [Step D94] The control unit determines whether the earphone disconnection operation was performed in response to the message displayed in step D91. If the disconnection operation was performed, the process proceeds to step D96; otherwise, the process proceeds to step D95.

[0367] For example, the image displayed in step D91 includes "Yes" and "No" options in response to a message asking whether to disconnect or not. If "Yes" is selected via key input, step D94 will determine that the result is YES. On the other hand, if "No" is selected via key input, or if no selection operation is performed for any of the options, step D94 will determine that the result is NO. If "No" is selected, the processing in step D94 may be skipped.

[0368] [Step D95] The control unit determines whether a predetermined time has elapsed since the handle touch-off occurred during the customer waiting period B (step D66 in Figure 33). If the predetermined time has elapsed during the customer waiting period B and the handle touch-off has occurred, the process proceeds to step D96. If this condition is not met, the process proceeds to step D92.

[0369] [Step D96] The control unit causes the Bluetooth module 315 to disconnect communication with the earphones and transitions to a standby state. [Step D97] The control unit deletes the pairing information stored in the non-volatile memory of the Bluetooth module 315. In this process, the pairing information may be deleted by processing by the processor in the Bluetooth module 315, as in step D64 of Figure 33, or by resetting the Bluetooth module 315.

[0370] [Step D98] The control unit displays a message on the display screen indicating that communication with the earphones has been disconnected. This message is displayed for a certain period of time, and then the display ends. Following step D98, the operation detection process shown in Figure 31 is started.

[0371] In the above handle touch recovery waiting process, if a predetermined time has elapsed since the handle touch was released during customer waiting period B (step D95 "YES"), communication with the earphones is automatically disconnected. On the other hand, if a handle touch is detected within the predetermined time since the handle touch was released, communication with the earphones continues. This allows the player to continue playing while listening to audio through the earphones.

[0372] Furthermore, the judgment threshold (time) used in at least one of the judgments in step D73 of Figure 34 or step D95 of Figure 36 may be set by the player and the hall administrator. This judgment threshold may be selected from, for example, several predetermined settings. For example, it may be selectable from 10 minutes, 30 minutes, and 1 hour.

[0373] Furthermore, the settings selected by the hall administrator may limit the upper limit of the settings that players can set from among the multiple settings mentioned above. For example, if the administrator sets it to 1 hour, players can set it to 10 minutes, 30 minutes, or 1 hour. On the other hand, if the administrator sets it to 30 minutes, players can set it to 10 minutes or 30 minutes, but not 1 hour.

[0374] Next, we will describe modified versions 1 and 2, which are variations of the Bluetooth connection control process described above. [Example 1] In Modification 1, it is possible to connect and disconnect earphones not only when waiting for customers but also while playing (operating).

[0375] For example, an operation switch is predetermined for the player to request the connection and disconnection of earphones during gameplay. As an example, the select key on the directional pad is assigned as such an operation switch. When the player presses the select key while playing and earphones are not connected, a device scan is performed and the connection start screen 610 shown in Figure 25(2) is displayed, and the earphone connection process is performed in the same procedure as in the above embodiment. Also, when the player presses the select key while playing and earphones are connected, a message image is displayed to confirm whether or not to disconnect the earphones. For example, the message image allows the player to select either "yes" or "no," and if "yes" is selected by the player, communication with the earphones is disconnected.

[0376] Another example is that a control switch is predetermined to bring up a settings screen for making various settings during gameplay, and the settings screen may prompt the user to connect and disconnect earphones. An example of such a settings screen is shown in Figure 37.

[0377] Figure 37 shows an example of the settings screen during gameplay in Modification Example 1. Here, as an example, the settings screen is brought up by pressing the select key on the directional pad. Figure 37(1) shows an example of the settings screen display during gameplay and when earphones are not connected. For example, when the player presses the OK key while the gameplay display screen 510 is displayed, the settings screen 650 is superimposed on the display screen 510. The settings screen 650 displays the following items: speaker volume, detailed settings, earphone connection, and "close," and any of these items can be selected by moving the cursor 651 using the up and down keys of the directional pad. When earphone connection is selected, a device scan is performed and the connection start screen 610 shown in Figure 25(2) is displayed, and the earphone connection process is performed in the same procedure as in the above embodiment.

[0378] Figure 37(2) also shows an example of the settings screen display during gameplay and with earphones connected. For example, when the player presses the OK key while the gameplay display screen 510 is displayed, the settings screen 660 is superimposed on the display screen 510. The settings screen 660 displays items for earphone volume, advanced settings, earphone disconnection, and "close," and any of these items can be selected by moving the cursor 661 using the up and down keys of the directional pad. When earphone disconnection is selected, communication with the earphones is disconnected.

[0379] Furthermore, during gameplay, it may be permitted to connect earphones only during limited periods, such as during a jackpot. [Differentiation 2] In the Bluetooth connection control process described above, the gaming machine 10 retained pairing information only in the linked state and the link-lost state, and deleted the retained pairing information when transitioning from the linked state and the link-lost state to the standby state. In contrast, in Modification 2, when transitioning from the linked state and the link-lost state to the standby state, the retained pairing information is allowed to be retained without being deleted. The following patterns P1a, P1b, P2a, and P2b are possible as pairing information retention patterns.

[0380] (Pattern P1a) The gaming machine 10 holds only one pairing information and continues to hold the pairing information until the power of the gaming machine 10 is turned off. (Pattern P1b) The gaming machine 10 retains only one pairing information for a predetermined period of time.

[0381] In these patterns P1a and P1b, the processes of step D64 in Figure 33, step D75 in Figure 34, and step D97 in Figure 36 are skipped when transitioning to the standby state. Also, when the gaming machine 10 stores new earphone pairing information while retaining existing pairing information, it deletes the former pairing information and stores the latter pairing information. Specifically, in step D65 of Figure 32, if pairing information for another earphone is already stored, this pairing information is deleted and the new pairing information is stored.

[0382] (Pattern P2a) The gaming machine 10 holds multiple pairs of pairing information and continues to hold each pairing information until the power of the gaming machine 10 is turned off. (Pattern P2b) The gaming machine 10 holds multiple pairs of pairing information and retains each pairing information for a predetermined time.

[0383] In these patterns P2a and P2b, the processes of step D64 in Figure 33, step D75 in Figure 34, and step D97 in Figure 36 are skipped when transitioning to the standby state. Also, in step D65 in Figure 32, new pairing information is added to the memory. However, there may be a limit to the number of pairing information entries that can be held. In this case, in step D65, if the number of stored pairing information entries reaches the limit, the oldest pairing information among the stored pairing information entries is deleted and new pairing information is stored.

[0384] Figure 38 is the first diagram showing the flowchart of the connection initiation process in modified example 2. This Figure 38 shows the connection initiation process for patterns P1a and P1b (when only one pairing information can be held). In this case, the following steps D101 to D103 are added to the connection initiation process shown in Figure 32. First, the process of step D101 is executed after the execution of step D52.

[0385] [Step D101] The control unit determines whether it holds the pairing information for the detected device. If the device identification number included in the advertisement signal from the detected device matches the device identification number included in the pairing information stored in the non-volatile memory of the Bluetooth module 315, it is determined that the corresponding pairing information is held. If the corresponding pairing information is held, the process proceeds to step D102; otherwise, the process proceeds to step D53.

[0386] [Step D102] The control unit displays a connection confirmation message on the display screen to ask whether or not to connect to the detected device (in this case, the earphones). The connection confirmation message may include, for example, the model name of the detected earphones.

[0387] [Step D103] The control unit determines the player's response to the connection confirmation message. If an action is taken indicating that the player will not connect to the detected earphones, the process proceeds to step D53. On the other hand, if a connection start operation is taken indicating that the player will connect to the detected earphones, the process proceeds to step D56. In this case, encrypted communication with the earphones is started using the stored pairing information, and the gaming machine 10 transitions to a linked state.

[0388] In the above process, if earphones with pairing information are detected, the exchange of key information in step D55 is not performed, and the earphones are connected to the gaming machine 10. Therefore, players who want to connect earphones do not need to set the earphones to pairing mode, thus improving the ease of use for players. For example, if a player who was playing with earphones connected on one gaming machine 10 moves to another gaming machine 10 and plays there, and then returns to the original gaming machine 10 to try to connect the earphones (provided that no other player has connected earphones up to that point), the player can connect the earphones to the gaming machine 10 without setting the earphones to pairing mode.

[0389] Furthermore, after a YES determination is made in step D101, the earphones may be automatically connected to the gaming machine 10 without the processes in steps D102 and D103 being executed. In this case, the player described above can connect the earphones to the gaming machine 10 with even simpler operation.

[0390] Figure 39 is a second diagram showing the flowchart of the connection initiation process in modified example 2. This Figure 39 shows the connection initiation process for patterns P2a and P2b (when multiple pairs of pairing information can be held). In this case, the following steps D111 to D113 are added to the connection initiation process shown in Figure 32. First, the process of step D111 is executed after the execution of step D52.

[0391] [Step D111] The control unit determines whether it holds the pairing information for the detected device. If the device identification number included in the advertisement signal from the detected device matches the device identification number included in the pairing information stored in the non-volatile memory of the Bluetooth module 315, it is determined that the corresponding pairing information is held. In this step D111, if multiple devices were detected in step D52, the process proceeds to step D112 if the pairing information for at least one of the devices is held, and the process proceeds to step D53 if the pairing information for all detected devices is not held.

[0392] [Step D112] The control unit displays a list of the model names of the detected devices (in this case, earphones) for which pairing information is stored on the display screen. [Step D113] The control unit determines whether a selection operation has been made for any of the displayed model names. If a selection operation has been made for any of the model names, the process proceeds to step D56, and encrypted communication is started with the earphone corresponding to the selected model name using the stored pairing information, and the gaming machine 10 transitions to a linked state. On the other hand, if no selection operation has been made for any of the model names (for example, if no selection operation is made for a certain period of time, or if an operation indicating not to connect is made), the process proceeds to step D53.

[0393] In the above process, similar to the process in Figure 38, if earphones with pairing information are detected, the exchange of key information in step D55 is not performed, and the earphones are connected to the gaming machine 10. Therefore, players who wish to connect earphones do not need to set the earphones to pairing mode, thus improving the ease of use for the player.

[0394] In the case of patterns P2a and P2b, even if the result is determined to be NO in step D77 of Figure 34, the gaming machine 10 may already have the pairing information of the newly detected earphones. In this case as well, the earphones will be connected to the gaming machine 10 without the exchange of key information in step D55.

[0395] Furthermore, in the case of patterns P2a and P2b, the connection start process in Figure 32 may be changed as follows, instead of the processes in Figures 38 and 39 above. In step D53 of Figure 32, a connection start screen as shown in Figure 40 is displayed.

[0396] Figure 40 shows an example of the connection start screen display in modified example 2. In the connection start screen 610b shown in Figure 40, similar to the connection start screen 610 shown in Figure 25(2), one of the model names displayed on the device display unit 611 can be selected by moving the cursor 612. However, in the device display unit 611, a predetermined mark (a star in Figure 40 as an example) is added to the model name of the device (earphone) for which pairing information is held. If a model name with a mark is selected in step D54 of Figure 32, the process in step D55 is skipped, and in step D56, encrypted communication is started using the held pairing information, and the gaming machine 10 transitions to a linked state.

[0397] In the above process, similar to the processes in Figures 38 and 39, if earphones with pairing information are detected, the exchange of key information in step D55 is not performed and the earphones are connected to the gaming machine 10. Therefore, players who wish to connect earphones do not need to set the earphones to pairing mode, thus improving the ease of use for the player. On the other hand, if a player wishes to connect new earphones that do not have pairing information, the procedure up to the selection operation in step D54 will be the same as for a player who is trying to connect earphones that have pairing information. Therefore, the ease of use for players trying to connect new earphones is not reduced.

[0398] Furthermore, the method for indicating that the device pairing information is retained on the connection initiation screen 610b is not limited to adding a mark to the model name; other methods may be used, such as changing the display color or font weight of the model name.

[0399] Figure 41 is a flowchart showing the pairing information deletion process in modified example 2. This process in Figure 41 is executed by the control unit (CPU 311) in step D27 of Figure 17 in the case of pattern P2b. Note that the registration time is added to the pairing information when it is registered in the non-volatile memory of the Bluetooth module 315.

[0400] [Step D121] The control unit determines whether one or more pairing information entries are registered in the non-volatile memory. If one or more pairing information entries are registered, the process proceeds to step D122. On the other hand, if no pairing information entries are registered, the process waits for a certain period of time, and then the process in step D121 is re-executed.

[0401] [Step D122] The control unit selects one of the registered pairing information entries. [Step D123] The control unit determines whether a predetermined time has elapsed since the registration time for the selected pairing information. If the predetermined time has elapsed since the registration time, the process proceeds to step D124; otherwise, the process proceeds to step D125.

[0402] [Step D124] The control unit deletes the selected pairing information from the non-volatile memory. [Step D125] The control unit determines whether all pairing information registered in the non-volatile memory has been selected in step D122. If there is any unselected pairing information, the process proceeds to step D122, and one of the unselected pairing information is selected. On the other hand, if all pairing information has been selected, the process in step D121 is executed after a certain period of time.

[0403] Furthermore, in the Bluetooth connection control process described above (including modified examples 1 and 2), the gaming machine 10 may be able to communicate with the earphones (be in a linked state) when a weak error occurs, but may be unable to communicate with the earphones when a strong error occurs.

[0404] Thus, the game machine 10 capable of running a game includes a game control means capable of comprehensively controlling the game, a sound output means (e.g., a speaker 341) capable of outputting game sound effects, a display output means (e.g., a display device 41) capable of outputting game display effects, and a performance control means (e.g., a performance control device 300) capable of controlling the sound effects and display effects based on commands from the game control means. The performance control means can be paired with one sound output device from among wirelessly connectable sound output devices, and makes the sound effects that can be output from the sound output means available for output from the paired sound output device (e.g., earphones). This makes it possible to use wirelessly connectable sound output devices in a game arcade environment.

[0405] In this context, the gaming machines in a game arcade use wireless technology to connect to mobile devices (sound output devices) owned by an unspecified number of players. Furthermore, a game arcade contains multiple gaming machines that can serve as connection destinations for these players' mobile devices. No consideration has been given to the interconnection of gaming machines and mobile devices in such a game arcade environment. Therefore, the gaming machine 10 is designed to be pairable with one of the wirelessly connectable sound output devices, and to output the performance sounds that can be output from the sound output means through the paired sound output device. This allows players to connect wirelessly connectable sound output devices to the gaming machine 10 in a game arcade environment and enjoy the performance effects.

[0406] Furthermore, the gaming machine 10 may display a list of wirelessly connectable sound output devices on its display output means and pair with one sound output device selected from the displayed list. This allows users to connect a sound output device to the gaming machine 10 with simple operation and enjoy the effects.

[0407] Furthermore, when displaying a list of wirelessly connectable sound output devices, the gaming machine 10 may display the sound output devices in order of highest radio wave strength. This makes it easier for players to visually identify and select their own sound output device, and to connect that sound output device to the gaming machine 10.

[0408] Furthermore, if the gaming machine 10 fails to successfully pair with one of the sound output devices selected from the list of displayed sound output devices, it may display information on its display output device that guides the player on how to perform the pairing. This ensures that the player can reliably connect the sound output device to the gaming machine 10.

[0409] Furthermore, the performance control means can be paired with one of the wirelessly connectable sound output devices, and the performance sounds that can be output from the sound output means are made available from the paired sound output device. When pairing with the sound output device is terminated, priority is given to re-pairing with the sound output device. As a result, the gaming machine 10 offers superior convenience in using wirelessly connectable sound output devices in a gaming arcade environment.

[0410] In the gaming arcade, the procedure for reconnecting a wirelessly connectable sound output device to a gaming machine was complicated. Therefore, the gaming machine 10 makes the sound effects that can be output from the sound output means available from the paired sound output device, and when the pairing with the sound output device is disconnected, it prioritizes re-pairing with the sound output device. As a result, even if a player temporarily leaves the gaming machine 10, they can reconnect the sound output device to the same gaming machine 10 and use the sound output device with the gaming machine 10.

[0411] Furthermore, if the gaming machine 10 detects the same sound output device within a certain period of time after unpairing it, it may re-pair with the sound output device. This makes it easier for a player who has temporarily left the gaming machine 10 to connect a sound output device to the same gaming machine 10 and continue playing.

[0412] Furthermore, if the gaming machine 10 detects the same sound output device within a certain period of time after unpairing with the sound output device, it may display information on the display output device indicating that the same sound output device has been detected, and re-pair with the sound output device if it receives an operation from the player requesting reconnection. This makes it possible for a player who has temporarily left the gaming machine 10 to reconnect the sound output device to the gaming machine 10 with a simple operation when they return to the same gaming machine 10.

[0413] Furthermore, the performance control means enables the execution of customer waiting performances when the game is not in progress, can pair with one of the wirelessly connectable sound output devices, enables the output of performance sounds from the sound output means to be output from the paired sound output device, can unpair the sound output device, and allows pairing and unpairing to be performed while waiting for customers. As a result, the gaming machine 10 offers superior convenience in using wirelessly connectable sound output devices in a gaming hall environment.

[0414] In amusement arcades, the operation of connecting or disconnecting the gaming machine and the sound output device could potentially disrupt the progress of the game (symbol changes), thus reducing the enjoyment of the experience. Therefore, the gaming machine 10 makes it possible to output the performance sounds that can be output from the sound output means from the paired sound output device, and makes it possible to unpair the sound output device, and makes it possible to perform pairing and unpairing while waiting for customers. This makes it possible to perform the operation of connecting or disconnecting the gaming machine and the sound output device at a time that does not disrupt the progress of the game.

[0415] [Delayed control processing] Next, we will explain the image delay control process corresponding to the delay time of audio output from the earphones when the earphones are connected wirelessly. Figure 42 is a diagram showing an example of the delay control process. In the gaming machine 10, the control unit (CPU 311) of the performance control device 300 controls the display of the video on the screen and the audio output that matches the image. The performance control device 300 stores video data 722 to be displayed on the display device 41 and audio data 723 to output audio synchronized with the video data 722 from the speakers 341 (upper left speaker 341a1, upper right speaker 341a2). The control unit can use the audio data 721, which is a copy of the audio data 723, to output audio to the earphones 701.

[0416] The video data 722 and audio data 721,723 to be displayed are each assigned a time code, for example, that indicates the time from the start of playback until each image or sound is played. The control unit instructs the VDP 312 and the sound source LSI 313 to play so that images and sounds assigned the same time code are played simultaneously. As a result, the display of an image and the sound corresponding to that image are played in sync.

[0417] Furthermore, if the earphone 701 is wirelessly connected to the gaming machine 10, there is a time lag (sound delay) between the time the sound control device 300 plays the sound and the time the sound is output from the earphone 701. If the sound corresponding to the displayed image is output from the earphone 701 with a delay, it will cause discomfort to the player.

[0418] For example, when the control unit instructs the sound source LSI 313 to play audio data 721 for the earphones, the sound source LSI 313 encodes the audio data 721 and wirelessly transmits the encoded audio data 721. The earphones 701 receive the encoded audio data 721, decode the received audio data, convert the decoded audio data 721 into an analog signal, and output sound based on the analog signal. These processes, such as encoding, wireless transmission, and decoding of the audio data 721, result in a delay time (actual delay time T). d1) occurs. It is difficult to completely eliminate the delay in the sound output of the wirelessly connected earphone 701, and it is inevitable that the sound output from the earphone 701 is delayed compared to the sound output from the speaker 341.

[0419] Therefore, when the control unit causes the VDP 312 to reproduce the video data 722 regarding the audio output to the earphone 701, the audio data 721 for the earphone 701 is reproduced in advance by the sound source LSI 313. At this time, the time from the start of the reproduction of the audio data 721 for the earphone 701 to the start of the reproduction of the video data 722 (correction delay time T d 2) By correctly setting it, the displayed image and the sound output from the player's earphone 701 can be correctly synchronized.

[0420] Correction delay time T d 2 is appropriately set to the same value as the actual delay time T d 1. However, the actual delay time T d 1 varies depending on the encoding method (codec) for encoding the audio data, the performance of the earphone 701, etc. Also, the actual delay time T d 1 is affected by the radio wave environment at the location where the gaming machine 10 is installed, the distance between the gaming machine 10 and the earphone 701, the presence or absence of obstacles between the gaming machine 10 and the earphone 701, etc. Therefore, it is difficult to predict the actual delay time T d 1 when the earphone 701 owned by the player is connected in a store with a large number of electronic devices. Therefore, when the earphone 701 is wirelessly connected, the control unit enables the correction delay time T d 2 to be changed based on the player's operation.

[0421] The control unit starts the reproduction of the video data 722 and the reproduction of the audio data 723 for the speaker with a delay of only the correction delay time T d from the start of the reproduction of the audio data 721 for the earphone. The correction delay time T d 2 is, for example, the reference correction time T d 0 with a delay amount a dIt is the value obtained by multiplying by (T d 2=a d ×T d 0). Delay amount a d This is an integer value that can be arbitrarily set by input from the player.

[0422] When, for example, an advanced setting is selected on the earphone connection settings screen, the control unit displays a delay setting screen 710 on the display device 41 for changing the delay amount. The delay setting screen 710 includes a sound generation timing display unit 711 and a delay amount display unit (delay amount setting area) 712. The sound generation timing display unit 711 is a display area for visually representing the appropriate timing of audio output from the earphones 701 using video.

[0423] For example, the sound generation timing display unit 711 is a horizontally elongated rectangular display area. A sound generation marker 711a indicating the sound generation position is displayed in the center of the sound generation timing display unit 711. In addition, bars 711b and 711c that move with the passage of time are displayed on both sides of the sound generation marker 711a in the sound generation timing display unit 711. The two bars 711b and 711c are displayed in positions symmetrical to each other along a vertical line that divides the sound generation timing display unit 711 into left and right halves. The position of the axis of symmetry coincides with the display position of the sound generation marker 711a.

[0424] Bar 711b moves back and forth at a predetermined period between a position overlapping the sound marker 711a and the left end of the sound generation timing display unit 711. Bar 711c moves back and forth at a predetermined period between a position overlapping the sound marker 711a and the right end of the sound generation timing display unit 711. As a result, the two bars 711b and 711c overlap at the position of the sound marker 711a at a predetermined period.

[0425] When the delay setting screen 710 is displayed, the control unit sets the corrected delay time T to be earlier than the time when bars 711b and 711c overlap at the position of the sound marker 711a. d At a time 2 seconds earlier, the sound source LSI313 is made to play a sound effect (for example, "beep") as audio for the earphones. Then, the actual delay time T dAfter 1 minute, the sound effect "Pi" is output from earphone 701.

[0426] The delay amount display unit 712 displays the current delay amount a d The following is displayed. The delay setting screen 710 displays a message prompting the player to set the delay amount. The message indicates, for example, that the delay amount should be set so that the sound effect "pi" is heard from the earphone 701 when bars 711b and 711c overlap at the position of the sound marker 711a.

[0427] The player, for example, controls the up and down movements of the directional pad, resulting in a delay amount a. d The delay can be changed. For example, if the player hears the "beep" sound effect from earphone 701 later than the time when bars 711b and 711c overlap (the delay is too small), they press the upper part of the directional pad. This increases the delay value. Also, if the player hears the "beep" sound effect from earphone 701 before the time when bars 711b and 711c overlap (the delay is too large), they press the lower part of the directional pad. This decreases the delay value. Delay amount a d When changed, the correction delay time T d Number 2 will also be changed.

[0428] The player presses the select key in the center of the directional pad when the time when bars 711b and 711c overlap at the position of sound marker 711a coincides with the time when the sound effect "Pi" is output from the earphone 701. When the select key is pressed, the control unit sets the delay amount a to the value set in the delay amount display unit 712 at that time. d Confirm the settings and have VDP312 close the delay settings screen 710.

[0429] Figure 43 shows the relationship between the position of the moving bars and the sound effect. Bars 711b and 711c have a period T, for example. d In step 3, the device moves back and forth between the position of the sound marker 711a and the end of the sound generation timing display unit 711. The time t when the display on the sound generation timing display unit 711 begins. dAt time t, bars 711b and 711c are located at the ends of the sound generation timing display unit 711. d From 0 to time t d 1, time t d As time progresses to 2, bars 711b and 711c move toward the center of the sound generation timing display unit 711. Then at time t d In step 3, bars 711b and 711c overlap at the position of the sound marker 711a. The time it takes for bars 711b and 711c to overlap in the center from their initial positions is the period T. d Half the time of 3 (T d 3 / 2)

[0430] Then, at time t d From 3 to time t d 4, time t d As time progresses, bars 711b and 711c move toward the ends of the sound generation timing display unit 711. Then at time t d In step 6, bars 711b and 711c return to the ends of the sound generation timing display unit 711. The time from when bars 711b and 711c overlap until they return to their initial positions is period T. d Half the time of 3 (T d 3 / 2)

[0431] The time t when bars 711b and 711c overlap d From 3, the correction delay time T d Time t 2 seconds earlier (in the example in Figure 43, time t d 2) The sound source LSI313 starts processing the playback of the sound effect "pi". The played sound effect "pi" has an actual delay time T d After 1 elapsed, audio will be output from earphone 701.

[0432] The time t when bars 711b and 711c overlap d If the delay amount is set so that the sound effect "Pi" is output from earphone 701 in step 3, then the corrected delay time T d 2 and actual delay time T d It matches 1. Bars 711b and 711c overlap at time t. dIf the timing of the sound effect "Pi" being output from earphone 701 does not match the timing of the input from 3, the player can adjust the delay by operating the directional pad.

[0433] In the example shown in Figure 43, two bars 711b and 711c are displayed, but only one bar may be used. However, displaying two bars 711b and 711c and overlapping them in the center makes it easier for the player to see the timing that serves as the basis for adjusting the delay amount, thus facilitating adjustment.

[0434] If there is only one bar, the control unit may move that single bar back and forth between both ends of the sound generation timing display unit 711. Alternatively, if there is only one bar, the control unit may place the sound marker 711a at the left or right end of the sound generation timing display unit 711. By placing the sound marker 711a at the end of the sound generation timing display unit 711, the distance the bar travels back and forth during the cycle in which the sound effect is output can be increased, making the movement of the bar easier to see. This makes it easier to adjust the delay amount, for example, even if the width of the sound generation timing display unit 711 cannot be made very wide.

[0435] Figure 44 shows an example of the timing of sound output from the earphones according to the amount of delay. For example, when the amount of delay is 0 (ST1), the sound source LSI 313 starts playing the sound effect "pi" for the earphone 701 at the time when bars 711b and 711c overlap. Subsequently, when bars 711b and 711c move away to near the end of the sound generation timing display unit 711, the sound effect "pi" is output from the earphone 701. At this time, if the player presses the up button on the directional pad once, the amount of delay is changed to 1.

[0436] When the delay is 1 (ST2), the sound source LSI 313 starts playing the "beep" sound effect for the earphone 701 just before bars 711b and 711c overlap. Then, as bars 711b and 711c overlap at the position of the sound marker 711a and move apart, the "beep" sound effect is output from the earphone 701. If the player presses the up direction on the directional pad twice at this time, the delay is changed to 3.

[0437] When the delay is set to 3 (ST3), while bars 711b and 711c are moving from both ends towards the center, the sound source LSI 313 starts processing the playback of the "pi" sound effect for the earphone 701. Subsequently, bars 711b and 711c overlap at the position of the sound marker 711a, and as they move apart, the "pi" sound effect is output from the earphone 701. At this point, if the player presses the up direction on the directional pad twice, the delay is changed to 5.

[0438] When the delay is set to 5 (ST4), shortly after bars 711b and 711c fold back at their ends, the sound source LSI 313 starts processing the playback of the "pi" sound effect for the earphone 701. Subsequently, at the time when bars 711b and 711c overlap at the position of the sound marker 711a, the "pi" sound effect is output from the earphone 701.

[0439] The player can recognize that the delay amount is correct by visually confirming that bars 711b and 711c overlap at the moment they hear the sound effect "beep" from earphone 701.

[0440] Next, the procedure for setting the delay time by the control unit of the performance control device 300 will be explained in detail. Figure 45 is a flowchart showing the delay time setting process. [Step E101] The control unit currently sets the delay amount a d The control unit obtains the value of a delay amount a from a predetermined area in RAM311a. d Read out the value of the delay amount a. d The initial value is set when the power is turned on. Delay amount a dAs an initial value, for example, the actual delay time T of the commonly available earphone 701. d A value corresponding to 1 (a value other than 0) is set. This eliminates the need for many players to change the delay amount. Even if players do need to change the delay amount, the number of changes required will be reduced.

[0441] [Step E102] The control unit controls the delay amount a d Based on the corrected delay time T d Calculate 2. For example, the control unit calculates the preset reference correction time T. d 0 is read from memory 311a, "T d 2=a d ×T d Calculate "0".

[0442] [Step E103] The control unit displays the delay setting screen 710 and starts the movement of bars 711b and 711c within the sound generation timing display unit 711. For example, the control unit instructs the VDP 312 to display the delay setting screen 710. The VDP 312 then displays the delay setting screen 710 on the display device 41 and displays a video of bars 711b and 711c moving back and forth on the sound generation timing display unit 711. The initial positions of bars 711b and 711c are at both ends of the sound generation timing display unit 711.

[0443] [Step E104] The control unit calculates the correction delay time T of the time when the moving bars 711b and 711c overlap. d The control unit determines whether it has reached a time point 2 units earlier or not. For example, the control unit determines the period T of the round trip of bars 711b and 711c. d 3 is obtained. Then the control unit has bars 711b and 711c fold back at both ends of the sound generation timing display unit 711 and then "T d 3 / 2-T d If only 2" has elapsed, the correction delay time T is the time when bars 711b and 711c overlap. d The control unit determines that the time has reached two steps prior. If the time has reached the relevant time, the control unit proceeds to step E105. If the time has not reached the relevant time, the control unit proceeds to step E106.

[0444] [Step E105] The control unit instructs the sound source LSI 313 to play the sound effect "Pi" for the earphone 701. The sound source LSI 313 encodes the audio data of the sound effect "Pi" according to the instruction and transmits the encoded audio data wirelessly to the earphone 701.

[0445] [Step E106] The control unit determines whether an operation to change the delay amount has been performed. For example, the control unit determines that an operation to change the delay amount has been performed if the upper or lower side of the directional pad is pressed. If an operation to change the delay amount has been performed, the control unit proceeds to step E107. If no operation to change the delay amount has been performed, the control unit proceeds to step E109.

[0446] [Step E107] The control unit controls the delay amount a according to the change operation. d The value is changed. The control unit also changes the changed delay amount a d Based on the corrected delay time T d Change 2. [Step E108] The control unit sets the corrected delay time T to the VDP312. d Set to 2. VDP312 has a corrected delay time T d When setting 2, the image of each frame in the video data 722 will be corrected with a delay time T when displaying the video thereafter. d The display device 41 is shown with a delay of 2 units.

[0447] [Step E109] The control unit determines whether the delay amount setting is complete. For example, the control unit determines that the delay amount setting is complete when the OK key in the center of the directional pad is pressed. If the delay amount setting is complete, the control unit proceeds to step E110. If the delay amount setting is not complete, the control unit proceeds to step E104.

[0448] [Step E110] The control unit instructs the VDP312 to end the display of the delay setting screen 710. The VDP312 follows the instruction and removes the delay setting screen 710 from the items to be displayed on the display device 41.

[0449] As described above, the player can determine the actual delay time T of the earphones 701 they are using. d Correction delay time T adjusted to 1 d You can set it to 2. After that, when the video is displayed by VDP312, the image will be corrected with a delay time T. d The image is displayed with a delay of 2 units. The audio corresponding to the displayed image is played back without delay by the sound source LSI313, with an actual delay time T. d After 1 unit of time has elapsed, audio is output from earphone 701. As a result, the player can hear the audio corresponding to the displayed image through earphone 701 without any sense of unnaturalness.

[0450] The delay settings screen 710 can be displayed by means other than selecting an item within the earphone connection settings screen. For example, the control unit can display the delay settings screen 710 when a predetermined switch is pressed or held down while a game is running.

[0451] Figure 46 shows an example of how to set the delay amount while a game is running. For example, when the earphones 701 are wirelessly connected, a delay setting guidance display section 702 is provided on the display screen 500 while the game is running. The delay setting guidance display section 702 shows how to display the earphone delay setting screen 710. In the example in Figure 46, the delay setting guidance display section 702 shows that the delay can be set by pressing the center OK key on the directional pad.

[0452] When a player presses the confirm key during gameplay, the control unit displays a delay setting screen 710 overlaid on the game's display. The player can then use the displayed delay setting screen 710 to set an appropriate delay amount.

[0453] In the example shown in Figure 46, the delay setting screen 710 is displayed when the OK key is pressed, but the control unit can also display the delay setting screen 710 in response to the operation of other switches. For example, the control unit may display the delay setting screen 710 when the performance button 25 is pressed. Alternatively, the control unit may display the delay setting screen 710 when the upper or lower side of the directional pad is pressed and held down.

[0454] If the delay amount is changed while the game is running, the gaming machine 10 immediately applies the updated delay amount and performs video playback of the game screen, audio playback for the speaker, and audio playback for the earphones.

[0455] Figure 47 shows an example of video and audio playback control in response to changes in the amount of delay during game execution. Audio data 721 for earphone audio playback, video data 722 for video playback, and audio data 723 for speaker audio playback each have a time code set at regular intervals indicating the elapsed time since the start of playback. By outputting audio with the same time code as the video displayed on the display device 41 from the speaker 341 or earphone 701, the player will experience a natural presentation. In the example in Figure 47, the time code at the position indicated by the dashed line is TC1, and the time code at the position indicated by the dotted line is TC2.

[0456] Assume the game has a delay of 2 during gameplay. If the player notices a discrepancy between the video image displayed during gameplay and the audio output from earphone 701, they can change the delay setting. For example, if they feel the audio is being output with a delay (correction delay time T). d 2 < Actual delay time T d 1) The player presses the up direction on the directional pad. If the up direction on the directional pad is pressed only once, the delay amount will be changed to 3.

[0457] When the delay setting is changed, the audio for the earphones is played back up to the position of TC2 in the timecode of the audio data 721. When the delay setting is changed, the audio for the video and speakers is played back up to the position of TC1 in the timecode of the video data 722 and audio data 723.

[0458] When the delay increases from 2 to 3, the control unit instructs the VDP312 to stop video playback for a time corresponding to the increase. At the same time, the control unit instructs the sound source LSI313 to stop speaker audio playback for a time corresponding to the increase. For example, if the delay increases by 1, the "reference correction time T" is set. d If only "0x1" is selected, video playback and audio playback for the speaker will stop.

[0459] While video playback is stopped, the display device 41 continues to display the image from before the stop. The control unit may also display an image on the display device 41 indicating that video playback is stopped when it has stopped video playback. While speaker audio playback is stopped, audio output from speaker 341 based on audio data 723 is stopped. The control unit may also continue to play audio that is not required to be synchronized with the video (such as background music) even when audio playback based on audio data 723 is stopped.

[0460] The timecode of audio data 721 for earphones is corrected after the audio of TC1 is played, with a correction delay time T. d After 2 hours, the timecodes of the video data 722 and the speaker audio data 723 start from position TC1, and playback of the video and speaker audio resumes. In this way, if the amount of latency increases during game execution, the latency between the playback of video and speaker audio relative to the audio playback for earphones can be dynamically increased.

[0461] If a player feels that the video is being displayed with a delay (correction delay time T), they may report it. d 2> Actual delay time T d1) The player presses the down direction on the directional pad. For example, if the down direction on the directional pad is pressed only once, the delay amount is changed to 1.

[0462] When the delay amount decreases from 2 to 1, the control unit instructs the sound source LSI 313 to stop playing audio for the earphones for a time corresponding to the amount of the decrease. For example, if the delay amount decreases by 1, the "reference correction time T" is used. d Only when "0x1" is selected will the audio playback for the earphones stop.

[0463] While audio playback for earphones is stopped, audio output from speaker 341 based on audio data 721 is also stopped. However, the control unit may continue playing audio that is not required to be synchronized with the video (such as background music) even while audio playback based on audio data 721 is stopped.

[0464] The timecode of video data 722 and the audio data for the speaker is corrected to a delay time T from the playback time at position TC2. d Two times prior, the timecode of the audio data 721 for the earphones starts from position TC2, and earphone audio playback resumes. In this way, if the amount of latency decreases during game execution, the latency between the playback of video and speaker audio relative to the earphone audio playback can be dynamically reduced.

[0465] While the delay setting screen 710 is displayed, the control unit suppresses the output of the "beep" sound effect from speaker 341 at the start of playback of the "beep" sound effect for earphone 701. In other words, if the "beep" sound effect is output from speaker 341, the player may not be able to distinguish whether the sound effect they heard was output from speaker 341 or from earphone 701. By suppressing the output of the sound effect from speaker 341, the player can accurately grasp the timing of the sound effect output from the earphone.

[0466] Furthermore, while the delay setting screen 710 is displayed, the control unit may play a "beep" sound effect for the speaker at the time when the moving bars 711b and 711c in the sound generation timing display unit 711 overlap. In this case, the player can recognize that the delay amount is set to an appropriate value when they hear the "beep" sound effect output from speaker 341 and the "beep" sound effect output from earphone 701 at the same time.

[0467] Figure 48 shows an example of a method for setting the delay amount when outputting sound effects from earphones and speakers. For example, the corrected delay time T is calculated from the time when the moving bars 711b and 711c overlap. d Two steps prior, the sound source LSI 313 plays a "pi" sound at the pitch of C, for example, as a sound effect for earphones. Then, at the time when the moving bars 711b and 711c overlap, the sound source LSI 313 plays a "pi" sound at the pitch of E, for example, as a sound effect for speakers. The actual delay time T is from the time the "pi" sound at the pitch of C is played (for example, as a sound effect for earphones). d After 1 minute, the sound effect "Pi" is output from earphone 701.

[0468] The delay setting screen 710a displays a message prompting the user to set the delay amount so that the sound effect "Pi" is heard simultaneously from speaker 341 and earphone 701. The delay setting screen 710a also displays an explanation that the delay amount should be increased if the sound effect is heard in the order "Mi → Do," and decreased if it is heard in the order "Do → Mi." If the player hears the sound effect from speaker 341 and earphone 701 out of sync, they should change the delay amount according to the explanation on the delay setting screen 710a. Once the delay amount is set appropriately, the corrected delay time T is reached. d 2 is the actual delay time T d When the value equals 1, the player hears sound effects from speaker 341 and earphone 701 simultaneously.

[0469] In this way, the amount of delay can be adjusted based on the simultaneity of sound effects output from different locations. The player can easily determine whether the two sounds were heard simultaneously or out of sync. Therefore, it becomes easy to determine whether the amount of delay is set appropriately. Furthermore, by changing the pitch of the sound effects output from earphone 701 and speaker 341, the player can determine whether to increase or decrease the amount of delay based on the change in pitch. This makes it easy to adjust the amount of delay if it is inappropriate.

[0470] The control unit can also express the appropriate timing of sound playback synchronized with the video in a manner other than moving bars 711b and 711c. For example, the control unit may express the appropriate timing of sound playback by moving the character image.

[0471] Figure 49 shows an example of appropriate pronunciation timing representation through the movement of character images. When setting the delay amount, the control unit displays a delay setting screen 710, which includes a sound generation timing display unit 713. The sound generation timing display unit 713 displays a pronunciation marker 713a and character images 713b and 713c. The character images 713b and 713c are, for example, images of human or animal faces.

[0472] The character images 713b and 713c move from right to left within the sound generation timing display unit 713. The timing at which either character image 713b or 713c reaches the position of the sound generation marker 713a is the appropriate sound generation timing synchronized with the video.

[0473] For example, if the delay amount is set to 0, the control unit instructs the sound source LSI 313 to play the "beep" sound effect for earphone output at the time the character image 713b reaches the position of the sound marker 713a. At this time, the control unit may deform the character image 713b to make it appear as if the character is making a sound. For example, the control unit may make the character open its mouth and display the sound effect in a speech bubble.

[0474] Actual delay time T from when character image 713b reaches the position of pronunciation marker 713a d After 1 unit of time, the sound effect "pi" is output from the earphone 701. Since there is a delay between the character image 713b reaching the position of the sound marker 713a and the sound effect "pi" being output from the earphone 701, the player recognizes that the delay is insufficient. Therefore, the player performs the up operation on the directional pad. In the example in Figure 49, the up operation is performed three times.

[0475] Subsequently, the correction delay time T is calculated based on the time when the character image 713c reaches the pronunciation marker 713a. d 2. Before that, the control unit instructs the sound source LSI 313 to play the sound effect "pi" for earphone output. If an appropriate delay amount is set, the sound effect "pi" is output from the earphone 701 at the time when the character image 713c reaches the sound marker 713a.

[0476] By moving the character images in this way to represent the appropriate timing of pronunciation, players can set the correction amount in a game-like manner. This prevents players from continuing to play with delayed audio output from the earphones 701, ensuring that players can experience an immersive presentation with synchronized video and audio.

[0477] Furthermore, by altering the character image to make it appear as if the character is emitting sound when the appropriate timing for sound output from earphone 701 is reached, the appropriate timing for sound output becomes easier for the player to understand. This also makes it easier to set the appropriate delay amount.

[0478] In the example above, the sound effect used was "beep," but other sound effects can be used. For example, the character's unique voice can be used as a sound effect. Alternatively, sound effects such as "snap" or "bang" that indicate the character's actions can be used.

[0479] [Sound control processing] Next, the sound control process will be explained. Figure 50 is a flowchart of the sound control process. The sound control process corresponds to step D28. The sound control process is performed by the control unit of the performance control device 300. The control unit of the performance control device 300 is, for example, the CPU 311. However, the control unit may also include other hardware such as the sound source LSI 313.

[0480] The control unit determines whether or not earphones are connected via the Bluetooth module 315 (step F101). If earphones are not connected, the control unit outputs normal sound to the speaker 341 (step F102). If earphones are connected, the control unit controls the volume of both the speaker 341 and the earphones.

[0481] In step F101, the control unit may determine whether or not earphones are connected via the earphone jack 343 instead of the Bluetooth module 315. In volume control, the control unit adjusts the volume output from the speaker 341 and earphones as follows.

[0482] Figure 51 shows examples of volume patterns that can be set for the speaker and earphones. For example, the control unit can set the default volume for speaker 341 and earphones when earphones are connected to one of the patterns Fa to Fi.

[0483] Here, the circle (〇) in Figure 51 indicates the normal volu...

Claims

[Claim 1] A gaming machine capable of running games, A game control means capable of comprehensively controlling the aforementioned game, Sound output means capable of outputting sound effects for the aforementioned game, A display output means capable of outputting the game's visual effects, An effect control means capable of controlling the effect sound and the effect display based on commands from the game control means, Equipped with, The aforementioned performance control means is It is possible to pair with one sound output device from among wirelessly connectable sound output devices, and the sound effects that can be output from the sound output means can be output from the paired sound output device. The sound output mode output from the sound output means is different in a first state where there is no paired sound output device and in a second state where there is a paired sound output device. Gaming machine.