Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-03
- Publication Date
- 2026-08-14
AI Technical Summary
【0154】 (主基板11の主要な動作) まず、主基板11における主要な動作を説明する。パチンコ遊技機1に対して電力供給が開始されると、遊技制御用マイクロコンピュータ100が起動し、CPU103によって遊技制御メイン処理が実行される。図9は、主基板11におけるCPU103が実行する遊技制御メイン処理を示すフローチャートである。
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Figure 2026131146000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing games.
Background Art
[0002] As a gaming machine, there has been proposed one configured to include an audio processor that outputs an audio digital signal for realizing audio effects, and a digital amplifier element that receives the audio digital signal and outputs an audio analog signal at an appropriate level (for example, Patent Document 1, etc.).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The technology described in Patent Document 1 had room for improvement regarding the output of sound.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine capable of realizing suitable sound output.
Means for Solving the Problems
[0006] To achieve the above object, the gaming machine according to the present invention is a gaming machine capable of performing games, including performance control means, signal generation means, sound output means, display means, and light emitting means, wherein the performance control means includes processing means capable of outputting a digital signal for outputting performance sound, The signal generation means includes a first signal generation means and a second signal generation means provided separately from the first signal generation means. The first signal generation means is capable of generating a signal for outputting sound based on the digital signal from the sound output means, The second signal generation means is capable of generating a signal for outputting sound based on the digital signal from a listening device connected via wireless communication, When searching for the listening device via wireless communication, the light-emitting means is set to a specific light-emitting state, and then the display means displays a search in progress. In this configuration, it is possible to appropriately generate signals for outputting sound from the sound output means and signals for outputting sound from the listening device, based on digital signals. Furthermore, it is possible to appropriately indicate that a listening device connected via wireless communication is being searched for. In this way, suitable sound output can be achieved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] (A) and (B) are diagrams illustrating the effects control commands. [Figure 4] This is an explanatory diagram showing each random number. [Figure 5] This is an explanatory diagram showing the display result determination table. [Figure 6] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types. [Figure 7] This is an explanatory diagram of the data storage area for game control. [Figure 8] This is an explanatory diagram of the data storage area for performance control. [Figure 9] This flowchart shows an example of the main game control process. [Figure 10]It is a flowchart showing an example of game control timer interrupt processing. [Figure 11] It is a flowchart showing an example of special symbol process processing. [Figure 12] It is a flowchart showing an example of production control main processing. [Figure 13] It is a flowchart showing an example of production control process processing. [Figure 14] (A) is an explanatory diagram showing a specific example when viewing the ball supply tray of the gaming machine from above, and (B) is a diagram showing an example of the connection of the voice control board. [Figure 15] (A) is a schematic diagram of the production control board when viewing the gaming machine from the back, and (B) is a diagram showing an example of the configuration of the production switching switch. [Figure 16] It is an explanatory diagram showing a specific example of production switching switch data. [Figure 17] It is an explanatory diagram showing a specific example of production switching switch data. [Figure 18] It is an explanatory diagram showing a specific example of the operation type. [Figure 19] It is a flowchart showing an example of the production control main processing in the feature part 001AK. [Figure 20] It is a flowchart showing an example of customer waiting state control processing. [Figure 21] It is a flowchart showing an example of menu display control processing. [Figure 22] It is a flowchart showing an example of sound output control processing. [Figure 23] It is a flowchart showing an example of sound output control processing. [Figure 24] It is a flowchart showing an example of sound output control processing. [Figure 25] It is a diagram showing an example of the configuration of the screen display. [Figure 26] It is a diagram showing an example of the setting of the sound output display. [Figure 27] (A) to (D) are explanatory diagrams showing the transition flow of the customer waiting state. [Figure 28](A) to (C) are explanatory diagrams showing example images that enable the display of menus. [Figure 29] (A) to (C) are explanatory diagrams showing example images that enable the display of menus. [Figure 30] This figure shows an example of the configuration of menu items and other elements included in the main menu display. [Figure 31] (A) to (C) are explanatory diagrams showing examples of screen displays when a selection is made for a menu item in wireless device pairing. [Figure 32] This figure shows an example of the configuration of menu items included in the submenu display related to wireless device pairing. [Figure 33] (A) to (E) are explanatory diagrams showing examples of image displays when a selection is made for a menu item in the wireless device pairing search. [Figure 34] (A) to (C) are explanatory diagrams showing examples of image displays when a selection is made for the menu item for unpairing a wireless device. [Figure 35] (A) to (C) are explanatory diagrams showing examples of image displays when it is possible to initiate a pairing connection while variable display is in operation. [Figure 36] (A) and (B) are explanatory diagrams showing example images of how the selection for the menu item allowing a pairing request from the device is determined. [Figure 37] (A) is an example of a wired earphone output indicator, (B) is an example of a wired earphone deactivation indicator, (C) is an example of a wireless earphone output indicator, and (D) is an example of a wireless earphone deactivation indicator. [Figure 38] (A) is an example of a menu display when wired earphones are connected, and (B) is an explanatory diagram showing an example of a notification display when wireless earphones are connected. [Figure 39] Figures (A) through (G) are explanatory diagrams showing an example of a time chart when wired earphones are connected. [Figure 40] Figures (A) through (E) are explanatory diagrams showing control examples when wired earphones are connected. [Figure 41] Figures (A) through (G) are explanatory diagrams showing examples of time charts when the wired earphones are disconnected. [Figure 42] Figures (A) through (E) are explanatory diagrams showing control examples when the wired earphone connection is disconnected. [Figure 43] (A) to (G) are explanatory diagrams showing an example of a time chart when wireless earphones are connected. [Figure 44] Figures (A) through (E) are explanatory diagrams showing control examples when wireless earphones are connected. [Figure 45] (A) to (G) are explanatory diagrams showing examples of time charts when wireless earphones are disconnected. [Figure 46] Figures (A) through (E) are explanatory diagrams showing control examples when the wireless earphone connection is disconnected. [Figure 47] This flowchart shows an example of sound output display reduction processing. [Figure 48] (A) is an example of the screen display showing the sound output icon, and (B1) to (B3) are explanatory diagrams showing examples of settings for the sound output icon display. [Figure 49] This figure shows a first example of a wiring configuration. [Figure 50] This figure shows an example configuration of a microcomputer used for controlling the performance. [Figure 51] This figure shows an example configuration for a voice processor. [Figure 52] This figure shows an example of wiring connections in a performance control board, etc. [Figure 53] This figure shows examples of signal settings for each terminal corresponding to the audio processor. [Figure 54] This diagram shows an example of a digital amplifier configuration. [Figure 55] This diagram shows an example of connections when an audio processor outputs a digital signal. [Figure 56] This figure shows an example of wiring connections on a relay board. [Figure 57] This figure shows an example of wiring connections on a relay board. [Figure 58] This figure shows an example of signal settings corresponding to the terminals of a connector. [Figure 59] This diagram shows an example of a digital amplifier configuration. [Figure 60] This is a flowchart showing an example of wired output control processing. [Figure 61] Figures (A) through (H) are explanatory diagrams showing an example of a time chart when wired earphones are connected. [Figure 62] Figures (A) through (H) are explanatory diagrams showing examples of time charts when the wired earphones are disconnected. [Figure 63] This figure shows a second configuration example that allows wireless earphones to be connected. [Figure 64] This figure shows an example of wiring connections in a performance control board, etc. [Figure 65] This figure shows examples of signal settings for each terminal corresponding to the audio processor. [Figure 66] This figure shows an example of wiring connections on a relay board. [Figure 67] This figure shows an example of wiring connections on a relay board. [Figure 68] This figure shows an example of signal settings corresponding to the terminals of a connector. [Figure 69] This is a diagram showing an example configuration of a wireless communication module. [Figure 70] This figure shows examples of how each circuit board is installed. [Figure 71] This figure shows an example of setting the range in which the placement of metal conductors is prohibited. [Figure 72] This is a flowchart showing an example of wireless output control processing. [Figure 73] This is a flowchart showing an example of wireless output control processing. [Figure 74] This is a flowchart showing an example of wired output control processing. [Figure 75] This figure shows an example of setting the illumination pattern for the status notification LED. [Figure 76]Figures (A1) to (C1) and (A2) to (C2) show control examples that set the status notification LED to a specific illumination state. [Figure 77] Figures (A1) to (C1) and (A2) to (C2) show control examples where the status indicator LED is set to a special illumination state. [Figure 78] This figure shows an example of an image display that shows the pairing settings. [Figure 79] (A) to (H) are explanatory diagrams showing an example of a time chart when wireless earphones are connected. [Figure 80] (A) to (H) are explanatory diagrams showing examples of time charts when the wireless earphone connection is disconnected. [Modes for carrying out the invention]
[0008] The embodiments for implementing the gaming machine according to the present invention are described below.
[0009] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0010] Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or simply variable.
[0011] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0012] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0013] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.
[0014] Furthermore, a display area 5S is provided in the upper left of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4"), and small symbols corresponding to the decorative symbols. The small symbols are displayed variably in accordance with the variable display of the decorative symbols.
[0015] Furthermore, the first reserved memory count, second reserved memory count, reserved display, small symbols, error display (not shown) indicating an error state occurring in the pachinko game machine 1, right-hand shooting notification images prompting the player to shoot to the right, and time-saving display showing the remaining number of time-saving rounds can be displayed in front of (upper layer) the performance images (object images) such as characters to prevent the performance images from overlapping and reducing the visibility of the first reserved memory count, second reserved memory count, small symbols, and error display. On the other hand, decorative symbols can be displayed behind (lower layer) the performance images to prevent the decorative symbols from overlapping and reducing the visibility of the performance images.
[0016] The above-mentioned small symbol is also called the fourth symbol. The fourth symbol is a symbol that indicates that the special symbols (first special symbol, second special symbol) are being displayed in a variable manner, and is displayed in a variable manner by a certain operation in a manner that is always visible on a display device such as the image display device 5. Because the fourth symbol is displayed in a variable manner, even if the decorative symbols are difficult to recognize, such as when the performance content including the variable display of the decorative symbols disappears from the screen for a moment, or when the movable body 32 obscures all or part of the screen of the image display device 5, it becomes possible to recognize whether or not the decorative symbols are currently being displayed in a variable manner. The performance control CPU 120 (see Figure 2) performs the variable display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on the receipt of the first variable display start command. The performance control CPU 120 also performs the variable display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on the receipt of the second variable display start command.
[0017] At the bottom of the screen of the image display device 5, there are display areas (special symbol hold memory display area 5U, active display area 5F) for displaying hold displays corresponding to variable displays whose execution is pending, and active displays corresponding to variable displays that are currently running. The hold displays and active displays are collectively referred to as variable display corresponding displays. In this embodiment, a special symbol hold memory display area 5U is provided common to the first special symbol and the second special symbol, but a first special symbol hold memory display area that displays a first hold display representing a variable display whose execution of the first special symbol is pending, and a second special symbol hold memory display area that displays a second hold display representing a variable display whose execution of the second special symbol is pending, may be provided separately. In this embodiment, the special symbol hold memory display area 5U is a display area that displays a hold display corresponding to the first special symbol when the game state is in the normal state, and a display area that displays a hold display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state. Furthermore, the Active Display Area 5F is a display area that shows an active display corresponding to the first special symbol when the game state is in the normal state, and a display area that shows an active display corresponding to the second special symbol when the game state is in the time-saving state or probability-changing state.
[0018] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.
[0019] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.
[0020] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0021] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric mechanism with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in the upright position, resulting in a closed state where no game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable prize ball device 6B is in the tilted position, resulting in an open state where game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B is not limited to those described above, as long as it changes between a closed state and an open state.
[0022] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0023] Between the prize ball device 6A and the variable prize ball device 6B, there are a first special variable prize ball device 7A and a second special variable prize ball device 7B, both having large prize openings. The first special variable prize ball device 7A is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and forms a first large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door. The second special variable prize ball device 7B is equipped with a large prize opening door that is opened and closed by a solenoid 83 (see Figure 2), and forms a second large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door.
[0024] In the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the first large prize opening, preventing game balls from entering (passing through) the first large prize opening. On the other hand, in the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, making it easier for game balls to enter the first large prize opening.
[0025] Similarly, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening.
[0026] Game balls that enter the first major prize slot are detected by the first count switch 23 (see Figure 2), and game balls that enter the second major prize slot are detected by the second count switch 24 (see Figure 2). When game balls are detected by these first count switches 23 and 2 count switches 24, that is, when game balls enter the major prize slots, a predetermined number of game balls (for example, 15) are dispensed as prize balls. When game balls enter the major prize slots, more prize balls are dispensed than when game balls enter, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0027] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize."
[0028] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0029] To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0030] Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0031] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0032] In this embodiment, the game area consists of a left game area 2L, which is formed to the left of the image display device 5 and into which game balls can enter the general prize entry 10 and the first starting prize entry 6A formed by the prize ball entry device 6A as they flow down, and a right game area 2R, which is formed to the right of the image display device 5 and into which game balls can enter the second starting prize entry 6B formed by the variable prize ball entry device 6B, the first large prize entry 6B and the second large prize entry 7 formed by the special variable prize ball entry device 7, and can also pass through the passage gate 41.
[0033] In this embodiment, the normal state is a game state in which the player mainly shoots game balls toward the left game area 2L, while the time-saving state, probability variation state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.
[0034] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided to the left and right of the main lamp 9a so as to surround the game area, and a button lamp 9e is provided below the game board 2. These main lamp 9a, side lamps 9b and button lamps 9e provided on the gaming machine frame 3 are also called "frame lamps".
[0035] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1), and a movable body lamp 9d is provided on the movable body 32. In addition, an attacker lamp 9c is provided near the special variable prize ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. These attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps". Furthermore, these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are sometimes collectively referred to as game effect lamps 9. Note that these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are composed of LEDs.
[0036] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0037] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls and game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a surplus ball receiving tray (lower tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.
[0038] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0039] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0040] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0041] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0042] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0043] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0044] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0045] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of entries (for example, 4) are reached.
[0046] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a guaranteed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0047] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player.
[0048] In a jackpot state, the first and second large prize pockets formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize pockets reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize pockets can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize pockets are open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (10 times, 6 times, etc.).
[0049] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0050] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.
[0051] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0052] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0053] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.
[0054] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0055] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0056] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.
[0057] In this embodiment, the type of big win determines which large prize slot opens in a specific round (for example, the 6th round). In the type of big win where the second prize slot opens in a specific round, the game state is controlled to a probability variation state (high probability, high base state) after the big win ends, based on the detection by the second count switch 24 that a game ball enters the second large prize slot.
[0058] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.
[0059] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0060] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0061] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0062] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0063] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").
[0064] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0065] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0066] During a jackpot game, a jackpot animation is performed to inform the player of the jackpot state. This jackpot animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the jackpot state.
[0067] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0068] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.
[0069] The power supply board 17 is connected to a power switch 91 and a clear switch 92. By operating the power switch 91 (turning it ON), power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied from the power supply board 17 to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC12V or DC5V).
[0070] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0071] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0072] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (variation patterns, performance control commands, and various tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0073] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0074] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0075] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), first count switch 23, and second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0076] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.
[0077] The output circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoids 81 and 82 and 83) to solenoid 81 for the regular electric mechanism and solenoids 82 and 83 for the large prize door.
[0078] Furthermore, the pachinko game machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to dispense a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to the player based on the receipt of a payout signal, and to a game ball detection sensor provided in the payout passage through which the game balls dispensed by the payout device pass. The drive of the payout device can be stopped according to the nature of the game ball detection signal received from the game ball detection sensor.
[0079] Furthermore, the payout control board is connected to a handle sensor for detecting the amount of operation performed by the player, and a touch ring (touch sensor) for detecting whether the player is gripping the ball-shooting handle 30. Based on the signals input from these sensors, the payout control board controls the launching device that can launch game balls into the game board 2. In addition, signals indicating whether or not the touch ring has been detected, and signals indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 on the main board 11.
[0080] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0081] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0082] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0083] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0084] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0085] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0086] The display control unit 123, based on the execution instructions for the performance control CPU 120, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. It also performs display processing to output the image data of the display image creation area in the VRAM area specified in the display register as a video signal. In this embodiment, the display image creation area and the drawing area switch with each V-blank. Therefore, drawing is performed in the area allocated as the drawing area in one V-blank, and then in the next V-blank, it switches to the display image creation area, so the image data drawn in the previous V-blank is displayed, while drawing continues in the other area during that time.
[0087] The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0088] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0089] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0090] Furthermore, the control of audio output, the on / off status of lamps (supply of sound specification signals and lamp signals, etc.), and the control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0091] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0092] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0093] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0094] Figure 3(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 3(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.
[0095] In the example shown in Figure 3(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.
[0096] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot".
[0097] In the variable display result specification command, for example, as shown in Figure 3(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C", as well as the jackpot type determination result.
[0098] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state), and command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, probability variation state). Furthermore, the high probability, high base state is sometimes simply referred to as the "probability change state."
[0099] Command A0XXH is a win start command (also called the "fanfare command") that specifies the display of a visual effect indicating the start of a jackpot game. Command A1XXH is a jackpot opening notification command that indicates the period during which the jackpot opening is open during a jackpot game. Command A2XXH is a jackpot opening after notification command that indicates the period during which the jackpot opening has changed from open to closed during a jackpot game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a jackpot game.
[0100] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "0" to "10").
[0101] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred. Command B300H is a special prize-winning ball entry command that notifies the system that 15 prize balls will be dispensed based on the detection by the first count switch 23 and the second count switch 24 of the special variable prize-winning ball device 7 when a game ball has passed through (entered) the first or second prize-winning ball, resulting in a prize being won.
[0102] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent, for example, based on the first start condition being met when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent, for example, based on the second start condition being met when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).
[0103] Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XXH is a symbol specification command that indicates whether the variable display result will be a "jackpot" and the type of jackpot (probability variation, non-probability variation, or sudden probability variation) as the winning result judgment. Command C6XXH is a variation category command that indicates whether the random value used for determining the variation pattern will be "non-reach", "super reach", or "other (normal reach)" as the winning result judgment.
[0104] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories.
[0105] Command D000H is a V-entry notification command that notifies that a game ball has entered the second large prize slot during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter in this embodiment, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as "V-entry". In this embodiment, "V-entry" refers to the execution of both time-saving control and probability variation control in the high-base state after the jackpot game in which the entry occurred (the state is controlled to be a high-probability, high-base state).
[0106] Command 9F00H is a command to specify the display of a customer waiting demonstration (customer waiting demo) and to execute it.
[0107] Note that the commands shown in Figure 3(A) are just examples, and the system may not have some of these commands, may use different commands instead, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability change control or time reduction control will be executed.
[0108] Figure 4 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 4, on the main board 11, numerical data representing the random numbers MR1 for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the type of variation pattern, MR4 for determining the variation pattern, MR5 for determining the result of the regular display, and MR6 for determining the initial value of MR5 (which is used to determine the initial value of MR5) are controlled to be countable. In addition, other random numbers may be used to enhance the game's effect. Random numbers used to control the progress of the game are also called game random numbers.
[0109] The random number circuit 104 only needs to count numerical data that represents some or all of these random values MR1 to MR6. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), and update various numerical data by software to count numerical data that represents some of the random values MR1 to MR6.
[0110] The random value MR1 for determining the special symbol display result is a random value used to determine whether or not to control the game state to a jackpot when the variable display result, such as a special symbol, is a "jackpot," and can take values in the range of "0" to "65536." The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and can take values in the range of "0" to "99."
[0111] The random value MR3 used for determining the type of variation pattern is a random value used to determine whether the variation pattern type in the variable display of special symbols and decorative symbols is "non-reach," "normal reach," or "super reach," and takes values in the range of "0" to "4095."
[0112] The random value MR4 used for determining the variation pattern is a random value used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of several pre-defined types, and can take values in the range of "0" to "255".
[0113] The random value MR5 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values in the range of "3" to "13".
[0114] The random value MR6 used for determining the initial value of MR5 is a random value used to determine the initial value of the random value MR5, and can take values in the range of "3" to "13".
[0115] Figure 5 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures.
[0116] The display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.
[0117] In the display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and this value is assigned to the special symbol display result of "jackpot" or "miss".
[0118] In the display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the display result determination table, when the game state is a probability variation state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" when the pachinko game machine 1 is in a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.
[0119] Figure 6(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, a numerical value (determination value) that is compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "jackpot A", "jackpot B", and "jackpot C", depending on whether the special symbol that was displayed variably (variable display) in the special symbol game is the first special symbol (special symbol game using the first special symbol display device 4A) or the second special symbol (special symbol game using the second special symbol display device 4B).
[0120] Figure 6(B) shows the types of jackpots in this embodiment. In this embodiment, the types of jackpots provided are Jackpot A, Jackpot B, and Jackpot C, in which time-saving control is performed for up to 100 variable displays after the end of the jackpot game state. Furthermore, Jackpots A, Jackpot B, and Jackpot C are also jackpots in which, when a game ball enters the second large prize slot (so-called V-entry) in the 6th round of the jackpot game state, probability-changing control is performed for up to 100 variable displays after the end of the jackpot game.
[0121] The jackpot game state for "Jackpot A" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 6, and this is repeated 6 times (6 rounds and no V-entry possible jackpot). The jackpot game state for "Jackpot B" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5, while the second major prize slot is changed to a favorable open state for the player in round 6 (6 rounds and V-entry possible jackpot). The jackpot game state for "Jackpot C" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5 and rounds 7 to 10, while the second major prize slot is changed to a favorable open state for the player in round 6 (10 rounds and V-entry possible jackpot).
[0122] In this embodiment, since time-saving control is performed at least after the end of the jackpot game state, if a jackpot occurs while this time-saving control is being performed, time-saving control (and probability variation control) is performed again after the end of the jackpot game state, resulting in a so-called continuous win state in which the jackpot game state occurs continuously without going through the normal state.
[0123] In this embodiment, an example is shown in which there are three types of jackpots, A to C. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types.
[0124] Furthermore, as shown in Figure 6(A), in the jackpot type determination table, the assignment of determination values to the jackpot types "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. That is, when the variable-display special symbol is the first special symbol, a predetermined range of determination values (values in the range of "0" to "49") are assigned to the jackpot types "jackpot A" and "jackpot B," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values are assigned to the jackpot types "jackpot A" and "jackpot B." With this setting, the proportion of times the jackpot type is determined to be "Jackpot A" or "Jackpot B," which have fewer rounds, can be made different when determining the jackpot type from one of several types in a special symbol game using the first special symbol display device 4A, and when determining the jackpot type from one of several types in a special symbol game using the second special symbol display device 4B. In particular, in special symbol games using the second special symbol, the jackpot type is not determined to be "Jackpot A" or "Jackpot B," which results in a jackpot state with fewer rounds. For example, in a game state where game balls are more likely to enter the second starting prize entry point formed by the variable prize ball entry device 6B due to high opening control associated with time-saving control, it is possible to avoid frequent occurrences of jackpot states with fewer prize balls, thereby preventing a decrease in the enjoyment of the game.
[0125] The variation patterns of this embodiment are broadly composed of a losing variation pattern where the variable display result is a loss and a winning variation pattern where the variable display result is a win. The losing variation patterns are broadly classified into a non-reach losing variation pattern (variation pattern type is non-reach), a normal reach variation pattern (variation pattern type is normal reach), and a super reach variation pattern (variation pattern type is super reach), where a super reach is executed but the result is a loss. The winning variation patterns are those with a super reach variation pattern. The variation patterns with a super reach variation pattern type may be further classified into more variation pattern types.
[0126] The judgment table stored in ROM101 includes multiple variable pattern type judgment tables for determining the type of variable pattern according to the game state and variable display results, as well as multiple variable pattern judgment tables for determining the variable pattern according to the variable pattern determined in the variable pattern type judgment table, the game state, the variable display results, and the number of reserved special symbols that execute the variable display (number of reserved symbols that are subject to variable display).
[0127] In this embodiment, a variable pattern type determination table is selected according to the game state and the variable display result. Next, the selected variable pattern type determination table is compared with the read random value MR3 to determine the variable pattern type. After determining the variable pattern type, one of the variable pattern determination tables is selected according to the game state, the variable display result, and the number of reserved special symbols that execute the variable display (number of reserved symbols for variable display). The selected variable pattern determination table is then compared with the read random value MR4 to determine the variable pattern.
[0128] In this embodiment, once the type of variation pattern and the variation pattern are determined, the percentage of times the variable display result will be a jackpot when a super reach reach animation is performed (jackpot expectation) is set in accordance with the reach animation, and the percentage of times the variable display result will be a jackpot differs depending on which reach animation is performed.
[0129] In this embodiment, an example is shown in which there are no cases where a jackpot is won after a normal reach animation is performed, or where a jackpot is won without a reach. However, the present invention is not limited to this, and cases where a jackpot is won after a normal reach animation is performed, or where a jackpot is won without a reach, may be provided. Furthermore, the provision of cases where a jackpot is won after a normal reach animation is performed, or where a jackpot is won without a reach, may be provided in both low-base and high-base game states, or in only one of them.
[0130] The RAM 102 provided in the game control microcomputer 100 shown in Figure 2 may be a backup RAM in which part or all of its contents are backed up by a backup power supply generated on a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of RAM 102 will be saved for a predetermined period (until the capacitor acting as the backup power supply discharges and the backup power supply becomes unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as the special symbol process flag) and the data indicating the number of unpaid prize balls should be saved in the backup RAM. The data corresponding to the control state of the game control means is the data necessary to restore the control state to what it was before the power outage occurred, based on that data, when power is restored after a power outage or the like. Furthermore, the data corresponding to the control state and the data indicating the number of unpaid prize balls are defined as data indicating the progress of the game.
[0131] Such a RAM 102 is provided with a game control data storage area 003SG150, as shown in Figure 7, which is a region for storing various data used to control the progress of the game in the pachinko game machine 1. The game control data storage area 003SG150 shown in Figure 7 includes a first special symbol hold storage unit 003SG151A, a second special symbol hold storage unit 003SG151B, a regular symbol hold storage unit 003SG151C, a game control flag setting unit 003SG152, a game control timer setting unit 003SG153, a game control counter setting unit 003SG154, and a game control buffer setting unit 003SG155.
[0132] The first special symbol hold memory unit 003SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, where a game ball has passed through (entered) the first starting entry opening formed by the winning ball device 6A and an entry has occurred (first starting entry), but the game has not yet started.
[0133] The second special symbol hold memory unit 003SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, when a game ball has passed through (entered) the second starting winning opening formed by the variable winning ball device 6B and a starting winning (second starting winning) has occurred, but the game has not yet started.
[0134] As an example, the first special symbol hold memory unit 003SG151A associates the hold number with the order in which the game balls enter the first starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values MR1 for determining the variable display result, random values MR2 for determining the type of win, random values MR3 for determining the type of variation pattern, and random values MR4 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). Furthermore, the second special symbol hold memory unit 003SG151B associates the hold number with the order in which the game balls enter the second starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values MR1 for determining the variable display result, MR2 for determining the type of win, MR3 for determining the type of variation pattern, and MR4 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4").
[0135] The reserved data stored in the first special symbol reserved memory unit 003SG151A and the second special symbol reserved memory unit 003SG151B indicates that the execution of a special symbol game using the first special symbol or a special symbol game using the second special symbol is on hold. This reserved information makes it possible to determine whether or not a jackpot will be won based on the variable display results (special symbol display results) in these special symbol games.
[0136] In this embodiment, when the reserved information (first reserved information) based on the fulfillment of the first start condition due to the game ball passing through (entering) the first start prize entry opening, and the reserved information (second reserved information) based on the fulfillment of the second start prize entry due to the game ball passing through (entering) the second start prize entry opening, are stored in separate reserved storage units in association with reserved numbers, the variable display based on the second reserved storage information is executed with priority over the variable display based on the first reserved information.
[0137] The regular symbol hold memory unit 003SG151C stores hold information for regular symbol games that have not yet been started by the regular symbol display unit 20, even though a game ball has been detected by the gate switch 21. For example, the regular symbol hold memory unit 003SG151C associates the hold number with the order in which the game balls are detected by the gate switch 21, and stores numerical data such as a random value MR5 for determining the regular symbol display result, which is extracted by the CPU 103 from the random number circuit 104 etc. based on the passage of the game ball, as hold data until the number reaches a predetermined upper limit (for example, "4").
[0138] The game control flag setting unit 003SG152 is equipped with multiple types of flags whose state can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 003SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is on or off.
[0139] The game control timer setting unit 003SG153 is equipped with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 003SG153 stores data indicating the timer values for each of the multiple types of timers.
[0140] The game control counter setting unit 003SG154 is equipped with multiple types of counters for counting count values used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 003SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 003SG154 may also be equipped with a random counter for counting some or all of the random numbers for the game so that the CPU 103 can update them by software.
[0141] The random counter in the game control counter setting unit 003SG154 stores numerical data representing random values not generated by the random number circuit 104, such as random values MR1 to MR5, as random count values, and the numerical data representing each random value is updated periodically or irregularly in response to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count values may be for updating the random count values separately from the numerical data update operation in the random number circuit 104, or it may be for updating the random count values by applying predetermined processing such as scrambling or arithmetic processing to all or part of the numerical data extracted from the random number circuit 104.
[0142] The game control buffer setting unit 003SG155 is equipped with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 003SG155 stores data indicating the buffer values for each of several types of buffers.
[0143] The ROM 121 mounted on the performance control board 12 shown in Figure 2 stores not only the program for performance control, but also various data tables used to control performance operations. For example, the ROM 121 stores table data that constitutes multiple judgment tables prepared for the performance control CPU 120 to perform various judgments, decisions, and settings, as well as pattern data that constitutes various performance control patterns.
[0144] As an example, ROM 121 stores a performance control pattern table containing multiple types of performance control patterns used by the performance control CPU 120 to control the performance operations of various performance devices (e.g., image display device 5, speakers 8L, 8R, game effect lamps 9 and decorative LEDs, performance models, etc.). The performance control patterns consist of data indicating the control content, corresponding to various performance operations executed according to the progress of the game in the pachinko game machine 1. The performance control pattern table should contain, for example, performance control patterns for when the special symbol is displayed, pre-announcement performance control patterns, and various other performance control patterns.
[0145] The RAM 122 mounted on the performance control board 12 shown in Figure 2 is provided with a performance control data holding area 003SG190, as shown in Figure 8, which is a region for holding various data used to control performance operations. The performance control data holding area 003SG190 shown in Figure 8 includes a performance control flag setting unit 003SG191, a performance control timer setting unit 003SG192, a performance control counter setting unit 003SG193, and a performance control buffer setting unit 003SG194.
[0146] The performance control flag setting unit 003SG191 is equipped with multiple types of flags whose status can be updated according to the performance operation status, such as the display status of the performance image on the screen of the image display device 5, or performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 003SG191 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.
[0147] The performance control timer setting unit 003SG192 is equipped with multiple types of timers used to control the progress of various performance operations, such as the display operation of performance images on the screen of the image display device 5. For example, the performance control timer setting unit 003SG192 stores data indicating the timer value for each of the multiple types of timers.
[0148] The performance control counter setting unit 003SG193 is equipped with multiple types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 003SG193 stores data indicating the count value for each of the multiple types of counters.
[0149] The performance control buffer setting unit 003SG194 is equipped with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 003SG194 stores data indicating the buffer value for each of the multiple types of buffers.
[0150] Data constituting the start-up winning command buffer may be stored in a predetermined area of the performance control buffer setting unit 003SG194. The start-up winning command buffer is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special feature during variable display (area corresponding to buffer number "1-0"). The start-up winning command buffer is also provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special feature during variable display (area corresponding to buffer number "2-0"). When a starting prize is won in the first or second starting prize slot, four commands—a starting slot entry designation command (either the first starting slot entry designation command or the second starting slot entry designation command), a hold memory count notification command (either the first hold memory count notification command or the second hold memory count notification command), a symbol designation command, and a variation category command—are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol hold memory and the storage area corresponding to the second special symbol hold memory in the starting prize received command buffer have storage areas (entries) reserved to store these starting slot entry designation command, hold memory count notification command, symbol designation command, and variation category command separately in the first special symbol hold memory and the second special symbol hold memory, respectively.
[0151] The contents of these storage areas (entries) are shifted one by one upwards when the start condition is met and the variable display of the highest-level reserved memory (buffer number "1-1" or buffer number "2-1") begins. At the same time, the contents of buffer number "1-0" or buffer number "2-0", which store the contents of the reserved memory for which the start condition has been met, are cleared in the special symbol win waiting process that is executed when the variable display ends. For example, when the variable display of the decorative symbols of the first special symbol reserved memory ends, each command stored in buffer number "1-0" is deleted, each command stored in buffer number "1-1" is shifted to buffer number "1-0", each command stored in the area corresponding to buffer number "1-2" is shifted to the area corresponding to buffer number "1-1", and each command stored in the areas corresponding to buffer numbers "1-3" and "1-4" are shifted to the areas corresponding to buffer numbers "1-2" and "1-3", respectively. Similarly, when the variable display of the decorative symbols in the second special feature hold memory ends, each command stored in buffer number "2-0" is deleted, and each command stored in buffer numbers "2-1" to "2-4" is shifted one position to the next higher buffer number. Therefore, buffer number "1-0" or buffer number "2-0" becomes an area (entry) for storing each command related to the hold memory that is being displayed in a variable manner at that time.
[0152] The CPU 120 for performance control stores commands starting from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the first special symbol hold memory in the command buffer received at the time of starting entry when a ball is entered into the first starting entry slot. When a ball is entered into the second starting entry slot, the CPU 120 stores commands starting from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the second special symbol hold memory in the command buffer received at the time of starting entry. When a ball is entered at the time of starting entry, the starting entry slot entry designation command, the hold memory count notification command, the symbol designation command, and the variation category command are transmitted in sequence. Therefore, once a command is received, the starting entry slot entry designation command, the hold memory count notification command, the symbol designation command, and the variation category command are stored in order in the storage areas corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first special symbol hold memory or the second special symbol hold memory.
[0153] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0154] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 9 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0155] In the main game control process shown in Figure 9, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0156] Next, it is determined whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power is supplied to the pachinko machine 1, for example, if the clear switch 92 connected to the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.
[0157] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the random number circuit setting process (Step S8). The recovery process in Step S4 sets the working area based on the contents of RAM 102. By setting the working area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.
[0158] Furthermore, if the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is executed, followed by the random number circuit setting process (Step S8). The initialization process in Step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values in the work area.
[0159] After the random number circuit setting process (step S8) is executed, the CPU 103 sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is periodically triggered at predetermined intervals (e.g., 2ms) (step S9), and enables the interrupt (step S10). Then, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute the timer interrupt process.
[0160] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 10. When the game control timer interrupt processing shown in Figure 10 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, the first count switch 23, and the second count switch 24 via the switch circuit 110 (step S21). Subsequently, it performs a diagnosis of abnormality in the pachinko game machine 1 by executing a predetermined main-side error processing, and if necessary, can generate a warning based on the diagnosis result (step S22). Subsequently, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start-up information (information indicating the number of start-up wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) are output to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0161] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the random numbers used for gameplay via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of the jackpot game state, and control of the game state are realized.
[0162] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0163] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0164] (Special pattern processing) Figure 11 is a flowchart showing an example of the process performed in step S25 shown in Figure 10 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0165] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. This predictive determination process is also called the prize-time random value determination process. When the variable display of special symbols or decorative symbols begins, the special symbol normal processing determines whether or not to control the game state to a jackpot as a "jackpot" based on the special symbol display result (the variable display result of the special symbols). In addition, in the variation pattern setting process, a variation pattern determination is performed to specifically define the variable display mode of the decorative symbols. On the other hand, separate from these determinations, when a game ball is detected in the starting entry slot (first starting entry slot or second starting entry slot), the CPU 103 executes a random value determination process at the time of entry to determine whether or not the special display result will be determined to stop and display the jackpot symbol, and whether or not the variable display mode of the decorative symbols will be a predetermined display mode accompanied by a super reach. As a result, before the variable display of special symbols and decorative symbols based on the detection of a game ball entering the starting entry slot begins, that is, before it is determined whether or not it will be a jackpot at the start of the variable display, it is determined whether the special display result will be a "jackpot" and which category of variable display mode the decorative symbols will be. Based on this determination result, the CPU 120 for performance control will execute a pre-announcement effect or other notification effect.
[0166] In the start-up prize determination process, after storing the hold information and the number of hold items, a transmission setting is made to send performance control commands to the performance control board 12 to specify the determination results such as the occurrence of a start-up prize, the number of hold items, and the pre-read determination. The performance control commands for a start-up prize that have been set to be transmitted in this way are transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, when the command control process in step S27 shown in Figure 10 is executed. The performance control commands for a start-up prize include a start-up slot prize specification command (first start-up slot prize specification command or second start-up slot prize specification command), a hold item number notification command (first hold item number notification command or second hold item number notification command), a symbol specification command, and a variation category command.
[0167] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S117), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0168] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" and, if so, the type of jackpot, before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1", and the special symbol normal processing ends. In this embodiment, the special symbol game using the second special symbol is executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0169] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0170] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several types of variable patterns using random values for variable pattern determination, based on a prior decision result such as whether or not the display result should be "jackpot". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0171] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.
[0172] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0173] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes stopping the movement of the special symbols on the first special symbol display device 4A and the second special symbol display device 4B, and setting up the display (derivation) of the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". If the display result is "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0174] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a process is executed to supply solenoid drive signals to the solenoids 82 and 83 for the jackpot opening door. At this time, for example, depending on the type of jackpot, the maximum period for keeping the jackpot opening, the jackpot opening to be opened, and the maximum number of rounds to be executed are set. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.
[0175] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switches 23 and 24. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.
[0176] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.
[0177] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0178] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 28. When the main performance control process shown in Figure 12 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12.
[0179] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.
[0180] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0181] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0182] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images on the display screen of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0183] Following the performance control process in step S76, a random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Furthermore, after the random number update process for performances (step S77), a customer waiting state control process (step S78) is executed. The customer waiting state control process makes the demo performance (display of a demo movie) executable in the pachinko game machine 1. After that, the process returns to step S73. Other processes may be executed before returning to step S73.
[0184] Furthermore, in the customer waiting state control processing, the CPU 120 for performance control can, for example, set a timer, such as a customer waiting demo performance start timer, based on the receipt of a customer waiting demo display specification command, and start the customer waiting demo performance based on the timer expiring before the variable display starts. If the variable display starts while the customer waiting demo performance start timer is operating or while the customer waiting demo performance is being executed, the customer waiting demo performance start timer can be cleared, or the customer waiting demo performance can be interrupted, and the display on the image display device 5 can be switched to a variable display of decorative patterns.
[0185] [Feature section 001AK] Next, the feature section 001AK will be described. In this embodiment, during the period when the system is controlled to a customer waiting state, the image display device 5 can display guidance displays for players to make various settings related to the game (game adjustments), setting displays related to volume and light intensity settings, demonstration displays related to various effects during gameplay, and power saving displays indicating that the system is controlled to power saving mode. In addition, in this embodiment, the image display device 5 can display sound output displays in display modes corresponding to the output of sound from speakers 8L and 8R, which are examples of sound output means; from wired earphones, which are an example of a first listening device; and from wireless earphones, which are an example of a second listening device.
[0186] In this embodiment, the "display" in the form of guidance displays, setting displays, demonstration displays, power saving displays, and sound output displays includes still images and moving images (videos, images, movies) that appear to the viewer as moving when still images are displayed in succession on the image display device 5. However, when the same still image is displayed in succession on the image display device 5, it is not possible to make it appear to the viewer as moving, so in this embodiment, such a series of the same still images will simply be referred to as still images. Hereafter, guidance displays, demonstration displays, and power saving displays will be referred to as "waiting displays," "waiting images," "waiting videos," etc., as appropriate.
[0187] The guidance display is displayed in a predetermined area (such as the bottom of the screen) of the image display device 5 when a predetermined trigger (guidance display start waiting timer = 0) occurs while the player is waiting for a customer. The display includes information that guides the player on how to transition to a menu screen (menu display) for making various settings such as game customization, as well as information that explains various functions.
[0188] For example, the guidance display may include a strip of text containing an object resembling a push button 31B and the words "Press the button to launch the menu screen" as information to guide the player on how to transition to a menu screen for making various settings such as game customization. It may also include information explaining various functions, such as a display showing that the volume and brightness can be adjusted by operating the volume increase button VO1 or volume decrease button VO2 included in the volume buttons, or the brightness increase button LI1 or brightness decrease button LI2 included in the brightness buttons.
[0189] Furthermore, the guidance display may be a still image or a moving image (video). For example, if the guidance display is a video, an object resembling a push button 31B and the text "Press the button to launch the menu screen" may be animated to move from right to left within the strip-shaped object that makes up the guidance display.
[0190] The settings display is a display that appears in a predetermined area (such as the right side of the screen) of the image display device 5 when a predetermined trigger occurs (such as operating the volume button or brightness button) while the customer is waiting or playing a game, and includes information about the settings of the volume value and brightness value.
[0191] For example, the setting display may include a volume display where a number of rectangular displays corresponding to the volume value are in a specific color (e.g., orange) as information indicating the volume value setting, and a light intensity display where a number of rectangular displays corresponding to the light intensity value are in a specific color (e.g., orange) as information indicating the light intensity value setting. The setting display may also include an object that mimics speakers 8L, 8R, etc. as information indicating that it is a volume display, and an object that mimics a frame lamp, etc. as information indicating that it is a light intensity display. The volume display may also include a numerical display corresponding to the volume value as information indicating the volume value. The light intensity display may also include a numerical display corresponding to the light intensity value as information indicating the light intensity value.
[0192] Furthermore, the settings display may be a still image or a moving image (video). For example, if the settings display is a video, the volume display may have an animation that alternates between a scale display and a numerical display, or the light intensity display may have an animation that alternates between a scale display and a numerical display.
[0193] The demonstration display is a display that appears in a predetermined area (such as the entire screen) of the image display device 5 at a predetermined trigger (demo movie start waiting timer = 0) while the machine is in a waiting state, and includes information about content tied to this pachinko game machine 1, as well as information about the effects installed in this pachinko game machine 1.
[0194] For example, the demonstration display may include information about content that is tied to this pachinko game machine 1, such as displays related to the characters and story of that content, and it may also include information about the effects installed in this pachinko game machine 1, such as displays related to effects that have a particularly high probability of resulting in a big win in this pachinko game machine 1.
[0195] The demonstration display in this embodiment is a moving image (video, movie), and specifically, it is a moving image (video, movie) composed of a series of still images that are the same or different in their display mode. Hereinafter, the demonstration display will be referred to as "demo movie display" or "demo movie" as appropriate.
[0196] The power saving display is a display that appears in a predetermined area (such as the entire screen) of the image display device 5 when a predetermined trigger (demo movie execution count ≥ 3) occurs while the machine is in a waiting state, and includes information indicating that the pachinko machine is controlled to a power saving mode that reduces power consumption.
[0197] For example, the power saving display may include information indicating that the pachinko machine is controlled in power saving mode, which is a state in which the power consumption of the machine is reduced, such as text such as "Power saving in progress," "Power saving mode," or "You can continue playing."
[0198] The power saving display in this embodiment is a still image, specifically a still image composed of a series of still images with the same display mode being displayed consecutively. Hereinafter, the power saving display will be referred to as the "power saving image" or the like.
[0199] The menu display refers to a display that appears in a predetermined area (such as the center of the screen) of the image display device 5 when a predetermined trigger occurs during the customer waiting state (operation of the push button 31B during the customer waiting state), and includes information for making various settings such as game customization. This menu display may be referred to as the "menu screen" or similar as appropriate.
[0200] For example, the menu display may include various items and cursors for selecting / confirming them, as information for making various settings such as game customization.
[0201] In this embodiment, the menu display is a moving image. Specifically, although still images with basically the same display mode are displayed sequentially, when the player performs an operation, that is, when the display mode changes depending on the selection status of various items (for example, when the selected item is displayed in yellow and the unselected item is displayed in gray), or when the cursor moves (for example, when the cursor moves from top to bottom), a moving image is displayed when a still image with a different display mode is displayed. Hereinafter, the menu display will be referred to as the "menu screen," etc.
[0202] The sound output display is a display that includes information about the sound output settings, which is displayed in a predetermined area (such as the lower right of the screen) of the image display device 5 at all times or at predetermined triggers (such as starting or disconnecting the sound listening device) while the customer is waiting or during gameplay.
[0203] For example, the sound output display may include information regarding sound output, such as a display corresponding to the connection status with wireless earphones and a display corresponding to sound output from speakers 8L and 8R. The sound output display may also include information indicating that it is a display related to the sound output of wireless earphones, such as a specific logo or an object resembling wireless earphones, and information indicating that it is a display related to the sound output of speakers 8L and 8R, such as an object resembling speakers 8L and 8R. The display related to the sound output of wireless earphones may be appropriately referred to as "wireless output display," "wireless earphone output display," etc. The display related to the sound output of speakers 8L and 8R may be appropriately referred to as "speaker output display," etc.
[0204] In this embodiment, the sound output display is a still image, specifically a still image composed of a series of still images with the same display mode. Hereinafter, the sound output display will be referred to as the "sound output image" or the like.
[0205] In this embodiment, the moving image (video, movie) displayed on the screen of the image display device 5 is composed of 30 still images per second (30fps). Hereafter, the unit indicating how many still images make up one second of a moving image will be referred to as "fps" as appropriate. With a low fps value, the movement of the moving image will be less smooth and will appear jerky. On the other hand, with a high fps value, the movement of the moving image will be smooth and jerky.
[0206] However, while it is possible to display smoother and clearer moving images by setting a very high fps value, this increases the amount of data recorded for the moving images, which may increase the processing load on the display control. In consideration of these concerns, in this embodiment, in order to ensure the clarity of the moving images while not placing an excessive burden on the display control processing, moving images composed of 30 still images per second (30fps) are displayed.
[0207] Furthermore, in this embodiment, various effects and other actions can be executed when the game state is controlled to a low base state, a high base state, or a jackpot game state.
[0208] This pachinko game machine 1 is equipped with devices that can be operated by the player (ball-shooting handle 30, push buttons 31B, stick controller 31A, volume buttons, light intensity buttons, ball dispensing button, return button, etc.) and devices that can be operated by the store staff (effect switching switch, game machine frame 3, opening keyhole 40, etc.).
[0209] When images related to customer waiting displays or various effects are displayed on the image display device 5, the display control of images and the output control of sound may be varied depending on the situation when the device is operated by a player or store employee.
[0210] (operating device) The pachinko game machine 1 in this embodiment has an operating device that can be operated by a person. This operating device includes a player's operating device that can be mainly operated by the player, and an employee's operating device that can be mainly operated by the employee.
[0211] Furthermore, while it is technically possible for someone other than the player (such as a store employee or another player not playing the machine) to operate the player-operated control device, it is intended to be operated by the player actually playing the machine, hence the name "player-operated control device."
[0212] Furthermore, while it is technically possible for someone other than an employee (such as a player or another player not playing the machine) to operate the employee-only operating device, in practice, it is impossible for anyone other than an employee to operate it, as it is intended to be operated by an employee. Therefore, it is referred to as the "employee-only operating device."
[0213] Figure 14(A) is a top view of the ball supply tray of the pachinko game machine 1, viewed from above. In this embodiment, the following explanation will be given assuming that the ball supply tray of the pachinko game machine is configured as shown in the top view of Figure 14(A), however, it may be configured differently from Figure 14(A).
[0214] (Operating device for players) In this embodiment, the following may be included as an example of a player's operating device provided in the pachinko game machine 1. • Ball hitting control handle 30 • Stick Controller 31A • Push button 31B • Volume buttons (Volume up button VO1, Volume down button VO2) • Light intensity buttons (increase light intensity button LI1, decrease light intensity button LI2) • D-pad JK • Ball dispensing button TK • Return button HK
[0215] As shown in Figure 14(A), the ball-shooting handle 30 is located at the lower right position of the gaming machine frame 3 and is operated (twisted) by the player to launch the game ball towards the game area using the ball-shooting launcher. The ball-shooting handle 30 is connected to a handle sensor for detecting the amount of operation (twist) by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-shooting handle 30. Based on the signals input from these sensors, the payout control board controls the launcher capable of launching game balls into the game board 2. In addition, signals indicating whether or not the touch ring has been detected and signals indicating that a game ball has been launched by the launcher are input from the payout control board to the game control microcomputer 100 on the main board 11.
[0216] As shown in Figure 14(A), the stick controller 31A is located at the lower center of the game machine frame 3 below the game area, at the lower center of the ball supply tray, and is a device that can be grasped and tilted by the player.
[0217] As shown in Figure 14(A), the push button 31B is located in the lower center of the gaming machine frame 3 below the gaming area, in the center of the ball supply tray and above the stick controller, and is a device that allows the player to perform predetermined instruction operations by pressing it.
[0218] As shown in Figure 14(A), the light intensity button is located to the right of the ball supply tray, to the right of the push button 31B, and is a device that is pressed by the player or others to adjust the brightness of the images and videos displayed on the image display device 5 of the pachinko game machine 1. The light intensity button is provided with a light intensity increase button LI1 for increasing the light intensity and a light intensity decrease button LI2 for decreasing the light intensity. In this example, the light intensity increase button LI1 is a button that includes the symbol "+", and the light intensity decrease button LI2 is a button that includes the symbol "-".
[0219] As shown in Figure 14(A), the volume buttons are located to the right of the ball supply tray, to the right of the push button 31B and the light intensity button, and are devices pressed by players to adjust the volume of the sound output from the speakers 8L and 8R of the pachinko game machine 1. The volume buttons include a volume increase button VO1 for increasing the volume and a volume decrease button VO2 for decreasing the volume. In this example, the volume increase button VO1 is a button containing the symbol "+", and the volume decrease button VO2 is a button containing the symbol "-".
[0220] As shown in Figure 14(A), the directional pad JK is located to the right of the ball supply tray, to the right of the push button 31B, the light intensity button, and the volume button. It is a device that is pressed by the player or others to move the cursor on menu screens or to select items.
[0221] The directional pad JK is formed in a roughly circular shape. The directional pad JK is composed of an upward switch corresponding to the upward direction of the roughly circular ring, a downward switch corresponding to the downward direction opposite to the upward direction with respect to the rotation axis at the center of the roughly circular ring, a leftward switch corresponding to the leftward direction of the roughly circular ring which is different from the upward and downward directions of the roughly circular ring, and a rightward switch corresponding to the rightward direction opposite to the leftward direction with respect to the rotation axis at the center of the roughly circular ring. Here, the upward direction is the direction toward the game board relative to the player, the downward direction is the direction toward the player relative to the game board, the leftward direction is the leftward direction when the player is looking at the game board from the front, and the rightward direction is the rightward direction when the player is looking at the game board from the front.
[0222] As shown in Figure 14(A), the ball dispensing button TK is located to the right of the ball supply tray and to the right of the directional pad JK. It is a device that is pressed by the player or other user to dispense game balls using a designated ball dispensing machine.
[0223] As shown in Figure 14(A), the return button HK is located to the right of the ball supply tray, to the right of the ball dispensing button TK, and is a device pressed by the player to request the return of an IC card or magnetic card on which the balance displayed on the balance display device is recorded. In addition to balance information, this IC card may also store information such as the number of game balls used.
[0224] (Earphone jack) As shown in Figure 14(A), an earphone jack EJ is provided on the lower left front of the ball supply tray. The front of the ball supply tray is the side facing the player when they are playing. The earphone jack EJ is a socket into which the player can insert and connect the earphone plug of a wired earphone, which will be their first listening device. A connection terminal is formed inside that allows the wired earphone to be electrically connected to the audio control board 13. Note that the placement of the earphone jack EJ is not limited to the lower left front of the ball supply tray, but can be any location where the player can connect a wired earphone, such as the left side of the ball supply tray.
[0225] (Sound output device) The pachinko game machine 1 is equipped with speakers 8L and 8R as an example of sound output means. Furthermore, the pachinko game machine 1 can connect wired earphones via an earphone jack EJ as an example of a first listening device. In addition, the pachinko game machine 1 can connect wireless earphones via wireless communication as an example of a second listening device. Thus, the pachinko game machine 1 can output sound such as performance sounds and error sounds using any of the following multiple types of sound output devices: speakers 8L and 8R, wired earphones, or wireless earphones.
[0226] Figure 14(B) shows an example of the connection of the audio control board 13. In this example, in addition to speakers 8L and 8R, the audio control board 13 is connected to an earphone jack EJ and a wireless audio signal processing circuit 13A. The earphone jack EJ allows connection of wired earphones as the first listening device. The wireless audio signal processing circuit 13A allows connection of wireless earphones as the second listening device. Note that the wired earphone connection is disconnected if the earphone plug of the wired earphone is not inserted into the earphone jack EJ or if the earphone plug of the wired earphone is removed from the earphone jack EJ. The wireless earphone connection is also disconnected if pairing between the wireless audio signal processing circuit 13A and the wireless earphone has not been started or if pairing is canceled.
[0227] The wireless audio signal processing circuit 13A is a circuit capable of transmitting and receiving various signals including audio signals to and from a wireless device such as a wireless earphone via wireless communication, such as Bluetooth (registered trademark). The wireless audio signal processing circuit 13A may be configured to include an antenna, an amplifier circuit, a tuner, a MODEM (Modulator and Demodulator), a CODEC (Coder and Decoder), a DSP (Digital Signal Processor), etc. Note that the wireless audio signal processing circuit 13A is not limited to those conforming to the Bluetooth standard. For example, it can communicate with any system or device capable of wireless communication, such as a wireless LAN (Local Area Network), a mobile communication network, an infrared communication device, an ultrasonic communication device, or other short-range wireless communication devices, as long as it can communicate according to a predetermined communication protocol.
[0228] (Operator device for store employees) The operator device for store employees provided in the pachinko gaming machine 1 may include an opening keyhole 40, an effect switching switch SW, etc. As shown in FIG. 1, the opening keyhole 40 is provided at the lower right front position of the front surface of the gaming machine frame 3, and is a device that is operated (unlocked) by a store employee to open the pachinko gaming machine 1.
[0229] FIG. 15 shows a configuration example of the effect switching switch SW provided on the back side of the pachinko gaming machine 1. In this configuration example, the effect switching switch SW is provided at the upper right of the effect control board 12 on which the effect control CPU 120 is mounted on the back side of the pachinko gaming machine 1 as shown in FIG. 15(A). The effect switching switch SW can be operated from the outside through an opening formed in the board case that houses the effect control board 12. The effect switching switch SW may be a rotary switch capable of detecting a predetermined operation, such as a switch switching operation for initial setting of a predetermined effect output. The effect output initially set by the effect switching switch SW may include at least the volume (upper limit value, initial value) of the speakers 8L and 8R, and the presence or absence of the power saving mode. Also, the light emission amount of a light emitting member such as the game effect lamp 9 may be included.
[0230] In this embodiment, when a casino staff member opens the gaming machine frame 3, the effect switching switch SW becomes operable. In this way, opening the gaming machine frame 3 is a condition that enables changing the initial setting of the effect output for the effect switching switch SW. The effect switching switch SW initially sets the effect output to one of multiple levels. Also, depending on the switch position of the effect switching switch SW, it can be switched whether or not to control to the power-saving mode during the customer waiting state. The effect control CPU 120 may store data indicating such a setting of the effect output in a predetermined area of the RAM 122 or the like as output setting information.
[0231] As shown in FIG. 15(B), the effect switching switch SW has a total of 16 channels from "0" to "F", and by rotating the knob, the switch position corresponding to the channel can be switched. The effect switching switch SW is connected to the effect control CPU 120 directly or via a predetermined circuit, and when a switching switch signal indicating the switch position of the effect switching switch SW is input to the effect control CPU 120, the switch position corresponding to the channel can be specified.
[0232] In this embodiment, as operating devices related to volume adjustment, there are a volume increase button VO1 and a volume decrease button VO2 mainly operable by a player, which are included in the volume buttons, and an effect switching switch SW mainly operable by a staff member. When these two operating devices are operated simultaneously, the operation of the effect switching switch SW may be prioritized over the volume buttons. For example, when the operation of the effect switching switch SW is detected, the operation of the volume buttons may not be detected, or when the processing due to the detection of the operation of the effect switching switch SW is being executed, the processing due to the detection of the operation of the volume buttons may not be executed. According to such a configuration, regarding operations related to volume, the staff member can be prioritized over the player, and the pachinko gaming machine 1 capable of executing suitable output control can be provided.
[0233] (Performance switching switch data) In this embodiment, depending on whether the switch position of the effect switching switch SW is set to "0" to "F", the player-settable volume value, the default volume value (initial value), and whether or not it can be controlled to power-saving mode are switched. Hereinafter, the switch position of the effect switching switch SW will be referred to as the "effect switching switch setting value," "effect switching switch value," etc.
[0234] Figures 16 and 17 are explanatory diagrams illustrating specific examples of the performance switching switch data in this embodiment. In this embodiment, the pachinko game machine 1 is provided with 10 levels of volume values, from volume value "1" to volume value "10," as volume values for the sound output from speakers 8L and 8R. Volume value "10" is 88 dB (decibels), volume value "9" is 86 dB, volume value "8" is 84 dB, volume value "7" is 82 dB, volume value "6" is 80 dB, volume value "5" is 78 dB, volume value "4" is 76 dB, volume value "3" is 74 dB, volume value "2" is 72 dB, and volume value "1" is 70 dB.
[0235] When the effect selection switch SW is in one of the positions "0", "6" through "9", or "F", a volume value of "10" will be controlled to output at 88 dB. This applies to sounds corresponding to effects other than system announcements. Sounds corresponding to system announcements will always be controlled to output at a volume value of "10", regardless of the switch position (set value) or volume value of the effect selection switch SW. Furthermore, the volume value of "10" for these system announcement sounds will be louder than 88 dB (for example, 90 dB).
[0236] As shown in Figures 16 and 17, when the switch position of the performance switching switch SW is "0", the player can set the volume value from "1" to "10", the initial value for speaker output is "5", and the initial value for earphone output is "3", and it is not possible to control it to power saving mode. Speaker output refers to the case where sound output is performed by speakers 8L and 8R as the sound output means. Earphone output refers to the case where sound output is performed by wired earphones as the first listening device or wireless earphones as the second listening device.
[0237] When the effect switching switch SW is in position "1", the player can set the volume value from "1" to "9", the initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", and it is not possible to control it into power saving mode.
[0238] When the effect switching switch SW is in position "2", the player can set the volume value from "1" to "8", the initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", and it is not possible to control it into power saving mode.
[0239] When the effect switching switch SW is in position "3", the player can set the volume value from "1" to "7", the initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", and it is not possible to control it into power saving mode.
[0240] When the effect switching switch SW is in position "4", the player can set the volume value from "1" to "6", the initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", and it is not possible to control it into power saving mode.
[0241] When the effect switching switch SW is in position "5", the player can set the volume value from "1" to "5". The initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", and it is not possible to control it into power saving mode.
[0242] When the sound effect switching switch SW is in position "6" to "9", it refers to the same volume value as when the switch is in position "0", and the volume value that the player can set is "1" to "10", the initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", and it is not possible to control it into power saving mode.
[0243] When the effect switching switch SW is in position "A", the player can set the volume value from "1" to "5". The initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", allowing it to be controlled in power-saving mode.
[0244] When the effect switching switch SW is in position "B", the player can set the volume value from "1" to "6", the initial value for speaker output is volume "5", and the initial value for earphone output is volume "3", allowing it to be controlled in power saving mode.
[0245] When the effect switching switch SW is in position "C", the player can set the volume value from "1" to "7", the initial value for speaker output is volume value "5", and the initial value for earphone output is volume value "3", allowing it to be controlled in power saving mode.
[0246] When the effect switching switch SW is in position "D", the player can set the volume value from "1" to "8", the initial value for speaker output is volume "5", and the initial value for earphone output is volume "3", allowing it to be controlled in power saving mode.
[0247] When the effect switching switch SW is in the "E" position, the player can set the volume value from "1" to "9". The initial value for speaker output is "5", and the initial value for earphone output is "3", allowing the device to be controlled in power-saving mode.
[0248] When the effect switching switch SW is in the "F" position, the player can set the volume value from "1" to "10". The initial value for speaker output is "5", and the initial value for earphone output is "3", allowing it to be controlled in power-saving mode.
[0249] In this embodiment, the volume level can be changed by one step at a time with a single press of the volume buttons, and the volume display can also be changed by one step at a time in accordance with the changed volume level. For example, if the volume level is "5", pressing the volume up button VO1 once will increase the volume level by 1, and the volume display will change from "5" to "6". Also, if the volume level is "5", pressing the volume down button VO2 once will decrease the volume level by 1, and the volume display will change from "5" to "4".
[0250] Thus, in this embodiment, a single operation of the volume button results in a one-step change in the volume display, preventing the volume display from changing by multiple steps with a single operation of the volume button. For example, if the volume value is "5", a single operation of the volume increase button VO1 will not cause the volume value to increase by multiple steps, nor will the volume display change from "5" to "7", "8", "9", or "10". Similarly, if the volume value is "5", a single operation of the volume decrease button VO2 will not cause the volume value to decrease by multiple steps, nor will the volume display change from "5" to "3", "2", or "1".
[0251] On the other hand, the effect switching switch SW can change the volume value in multiple steps by a single operation (the rotation operation of the knob), and the volume display can also be changed in multiple steps corresponding to the changed volume value. For example, when the set value of the effect switching switch SW is "5" during speaker output and the volume display is "1" corresponding to the volume value of "1", if the set value of the effect switching switch SW is operated once from "5" to "6", the volume value during speaker output changes to the initial value of "5", and the volume display changes by increasing in four steps from "1" to "5". Also, when the set value of the effect switching switch during earphone output is "9" and the volume display is "7" corresponding to the volume value of "7", if the set value of the effect switching switch SW is operated once from "9" to "A", the volume value during earphone output changes to the initial value of "3", and the volume display changes by decreasing in four steps from "7" to "3". Thus, in this embodiment, the volume display can be changed in multiple steps by a single operation of the effect switching switch SW.
[0252] (Operation type) In this embodiment, the operation of the player operation device by the player is referred to as player operation, and the operation of the store clerk operation device by the store clerk is referred to as store clerk operation. And as player operations, there are a first player operation and a second player operation.
[0253] FIG. 18 is an explanatory diagram showing an example of the operation type in the player operation of this embodiment. As shown in FIG. 18, the first player operation may include operations as shown below. · Operations such as touching the hitting operation handle · Operations such as pressing the push button · Operations such as pressing the volume increase button · Operations such as pressing the volume decrease button · Operations such as pressing the light amount increase button · Operations such as pressing the light amount decrease button
[0254] Furthermore, as shown in Figure 18, the second player's operations may include the following operations. • Operation such as pressing the ball dispensing button • Operation such as pressing the return button
[0255] The operation for store staff may include a rotational operation of the effect switching switch SW.
[0256] (Main processing for controlling the visual effects) Next, the main operation of the performance control board 12 in this embodiment will be described. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control processing as shown in the flowchart of Figure 19. Steps S71 to S77 are the same as in Figure 12.
[0257] After step S77, the performance control CPU 120 executes store-side setting processing (step TMS77A) to perform various settings based on operations by the store (store staff, etc.). In the store-side setting processing, power saving mode setting processing to set whether or not to enable power saving mode and store-side volume setting processing are performed. In the store-side volume setting processing, if it is determined that an operation of the performance switching switch SW has been detected, the performance control CPU 120 updates the data related to the volume value stored in RAM 122 based on the setting value of the performance switching switch SW after the operation, making it possible to change the output volume. Also, if it is determined that the setting display is currently displayed, the performance control CPU 120 makes it possible to change the display mode of the setting display, including the displayed volume display, based on the setting value of the performance switching switch SW. The initial value or determination value of the start waiting timer may be set so that the time from detecting an operation of the performance switching switch SW to changing the output volume and the time from changing the display mode of the setting display, including the displayed volume display, are different times. For example, the initial values or judgment values of the volume change start wait timer and the volume display change start wait timer may be set so that, after detecting the operation of the effect switching switch SW, the output volume is changed approximately 0.4 seconds later, and the display mode of the setting display, including the displayed volume, is changed approximately 2 seconds later.
[0258] After step TMS77A, the performance control CPU 120 executes a player-side setting process (step TMS77B) to execute various settings based on the player's operation. The player-side setting process includes the execution of player-side volume setting processing, player-side light intensity setting processing, and custom setting processing to configure various custom settings for the pachinko machine 1. In the player-side volume setting processing, if it is determined that the volume button has been operated, and the setting display is currently displayed, the performance control CPU 120 executes a first volume value RAM update process. In the first volume value RAM update process, the data related to the volume value stored in RAM 122 is updated based on the setting value of the performance switching switch SW, the current volume value, and the player's operation of the volume button. If the current volume value is at the upper limit and the player operates the volume increase button VO1, the current volume value is maintained. Similarly, if the current volume value is at the lower limit and the player operates the volume decrease button VO2, the current volume value is maintained. Subsequently, the CPU 120 for performance control makes it possible to change the output volume based on the updated volume value data. The CPU 120 for performance control also makes it possible to change the display mode of the setting display, including the displayed volume display. The initial value or judgment value of the start wait timer may be set so that the time from detecting the operation of the volume button to changing the output volume and the time from detecting the operation of the setting display, including the displayed volume display, to changing the display mode are different. For example, the initial value or judgment value of the volume change start wait timer and the volume display change start wait timer may be set so that the output volume is changed approximately 0.5 seconds after detecting the operation of the volume button, and the display mode of the setting display, including the displayed volume display, is changed approximately 1 second later. If the setting display is not currently displayed, the setting display is started with the output of a pop-up sound in response to the operation of the volume button, and the display can continue for, for example, approximately 5 seconds. The initial value or judgment value of the pop-up sound output start wait timer and the setting display start wait timer may be set so that the pop-up sound is output approximately 0.4 seconds after detecting the operation of the volume button, and the setting display is started approximately 1 second later.
[0259] Following the player-side setting process, the performance control CPU 120 proceeds to step S78. In the customer waiting state control process in this embodiment, the pachinko game machine 1 may be controlled to execute customer waiting effects (such as guidance displays, demo movie displays, and power saving mode control).
[0260] Furthermore, the store-side volume setting process and power saving mode setting process in the store-side setting process (step TMS77A), and the (player-side) volume setting process, (player-side) light intensity setting process and custom setting process in the player-side setting process (step TMS77B) are processes that are executed as subroutines, and similar processes may also be executed in the customer waiting state control process (step S78).
[0261] After step S78, the performance control CPU 120 executes sound output control processing (step AKS78). In the sound output control processing, it may be possible to control whether sound is output from speakers 8L and 8R as sound output means, from wired earphones as the first listening device, or from wireless earphones as the second listening device.
[0262] (Customer waiting state control processing) Figure 20 is a flowchart showing an example of a process that can be executed in step S78 of Figure 19 as a customer waiting state control process by the performance control CPU 120. In this embodiment, multiple customer waiting states are provided, from the first customer waiting state to the fourth customer waiting state.
[0263] The first waiting state is the state from the end of the previous variable display until the touch ring remains off for 5 seconds. The second waiting state can be entered after the first waiting state and lasts for 15 seconds. The third waiting state can be entered after the second waiting state and lasts until the demo movie display lasts for 100 seconds. In the third waiting state, when the first and second demo movies have finished, the system will return to the second waiting state, and after another 15 seconds, it will be possible to enter the fourth waiting state. However, if the system cannot be controlled to power saving mode in accordance with the switch position of the performance switching switch SW, a restriction is put in place to prevent control to the fourth waiting state, and the system may be controlled from the third waiting state to the second waiting state. The fourth waiting state can be entered in the third waiting state when the third demo movie has finished, in accordance with the settings that enable control to power saving mode, and is a waiting state that remains in power saving mode until the first player operation is performed.
[0264] In the customer waiting state control process shown in Figure 20, it is determined whether or not the system is in a customer waiting state (step AKS101). It is sufficient that the system can be determined by referring to the customer waiting state flag. The customer waiting state flag is set at a predetermined address that will be the customer waiting state flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0265] If the system is not in a waiting state in step AKS101 (step AKS101; No), the CPU 120 for performance control determines whether or not the system has entered a waiting state (step AKS102). The CPU 120 for performance control may determine that the system has entered a waiting state when it receives a command to specify displaying a demo while waiting for the main board 11. Alternatively, it may determine that the system has entered a waiting state when a pre-set waiting time for the system to enter a waiting state has elapsed since receiving the command to specify displaying a demo while waiting for the main board 11. In addition, it may determine that the system has entered a waiting state when it receives a power-on command or a power outage recovery command. The power-on command is any performance control command that is sent in response to the initialization process in step S6 being executed in the main game control processing (Figure 9) by the CPU 103 of the main board 11. The power outage recovery command is any performance control command that is sent in response to the recovery process in step S4 being executed in the main game control processing (Figure 9) by the CPU 103 of the main board 11.
[0266] If it is determined in step AKS102 that the customer waiting state has not started (step AKS102; No), the customer waiting state control process is terminated. Conversely, if it is determined that the customer waiting state has started (step AKS102; Yes), the state transition conditions are set (step AKS103). The state transition conditions set in step AKS103 correspond to the multiple customer waiting states that can be transitioned to in the pachinko game machine 1, and are the conditions for transitioning to each respective customer waiting state.
[0267] For example, as a state transition condition corresponding to the second customer waiting state, a timer value equivalent to approximately 5 seconds is set as the initial value of the touch ring off continuation timer, which measures the time the touch ring is off. As a state transition condition corresponding to the third customer waiting state, a timer value equivalent to approximately 20 seconds is set as the initial value of the demo movie start wait timer, which measures the time until the demo movie display starts. When the customer waiting state is started in response to the reception of a power-on specification command or a power outage recovery specification command, a different timer initial value may be set than when a customer waiting demo display specification command is received. In addition, the setting display start wait flag, which indicates waiting for the setting display to start, and the demo movie start wait flag are set to the on state.
[0268] Following step AKS103, the first customer waiting state start control is performed (step AKS104), and the customer waiting state control process ends. The first customer waiting state start control includes control to display the first customer waiting screen on the image display device 5 in response to the end of the previous variable display. In addition, in response to the first customer waiting state start control, the customer waiting state flag is set to the ON state.
[0269] If the machine is in a waiting state in step AKS101 (step AKS101; Yes), the performance control CPU 120 determines whether the waiting state termination condition has been met (step AKS105). The waiting state termination condition only needs to be met if a start-up win occurs. The occurrence of a start-up win is determined in accordance with whether or not a start-up win specification command has been received. If the waiting state termination condition has been met (step AKS105; Yes), the waiting state termination control is performed (step AKS106), and the waiting state control process ends. The waiting state termination control includes clearing various timers and flags corresponding to the waiting state.
[0270] If the conditions for ending the waiting state are not met in step AKS105 (step AKS105; No), it is determined whether the conditions for resetting the state have been met (step AKS107). The conditions for resetting the state only need to be met when the player touches the ball-hitting operation handle 30 and when the menu display is started by operating the push button 31B. The touch of the ball-hitting operation handle 30 can be determined by the detection state of the touch ring, which is identified by the frame state display specification command that specifies the state of the input port. If the conditions for resetting the state have been met (step AKS107; Yes), the waiting state is reset (step AKS108). The waiting state reset only needs to include the same settings as the state transition conditions in step AKS103 after clearing the various timers and flags corresponding to the waiting state.
[0271] If the state reset condition is not met in step AKS107 (step AKS107; No), or after step AKS108, it is determined whether or not the menu is currently displayed (step AKS109). Whether or not the menu is currently displayed can be determined by referring to the menu display flag. The menu display flag can be set at a predetermined address which is the menu display flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190. If the menu is not currently displayed (step AKS109; No), it is determined whether or not the menu display condition has been met (step AKS110). The menu display condition can be met when the operation of the push button 31B is detected.
[0272] If the menu is being displayed in step AKS109 (step AKS109; Yes), or if the menu display condition is met in step AKS110 (step AKS110; Yes), the menu display control process (step ASK111) is executed, and the customer waiting state control process ends. Alternatively, if the menu display condition is met in step AKS110, the menu display start flag may be set to the ON state. The menu display start flag only needs to be set at a predetermined address that will be the menu display start flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0273] If the menu display condition is not met in step AKS110 (step AKS110; No), it is determined whether the volume and light intensity change condition is met (step AKS112). The volume and light intensity change condition only needs to be met if an operation is detected on either the volume increase button VO1 or the volume decrease button VO2 included in the volume buttons, or the light intensity increase button LI1 or the light intensity decrease button LI2 included in the light intensity buttons. If the volume and light intensity change condition is met (step AKS112; Yes), the volume setting process (step AKS113) and the light intensity setting process (step AKS114) are executed. The volume setting process and the light intensity setting process may be executed as subroutines of the customer waiting state control process, or they may be executed after the customer waiting state control process in the main performance control process. For example, the volume setting process and the light intensity setting process may be included in the player-side setting process of step TMS77B shown in Figure 19.
[0274] If the volume and light intensity change condition is not met in step AKS112 (step AKS112; No), or after executing the light intensity setting process in step AKS114, it is determined whether the state transition condition has been met (step AKS115). The state transition condition includes conditions for transitioning between multiple customer waiting states that can be set by step AKS103 as described above. For example, in step AKS115, the elapsed time is determined by updating the touch ring off continuation timer and the demo movie start waiting timer. At this time, the state transition condition from the first customer waiting state to the second customer waiting state is met in response to the value of the touch ring off continuation timer becoming 0. Also, the state transition condition from the second customer waiting state to the third customer waiting state is met in response to the value of the demo movie start waiting timer becoming 0. Furthermore, if a demo movie is being displayed in the third customer waiting state, the elapsed time is determined by updating the demo movie timer, and in response to the timer value becoming 0, the state transition condition from the third customer waiting state to the second customer waiting state or the fourth customer waiting state can be met. Whether to transition to the second or fourth customer waiting state should be determined based on factors such as the number of times the demo movie has been played or the setting value of the performance switching switch SW. If the state transition condition is not met (step AKS115; No), the customer waiting state control process is terminated.
[0275] If the state transition condition is met in step AKS115 (step AKS115; Yes), customer waiting state transition control is performed (step AKS116), and then the customer waiting state control process ends. For example, if the state transition condition from the first customer waiting state to the second customer waiting state is met, control is performed on the image display device 5 to start displaying settings, including volume and light intensity. If the state transition condition from the second customer waiting state to the third customer waiting state is met, control is performed on the image display device 5 to start displaying a demo movie. In this case, a timer value equivalent to approximately 100 seconds is set as the initial value of the demo movie timer for measuring the time until the demo movie display ends. Also, a setting is made to enable counting of the number of demo movie executions. If the state transition condition from the third customer waiting state is met, it is determined whether or not the system can be controlled to power saving mode, corresponding to the setting value of the performance switching switch SW. If the setting value does not allow control to power saving mode, transition control to the second customer waiting state is performed. If the setting value allows control to power saving mode, it is determined whether or not the number of demo movie executions is 3. If the number of demo movie executions is less than 3, control is performed to transition to the second customer waiting state, and if the number of demo movie executions is 3, control is performed to transition to the fourth customer waiting state.
[0276] (Menu display control processing) Figure 21 is a flowchart showing an example of a process that can be executed in step AKS111 of Figure 20 as a menu display control process by the performance control CPU 120. In this embodiment, a main menu display and a submenu display are provided as menu displays that can be displayed on the screen of the image display device 5 when the customer is waiting. The menu display includes multiple menu items whose selection target can be switched, and various settings related to changing the display mode and confirming operations are possible in response to the operation of the directional keys JK and the push button 31B.
[0277] In the menu display control process shown in Figure 21, it is determined whether or not the menu display has started (step AKS121). It is sufficient that the menu display has started by referring to the menu display start flag. In response to the menu display start (step AKS121; Yes), the menu display management settings are performed (step AKS122). In the menu display management settings, a timer value equivalent to approximately 5 seconds is set as the initial value of the menu display timer, which measures the time until the menu display ends.
[0278] Following step AKS122, menu display start control is performed (step AKS123), after which the menu display control process ends. In menu display start control, for example, the performance control CPU 120 starts displaying the menu on the screen of the image display device 5 by issuing a display command to the display control unit 123. In response to this, the menu display flag should be set to the ON state.
[0279] If step AKS121 does not indicate the start of menu display (step AKS121; No), then it is determined whether the menu display termination condition has been met (step AKS124). The menu display termination condition only needs to be met when the selection of a menu item corresponding to the end of display is determined during menu display. Alternatively, in step AKS124, the elapsed time is determined by updating the menu display timer, and the menu display termination condition may be met when the timer value becomes 0.
[0280] If the condition for ending menu display is met in step AKS124 (step AKS124; Yes), menu display termination control is performed (step AKS125), and then the menu display control process ends. In menu display termination control, for example, the performance control CPU 120 erases the menu display on the screen of the image display device 5 by issuing a display command to the display control unit 123. In response to this, the menu display flag should be cleared.
[0281] If the menu display termination condition is not met in step AKS124 (step AKS124; No), it is determined whether or not there is an instruction to configure the wireless device (step ASK126). For example, the performance control CPU 120 only needs to be able to determine whether or not there is an instruction to configure the wireless device in response to the operation of confirming a menu item in the display of a submenu related to the configuration of the wireless device. If there is an instruction to configure the wireless device (step AKS126; Yes), the configuration related to the wireless device is performed (step AKS127), and then the menu display control process is terminated. In configuring the wireless device, for example, the performance control CPU 120 can enable settings such as searching for pairing with a wireless earphone, unpairing, and allowing pairing requests from the wireless device by issuing control commands to the wireless audio signal processing circuit 13A.
[0282] If there is no instruction to configure the wireless device in step AKS126 (step AKS126; No), other operation settings are performed (step AKS128), and then the menu display control process ends. In step AKS128, for example, the CPU 128 for performance control makes it possible to switch the selection target and selection content of menu items included in the menu display in response to the operation of the directional keys J and K. It also makes it possible to execute setting processing for the selected menu item in response to the operation of the push button 31B. This setting processing may include settings to start or end the display of submenus corresponding to menu items, settings to start or end the customization of performance modes corresponding to menu items, settings to change the customization of auto buttons, settings to change the customization of 3D stereoscopic viewing, etc.
[0283] (Sound output control processing) Figures 22 to 24 are flowcharts illustrating an example of a process that can be executed in step AKS78 of Figure 19 as sound output control processing by the performance control CPU 120. In this embodiment, as the sound output target of the pachinko game machine 1, in addition to speakers 8L and 8R which are examples of sound output means, it is possible to select either wired earphones or wireless earphones, which are examples of listening devices, to output sound. Among the listening devices, wired earphones may be designated as the first listening device, and wireless earphones may be designated as the second listening device. Furthermore, the display mode of the sound output display shown on the screen of the image display device 5 can be changed according to the sound output target.
[0284] When the sound output setting process is started, it is determined whether or not speaker output is in progress (step AKS141 in Figure 22). Speaker output corresponds to the state in which sound is being output from speakers 8L and 8R. It is sufficient that it is possible to determine whether speaker output is in progress by referring to the speaker output flag. The speaker output flag is set at a predetermined address that becomes the speaker output flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0285] If speaker output is not active in step AKS141 (step AKS141; No), it is determined whether wired earphone output is active (step AKS142). Wired earphone output corresponds to a state where sound is output from wired earphones, which are an example of the first listening device. It is sufficient that it is possible to determine whether wired earphone output is active by referring to the wired earphone output flag. The wired earphone output flag is set at a predetermined address which is the wired earphone output flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0286] If wired earphone output is not active in step AKS142 (step AKS142; No), it is determined whether wireless earphone output is active (step AKS143). Wireless earphone output corresponds to the state where sound is output from wireless earphones as the second listening device. It is sufficient that it is possible to determine whether wireless earphone output is active by referring to the wireless earphone output flag. The wireless earphone output flag is set at a predetermined address which is the wireless earphone output flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0287] In step AKS143, if wireless earphone output is not currently active (step AKS143; No), it is determined whether or not there is an output waiting setting (step AKS144). In this embodiment, when wired earphones are connected while speaker output is active, the wired earphone output waiting setting is performed. Also, when wireless earphone pairing connection is started while speaker output is active, the wireless earphone output waiting setting is performed. When the wired earphone connection is disconnected while wired earphone output is active, and when the wireless earphone pairing connection is disconnected while wireless earphone output is active, the speaker 8L and 8R output waiting settings are performed. If any of the wired earphone output waiting setting, wireless earphone output waiting setting, or speaker 8L and 8R output waiting setting is performed, it is determined in step AKS144 that there is an output waiting setting.
[0288] If there is no output waiting setting in step AKS144 (step AKS144; No), it is determined whether the display change waiting time has elapsed (step AKS145). In this case, the display change waiting time is set as the waiting time to change the display mode of the sound output display in response to the sound output stop control. In step AKS145, the elapsed time is determined by updating the display change waiting timer, and it is determined that the display change waiting time has elapsed when the timer value becomes 0.
[0289] If the display change waiting time has elapsed in step AKS145 (step AKS145; Yes), sound output stop display change control is performed (step AKS146). Sound output stop display change control is a control that changes the display mode of the sound output display on the screen of the image display device 5 to a display mode corresponding to the sound output stop state. For example, the performance control CPU 120 causes the display mode of the sound output display to change by a display command to the display control unit 123.
[0290] In step AKS145, if the display change waiting time has not elapsed (step AKS145; No), or after step AKS146, it is determined whether the sound output start condition has been met (step AKS147). The sound output start condition only needs to be met when sound output is stopped and the operation of the volume increase button VO1, which is included in the volume buttons, is detected.
[0291] In response to the fulfillment of the sound output start condition (step AKS147; Yes), sound output start control is performed (step AKS148). Sound output start control is a control that releases the sound output stop state and enables sound output from one of several types of sound output devices, such as speakers 8L, 8R, or wired or wireless earphones. For example, the performance control CPU 120 starts sound output from the target sound output device among several types of sound output devices by issuing a control command to the sound control board 13. In addition, depending on the target sound output device, one of the speaker output flags, wired earphone output flags, or wireless earphone output flags should be set to the ON state.
[0292] In response to the sound output start control by step AKS148, a display change wait setting for sound output start is performed (step AKS149). In the display change wait setting for sound output start, a timer value equivalent to approximately 1 second is set as the initial value of the display change wait timer, which measures the time until the display mode of the sound output display is changed.
[0293] If the condition for starting sound output is not met in step AKS147 (step AKS147; No), or if there is an error sound output after step AKS149 (step AKS149A), it is determined whether or not there is an error sound output. For example, the performance control CPU 120 only needs to be able to determine whether or not there is an error sound output in response to an error specification command received from the main board 11. If there is no error sound output (step AKS149A; No), the sound output control process is terminated.
[0294] If an error sound is output in step AKS149A (step AKS149A; Yes), the speaker settings for error sound output are performed (step AKS149B), and then the sound output control process ends. The speaker settings for error sound output include settings to output the error sound from speakers 8L and 8R based on the volume value of the sound corresponding to the system notification. For example, the performance control CPU 120, through control commands to the sound control board 13, outputs the error sound from speakers 8L and 8R at the volume value of the sound corresponding to the system notification, regardless of the switch position of the performance switching switch SW or the volume value set by the player. This makes it possible to output the error sound from speakers 8L and 8R even when no sound is being output from speakers 8L and 8R, wired earphones, or wireless earphones.
[0295] (Error notification) In this embodiment, when any error occurs in the pachinko game machine 1, error notification can be performed to notify the user that an error has occurred by outputting an error sound or the like. Examples of error notifications may include door opening notification, abnormal prize entry notification, and magnetic detection notification.
[0296] In this embodiment, an error sound may be output along with a message sound. A message sound is a spoken voice that is output when it is necessary to ensure that the player or staff member understands its content. While dialogue sounds, which are primarily intended to enhance the performance, are composed of character voices, the message sounds included in error sounds are primarily intended to ensure that the player or staff member understands their content, and are therefore composed of narration voices, such as those read aloud by a narrator, and are easier to hear than character voices.
[0297] (Door open notification) In this embodiment, a door open notification can be executed when the door is detected to indicate that a door open error has occurred. The door open notification is an error notification that is always executed during the period in which the door is detected to be open. The door open notification shall output audio corresponding to the notification. This audio may include sound effects and a message sound. For example, the audio corresponding to the door open notification may include a sound effect along with a narrator's message sound (for example, "The door is open.").
[0298] In the door open notification, a set of output control, in which a sound effect corresponding to the error notification is output followed by a message sound, may be executed multiple times. In this way, by outputting a message sound after the sound effect, attention can be attracted with the sound effect first, and then the message sound containing important information can be heard. In addition, in the door open notification, the game effect lamp 9 shall be illuminated in a lighting pattern that indicates that a door open error has occurred. In the door open notification in this embodiment, the game effect lamp 9 may be made to flash red. In the door open notification, an image to indicate that a door open error has occurred may be displayed on the image display device 5. For example, in the door open notification, an image containing the words "Door Open" may be displayed in the center of the screen of the image display device 5. Hereinafter, this image will be appropriately referred to as the "door open notification display".
[0299] In the door open notification, during the first period, from the moment the opening of the gaming machine frame 3 is detected until a predetermined period (for example, 10 seconds, 20 seconds, 30 seconds, etc.) has elapsed while the opening of the gaming machine frame 3 is continuously detected, an audio corresponding to the door open notification is output from speakers 8L and 8R, the game effect lamp 9 lights up in a lighting pattern corresponding to the door open notification, and the door open notification display is shown in the upper right corner of the screen of the image display device 5. Then, during the second period, from the moment the first period ends until the moment the closing of the gaming machine frame 3 is detected, the output of the audio corresponding to the door open notification is stopped, the game effect lamp 9 lights up in a lighting pattern corresponding to the door open notification, and the door open notification display is shown in the upper right corner of the screen of the image display device 5. In this case, the audio corresponding to the door open notification is not output from speakers 8L and 8R. Alternatively, the audio may be prevented from being output by deleting the audio data corresponding to the door open notification from the channel, or by setting the channel setting ratio to 0% (muting) even though the audio data corresponding to the door open notification is stored in the channel.
[0300] In other words, during the first period of the door open notification, the system notifies that the door is open through sound output, lamp illumination, and image display, while during the second period of the door open notification, there is no sound output, and the system notifies that the door is open through lamp illumination and image display. Then, during the third period, which lasts from the end of the second period until a predetermined period (for example, 5 seconds, 7 seconds, 10 seconds, etc.) has elapsed, the system stops illuminating the game effect lamp 9 in the illumination pattern corresponding to the door open notification, stops displaying the door open notification on the upper right of the image display device 5 screen, and reduces the volume of sounds other than the door open notification (sounds related to the currently running performance) to a lower volume value than the original volume value. For example, during the third period, the channel setting ratio of the outputting sound may be set to "0.5 (50%)", and at the end of the third period, the channel setting ratio may be gradually increased from "0.5 (50%)" to "1 (100%)" as output control is performed. This third period will be referred to as the "reverberation period," and the control of audio output during this third period will be referred to as "reverberation output control." Thus, the door open notification is executed from the time the door is closed from the open state until the end of the third period.
[0301] (Announcement of unusual prize win) In this embodiment, when an abnormal prize entry (such as a game ball entering the large prize slot during a low base) is detected, an abnormal prize entry notification can be executed to notify that an abnormal prize entry has occurred. The abnormal prize entry notification is an error notification that is executed from the time the abnormal prize entry is detected until a predetermined period of time has elapsed. The abnormal prize entry notification shall output audio corresponding to the notification. This audio may include sound effects and message sounds. For example, the audio corresponding to the abnormal prize entry notification may output a narrator's message sound (for example, "An abnormal prize entry has been detected.") along with sound effects.
[0302] In abnormal prize notification, a set of output control, such as outputting a sound effect corresponding to the error notification followed by a message sound, may be executed multiple times. In this way, by outputting a message sound after the sound effect, the user's attention can be attracted by the sound effect first, and then they can hear the message sound containing important information. In addition, in abnormal prize notification, the game effect lamp 9 shall be illuminated in a lighting pattern that indicates that an abnormal prize has occurred. In the door open notification in this embodiment, the game effect lamp 9 may be made to flash red. In abnormal prize notification, the image display device 5 shall display an image that indicates that an abnormal prize has occurred. In the door open notification in this embodiment, an image including the words "An abnormal prize has been detected" may be displayed in the center of the screen of the image display device 5.
[0303] (Magnetic detection notification) In this embodiment, when a magnetic error is detected, a magnetic detection notification can be executed to notify that a magnetic error has occurred. The magnetic detection notification is an error notification that is executed from the time the magnetic error is detected until a predetermined period of time has elapsed. The magnetic detection notification shall output audio corresponding to the notification. This audio may include sound effects and a message sound. For example, the audio corresponding to the magnetic detection notification may output a narrator's message sound (for example, "A magnetic error has been detected.") along with sound effects.
[0304] In abnormal prize notification, a set of output control, such as outputting a sound effect corresponding to the error notification followed by a message sound, may be executed multiple times. In this way, by outputting a message sound after the sound effect, the player's attention can be attracted by the sound effect first, and then they can hear the message sound containing important information. In magnetic detection notification, the game effect lamp 9 shall be illuminated in a manner that indicates that magnetic detection has occurred. In this embodiment, the game effect lamp 9 may be made to flash red. In magnetic detection notification, the image display device 5 shall display an image to indicate that magnetic detection has occurred. In this embodiment, the image display device 5 may display an image containing the words "Magnetic error detected" in the center of its screen.
[0305] (Continuation of sound output control processing) In step AKS141 of Figure 22, if speaker output is active (step AKS141; Yes), it is determined whether the sound output stop condition has been met (step AKS150). The sound output stop condition only needs to be met when the volume value is "1" and the operation of the volume decrease button VO2, which is included in the volume buttons, is detected. In addition, there may be cases in which the sound output stop condition can be met and cases in which it cannot be met, depending on the switch position of the effect switching switch SW. For example, if the switch position of the effect switching switch SW is any of "1", "6" to "9", or "F", the sound output stop condition may not be met. On the other hand, if the switch position of the effect switching switch SW is any of "2" to "5", or "A" to "E", the sound output stop condition may be met.
[0306] If the condition for stopping sound output is met in step AKS150 (step AKS150; Yes), sound output stop control is performed (step AKS151). The sound output stop control in step AKS151 is a control that stops sound output from speakers 8L and 8R. For example, the performance control CPU 120 stops sound output from speakers 8L and 8R by a control command to the sound control board 13. The processing circuits mounted on the sound control board 13 stop sound output by mute control etc. in response to the control command from the performance control CPU 120. In addition, the performance control CPU 120 should clear the speaker output flag in conjunction with stopping the sound output.
[0307] In response to the sound output stop control by step AKS151, a display change wait setting for sound output stop is performed (step AKS152), and then the sound output control process is terminated. In the display change wait setting for sound output stop, a timer value equivalent to approximately 1 second is set as the initial value of the display change wait timer, which measures the time until the display mode of the sound output display is changed.
[0308] If the condition for stopping sound output is not met in step AKS150 (step AKS150; No), then it is determined whether the display change waiting time has elapsed (step AKS153). In this case, the display change waiting time is set as the waiting time to change the display mode of the sound output display in accordance with the fact that sound is being output from speakers 8L and 8R. In step AKS153, the elapsed time is determined by updating the display change waiting timer, and it is determined that the display change waiting time has elapsed in accordance with the timer value becoming 0.
[0309] If the display change waiting time has elapsed in step AKS153 (step AKS153; Yes), speaker output display change control is performed (step AKS154). Speaker output display change control is a control that changes the display mode of the sound output display on the screen of the image display device 5 to a display mode corresponding to the sound output from speakers 8L and 8R. For example, the performance control CPU 120 changes the display mode of the sound output display by issuing a display command to the display control unit 123, and starts displaying the speaker output as the speaker output display.
[0310] In step AKS153, if the display change waiting time has not elapsed (step AKS153; No), or after step AKS154, it is determined whether or not a wired earphone connection has been detected (step AKS155). For example, the performance control CPU 120 only needs to be able to detect the connection of a wired earphone using a notification signal from the audio control board 13 that corresponds to the voltage change when the earphone plug of a wired earphone is inserted into the earphone jack EJ.
[0311] If a wired earphone connection is detected in step AKS155 (step AKS155; Yes), speaker output stop control is performed (step AKS156). Speaker output stop control is a control that stops sound output from speakers 8L and 8R. For example, the performance control CPU 120 stops sound output from speakers 8L and 8R by issuing a control command to the audio control board 13. In addition, when stopping sound output from speakers 8L and 8R, the speaker output flag should be cleared.
[0312] Following step AKS156, the wired earphone output waiting setting is performed (step AKS157), after which the sound output control processing is terminated. The wired earphone output waiting setting includes setting a timer value equivalent to approximately 1 second as the initial value of the volume value change waiting timer, which measures the time (volume value change waiting time) until the volume value corresponding to the start of sound output from wired earphones is changed to the initial value of "3" when earphones are output. The wired earphone output waiting setting also includes setting a timer value equivalent to approximately 2 seconds as the initial value of the wired earphone output waiting timer, which measures the time until sound output from wired earphones starts (wired earphone output waiting time). Then, the wired earphone output waiting flag should be set to the ON state. The wired earphone output waiting flag should be set at a predetermined address that will be the wired earphone output waiting flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0313] If no wired earphone connection is detected in step AKS155 (step AKS155; No), it is determined whether or not a wireless earphone connection has been detected (step AKS158). For example, the performance control CPU 120 only needs to be able to detect the wireless earphone connection in response to receiving a notification signal via the audio control board 13 when pairing connection of the wireless audio signal processing circuit 13A has started. If no wireless earphone connection is detected (step AKS158; No), the sound output control process is terminated.
[0314] If the connection of wireless earphones is detected in step AKS158 (step AKS158; Yes), speaker output stop control is performed (step AKS159). For example, the performance control CPU 120 stops the sound output from speakers 8L and 8R by issuing a control command to the audio control board 13. In addition, when stopping the sound output from speakers 8L and 8R, the speaker output flag should be cleared.
[0315] Following step AKS159, the wireless earphone output waiting setting is performed (step AKS160), and then the sound output control processing is terminated. The wireless earphone output waiting setting includes setting a timer value equivalent to approximately 1 second as the initial value of the volume value change waiting timer, which measures the time until the volume value corresponding to the start of sound output by wireless earphones is changed to the initial value of "3" when earphones are output (volume value change waiting time). The wireless earphone output waiting setting also includes setting a timer value equivalent to approximately 2 seconds as the initial value of the wireless earphone output waiting timer, which measures the time until sound output by wireless earphones starts (wireless earphone output waiting time). Then, the wireless earphone output waiting flag should be set to the ON state. The wireless earphone output waiting flag should be set at a predetermined address that will be the wireless earphone output waiting flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0316] In step AKS142, if wired earphone output is active (step AKS142; Yes), it is determined whether the sound output stop condition has been met (step AKS161 in Figure 23(A)). This sound output stop condition can be the same as the condition in step AKS150, etc. If the sound output stop condition has been met (step AKS161; Yes), sound output stop control is performed (step AKS162). The sound output stop control in step AKS162 is a control that stops sound output from the wired earphone. For example, the performance control CPU 120 stops sound output from the wired earphone by a control command to the sound control board 13. In addition, the wired earphone output flag should be cleared in conjunction with the stopping of sound output.
[0317] In response to the sound output stop control by step AKS162, a display change wait setting for sound output stop is performed (step AKS163), and then the sound output control process is terminated. In step AKS163, the initial value of the display change wait timer should be set, similar to step AKS152, etc.
[0318] If the condition for stopping sound output is not met in step AKS161 (step AKS161; No), it is determined whether the display change waiting time has elapsed (step AKS164). In this case, the display change waiting time is set as the waiting time to change the display mode of the sound output display in response to sound being output from wired earphones. In step AKS164, it is determined that time has elapsed due to the update of the display change waiting timer, and it is determined that the display change waiting time has elapsed in response to the timer value becoming 0.
[0319] If the display change waiting time elapses in step AKS164 (step AKS164; Yes), wired earphone output display change control is performed (step AKS165). Wired earphone output display change control is a control that changes the display mode of the sound output display on the screen of the image display device 5 to a display mode corresponding to the sound output from the wired earphones. For example, the performance control CPU 120 changes the display mode of the sound output display by issuing a display command to the display control unit 123, and starts displaying speaker output off as the speaker output display, and also starts displaying wireless earphone output off as the wireless earphone output display.
[0320] In step AKS164, if the display change waiting time has not elapsed (step AKS164; No), or after step AKS165, it is determined whether or not the wired earphone has been unplugged (step AKS166). For example, the performance control CPU 120 only needs to be able to detect the unplugging of the wired earphone using a notification signal from the audio control board 13 that corresponds to the voltage change when the earphone plug of the wired earphone is removed from the earphone jack EJ.
[0321] If the wired earphones are deactivated in step AKS166 (step AKS166; Yes), wired earphone output stop control is performed (step AKS167). Wired earphone output stop control is a control that stops the sound output from the wired earphones. For example, the performance control CPU 120 stops the sound output from the wired earphones by issuing a control command to the sound control board 13. The sound output from the wired earphones itself is stopped when the earphone plug of the wired earphones is removed from the earphone jack EJ, and in step AKS167, signal processing for sound output may be stopped. In addition, the wired earphone output flag should be cleared in response to stopping the sound output from the wired earphones.
[0322] Following step AKS167, the speaker output wait setting is performed (step AKS168), after which the sound output control process is terminated. The speaker output wait setting includes setting a timer value equivalent to approximately 1 second as the initial value of the volume value change wait timer, which measures the time (volume value change wait time) until the volume value corresponding to the start of sound output by speakers 8L and 8R is changed to the initial value of "5" when the speaker is output. The speaker output wait setting also includes setting a timer value equivalent to approximately 2 seconds as the initial value of the speaker output wait timer, which measures the time (speaker output wait time) until the start of sound output by speakers 8L and 8R. Then, the speaker output wait flag should be set to the ON state. The speaker output wait flag should be set at a predetermined address that will be the speaker output wait flag address in the performance control flag setting unit 003SG191 of the performance control data holding area 003SG190.
[0323] If the wired earphones are not deactivated in step AKS166 (step AKS166; No), it is determined whether or not an error sound is output (step AKS169). In step AKS169, it is sufficient to determine whether or not an error sound is output, similar to step AKS149A. If there is no error sound output (step AKS169; No), the sound output control process is terminated.
[0324] If an error sound is output in step AKS169 (step AKS169; Yes), the speaker settings for when the error sound is output are performed (step AKS170), and then the sound output control process ends. In step AKS170, the settings should be configured to output the error sound from speakers 8L and 8R, similar to step AKS149B. This makes it possible to output the error sound from speakers 8L and 8R even when sound is being output from wired earphones.
[0325] If wireless earphone output is active in step AKS143 (step AKS143; Yes), it is determined whether the sound output stop condition has been met (step AKS171 in Figure 23(B)). This sound output stop condition can be the same as the condition in step AKS150, etc.
[0326] If the condition for stopping sound output is met (step AKS171; Yes), sound output stop control is performed (step AKS172). The sound output stop control in step AKS172 is a control that stops sound output from the wireless earphones. For example, the performance control CPU 120 stops sound output from the wireless earphones by issuing a control command to the sound control board 13. In addition, the wireless earphone output flag should be cleared in conjunction with stopping the sound output.
[0327] In response to the sound output stop control by step AKS172, a display change wait setting for sound output stop is performed (step AKS173), and then the sound output control process is terminated. In step AKS173, the initial value of the display change wait timer should be set, similar to step AKS152, etc.
[0328] If the condition for stopping sound output is not met in step AKS171 (step AKS171; No), it is determined whether the display change waiting time has elapsed (step AKS174). In this case, the display change waiting time is set as the waiting time to change the display mode of the sound output display in response to sound being output from the wireless earphones. In step AKS174, it is determined that time has elapsed due to the update of the display change waiting timer, and it is determined that the display change waiting time has elapsed in response to the timer value becoming 0.
[0329] If the display change waiting time elapses in step AKS174 (step AKS174; Yes), wireless earphone output display change control is performed (step AKS175). Wireless earphone output display change control is a control that changes the display mode of the sound output display on the screen of the image display device 5 to a display mode corresponding to the sound output from the wireless earphones. For example, the performance control CPU 120 changes the display mode of the sound output display by issuing a display command to the display control unit 123, starting a speaker output off display as the speaker output display and starting a wireless earphone output on display as the wireless earphone output display.
[0330] In step AKS174, if the display change waiting time has not elapsed (step AKS174; No), or after step AKS175, it is determined whether or not the wireless earphone has been disconnected (step AKS176). For example, the performance control CPU 120 only needs to be able to detect the disconnection of the wireless earphone by responding to a notification signal received via the audio control board 13 when the pairing connection of the wireless audio signal processing circuit 13A is disconnected.
[0331] If the wireless earphones are disconnected in step AKS176 (step AKS176; Yes), wireless earphone output stop control is performed (step AKS177). Wireless earphone output stop control is a control that stops the sound output from the wireless earphones. For example, the performance control CPU 120 stops the sound output from the wireless earphones by issuing a control command to the sound control board 13. The sound output from the wireless earphones themselves is stopped when the pairing connection by the wireless audio signal processing circuit 13A is disconnected, and in step AKS177, signal processing for sound output may be stopped. In addition, the wireless earphone output flag should be cleared in response to stopping the sound output from the wireless earphones.
[0332] Following step AKS177, the speaker output waiting setting is performed (step AKS178), after which the sound output control process is terminated. In step AKS178, as with step AKS168, the initial value of the volume value change waiting timer (volume value change waiting time) and the initial value of the speaker output waiting timer (speaker output waiting time) should be set. Then, the speaker output waiting flag should be set to the ON state.
[0333] If the wireless earphones are not deactivated in step AKS176 (step AKS176; No), it is determined whether or not an error sound is output (step AKS179). In step AKS179, it is sufficient to determine whether or not an error sound is output, similar to step AKS149A. If there is no error sound output (step AKS179; No), the sound output control process is terminated.
[0334] If an error sound is output in step AKS179 (step AKS179; Yes), the speaker settings for when the error sound is output are performed (step AKS180), and then the sound output control process ends. In step AKS180, the settings should be configured to output the error sound from speakers 8L and 8R, similar to step AKS149B. This makes it possible to output the error sound from speakers 8L and 8R even when sound is being output from wireless earphones.
[0335] If there is an output waiting setting in step AKS144 (step AKS144; Yes), it is determined whether or not the speaker is waiting for output (step AKS181). It is sufficient if it is possible to determine whether or not the speaker is waiting for output by referring to the speaker output waiting flag.
[0336] If the system is waiting for speaker output in step AKS181 (step AKS181; Yes), it is determined in step AKS182 whether the volume value change waiting time has elapsed. In this case, the volume value change waiting time is set as the waiting time for changing the volume value in response to the start of sound output from speakers 8L and 8R. In step AKS182, the elapsed time is determined by updating the volume value change waiting timer, and it is determined that the volume value change waiting time has elapsed when the timer value becomes 0.
[0337] If the waiting time for volume value change has elapsed in step AKS182 (step AKS182; Yes), the initial volume value for starting speaker output is set to "5" (step AKS183), and then the sound output control process ends. The initial volume value for starting speaker output is the volume value corresponding to the start of sound output by speakers 8L and 8R, and "5" is set as the initial value when speaker output is activated.
[0338] In step AKS182, if the volume value change waiting time has not elapsed (step AKS182; No), it is determined whether the speaker output waiting time has elapsed (step AKS184). The speaker output waiting time is set as the waiting time until sound output by speakers 8L and 8R begins. In step AKS184, the elapsed time is determined by updating the speaker output waiting timer, and if the timer value becomes 0, it should be determined that the speaker output waiting time has elapsed. If the speaker output waiting time has not elapsed (step AKS184; No), the sound output control process is terminated.
[0339] If the speaker output waiting time has elapsed in step AKS184 (step AKS184; Yes), speaker output start control is performed (step AKS185). Speaker output start control is the control that starts sound output from speakers 8L and 8R. For example, the performance control CPU 120 starts sound output from speakers 8L and 8R by a control command to the sound control board 13. In addition, when starting sound output from speakers 8L and 8R, the speaker output waiting flag should be cleared and the speaker output in progress flag should be set to the ON state.
[0340] Following step AKS185, the display change waiting setting for speaker output initiation is performed (step AKS186), after which the sound output control process ends. In the display change waiting setting for speaker output initiation, a timer value equivalent to approximately 1 second is set as the initial value of the display change waiting timer, which measures the time until the display mode of the sound output display is changed.
[0341] If the system is not waiting for speaker output in step AKS181 (step AKS181; No), it is determined whether or not it is waiting for wired earphone output (step AKS187). It is sufficient if it is possible to determine whether or not it is waiting for wired earphone output by referring to the wired earphone output waiting flag.
[0342] In step AKS187, if the system is waiting for wired earphone output (step AKS187; Yes), it is determined whether the volume value change waiting time has elapsed (step AKS188). In this case, the volume value change waiting time is set as the waiting time for changing the volume value in response to the start of sound output from the wired earphones. In step AKS188, the elapsed time is determined by updating the volume value change waiting timer, and it is determined that the volume value change waiting time has elapsed when the timer value becomes 0.
[0343] If the waiting time for volume value change has elapsed in step AKS188 (step AKS188; Yes), the initial volume value for starting earphone output is set to "3" (step AKS189), and then the sound output control process ends. The initial volume value for starting earphone output is the volume value corresponding to the start of sound output from wired or wireless earphones, and "3" is set as the initial value when earphone output is enabled.
[0344] In step AKS188, if the volume value change waiting time has not elapsed (step AKS188; No), it is determined whether the wired earphone output waiting time has elapsed (step AKS190). The wired earphone output waiting time is set as the waiting time until sound output by the wired earphones begins. In step AKS190, the elapsed time is determined by updating the wired earphone output waiting timer, and if the timer value becomes 0, it should be determined that the wired earphone output waiting time has elapsed. If the wired earphone output waiting time has not elapsed (step AKS190; No), the sound output control process is terminated.
[0345] If the wired earphone output waiting time has elapsed in step AKS190 (step AKS190; Yes), wired earphone output start control is performed (step AKS191). Wired earphone output start control is a control that starts sound output from wired earphones. For example, the performance control CPU 120 starts sound output from wired earphones by issuing a control command to the sound control board 13. In addition, when starting sound output from wired earphones, the wired earphone output waiting flag should be cleared and the wired earphone output in progress flag should be set to the ON state.
[0346] Following step AKS191, the display change waiting setting for wired earphone output is performed (step AKS192), after which the sound output control process ends. In the display change waiting setting for wired earphone output, a timer value equivalent to approximately 1 second is set as the initial value of the display change waiting timer, which measures the time until the display mode of the sound output display is changed.
[0347] If step AKS187 does not indicate that wired earphone output is being waited for (step AKS187; No), then it is determined whether or not wireless earphone output is being waited for (step AKS193). It is sufficient if it is possible to determine whether or not wireless earphone output is being waited for by referring to the wireless earphone output wait flag. If it is not indicating that wireless earphone output is being waited for (step AKS193; No), the sound output control process is terminated.
[0348] In step AKS193, if the system is waiting for wireless earphone output (step AKS193; Yes), it is determined whether the volume value change waiting time has elapsed (step AKS194). In this case, the volume value change waiting time is set as the waiting time for changing the volume value in response to the start of sound output from the wireless earphone. In step AKS194, the elapsed time is determined by updating the volume value change waiting timer, and it is determined that the volume value change waiting time has elapsed when the timer value becomes 0.
[0349] If the waiting time for volume value change has elapsed in step AKS194 (step AKS194; Yes), the initial volume value for starting earphone output is set to "3" (step AKS195), and then the sound output control process ends. In step AKS195, "3" is set as the initial value for earphone output, similar to step AKS189. This makes it possible to start sound output with a common volume value whether starting sound output from wired earphones or wireless earphones.
[0350] In step AKS194, if the volume value change waiting time has not elapsed (step AKS194; No), it is determined whether the wireless earphone output waiting time has elapsed (step AKS196). The wireless earphone output waiting time is set as the waiting time until sound output by the wireless earphones begins. In step AKS196, the elapsed time is determined by updating the wireless earphone output waiting timer, and if the timer value becomes 0, it should be determined that the wireless earphone output waiting time has elapsed. If the wireless earphone output waiting time has not elapsed (step AKS196; No), the sound output control process is terminated.
[0351] If the waiting time for wireless earphone output has elapsed in step AKS196 (step AKS196; Yes), wireless earphone output start control is performed (step AKS197). Wireless earphone output start control is the control that starts sound output from the wireless earphone. For example, the performance control CPU 120 starts sound output from the wireless earphone by issuing a control command to the sound control board 13. In addition, when starting sound output from the wireless earphone, the wireless earphone output waiting flag should be cleared and the wireless earphone output in progress flag should be set to the ON state.
[0352] Following step AKS197, the display change waiting setting for starting wireless earphone output is performed (step AKS198), after which the sound output control process ends. In the display change waiting setting for starting wireless earphone output, a timer value equivalent to approximately 1 second is set as the initial value of the display change waiting timer, which measures the time until the display mode of the sound output display is changed.
[0353] (Screen display) Figure 25 shows an example of the screen display configuration in the image display device 5. In this example configuration, the screen of the image display device 5 is provided with decorative pattern display areas 5L, 5C, and 5R, as well as a guidance display unit AN, a setting display unit TX, and a sound output display unit SA. The guidance display unit AN is capable of displaying an image that serves as a guidance display in response to the customer waiting state. The setting display unit TX is capable of displaying an image that serves as a setting display in response to the customer waiting state and during gameplay. The sound output display unit SA is capable of displaying an image that serves as a sound output display in response to the customer waiting state and during gameplay.
[0354] The guidance display unit AN enables guidance display at the bottom of the screen of the image display device 5, displaying a strip-shaped image that includes an object resembling a push button 31B and the text "Press the button to launch the menu screen." The information provided by the object and text in the guidance display may be animated, and in this example, they move from right to left.
[0355] The setting display unit TX is located on the right side of the screen of the image display device 5 and includes a light intensity display unit LD capable of displaying an image showing light intensity, and a volume display unit VD capable of displaying an image showing volume. The light intensity display unit LD displays an image that includes an object resembling a frame lamp, etc., and multiple rectangular display areas for displaying the light intensity value in a recognizable manner. The volume display unit VD displays an image that includes an object resembling a speaker 8L, 8R, etc., and multiple rectangular display areas for displaying the volume value in a recognizable manner.
[0356] The sound output display unit SA is located in the lower right corner of the screen of the image display device 5 and includes a speaker output display unit capable of displaying an image indicating speaker output, and a wireless earphone output display unit capable of displaying an image indicating wireless earphone output. The speaker output display unit of the sound output display unit SA displays an image that includes an object resembling speakers 8L, 8R, etc. The wireless earphone output display unit of the sound output display unit SA displays an image that includes a specific logo or an object resembling wireless earphones, etc., along with the words "OFF" or "ON".
[0357] (Sound output display) Figure 26 shows an example of the sound output display settings in the sound output display unit SA. The sound output display consists of a speaker output display and a wireless earphone output display. The speaker output display provides information on whether or not sound is being output from speakers 8L and 8R. Two displays are pre-configured: a speaker output ON display SB1, which corresponds to sound being output from speakers 8L and 8R, and a speaker output OFF display SB2, which corresponds to sound not being output from speakers 8L and 8R. Either one can be selected to display. The wireless earphone output display provides information on whether or not sound is being output from wireless earphones. Two displays are pre-configured: a wireless earphone output OFF display EA1, which corresponds to sound not being output from wireless earphones, and a wireless earphone output ON display EA2, which corresponds to sound being output from wireless earphones. Either one can be selected to display.
[0358] For example, when sound is being output from speakers 8L and 8R, the sound output display will include a speaker output ON indicator SB1 and a wireless earphone output OFF indicator EA1, corresponding to the speaker output being "ON" and the wired and wireless earphone outputs being "OFF".
[0359] Furthermore, when sound is being output from wired earphones, the sound output display, which includes the speaker output off indicator SB2 and the wireless earphone output off indicator EA1, is executed in accordance with the wired earphone output being "ON" and the speaker output and wireless earphone output being "OFF". Additionally, when sound is not being output due to a sound output stoppage, such as during mute control, the sound output display, which includes the speaker output off indicator SB2 and the wireless earphone output off indicator EA1, is executed in accordance with the speaker output, wired earphone output, and wireless earphone output all being "OFF", similar to when sound is being output from wired earphones.
[0360] When sound is being output from wireless earphones, the sound output display, which includes speaker output off indicator SB2 and wireless earphone output on indicator EA2, is executed in accordance with the wireless earphone output being "ON" and speaker output and wired earphone output being "OFF".
[0361] Thus, when sound is output from wired earphones, a sound output display including speaker output off display SB2 and wireless earphone output off display EA1 is executed. When sound is output from wireless earphones, a sound output display including speaker output off display SB2 and wireless earphone output on display EA2 is executed. The sound output display including speaker output off display SB2 and wireless earphone output off display EA1, and the sound output display including speaker output off display SB2 and wireless earphone output on display EA2, may be examples of sound output displays corresponding to outputting sound from wired earphones or wireless earphones as an example of a listening device. Furthermore, the sound output display including speaker output off display SB2 and wireless earphone output off display EA1 may be an example of a first sound output display corresponding to outputting sound from wired earphones as an example of a first listening device. The sound output display including speaker output off display SB2 and wireless earphone output on display EA2 may be an example of a second sound output display corresponding to outputting sound from wireless earphones as an example of a second listening device.
[0362] When the wired or wireless earphones are disconnected, a sound output display is executed that includes a speaker output ON indicator SB1 and a wireless earphone output OFF indicator EA1, corresponding to the fact that sound is being output from speakers 8L and 8R. The sound output display that includes the speaker output ON indicator SB1 and the wireless earphone output OFF indicator EA1 may also be an example of a device disconnection display corresponding to the disconnection of wired or wireless earphones as an example of a listening device. The sound output display that includes the speaker output ON indicator SB1 and the wireless earphone output OFF indicator EA1 may also be an example of a first device disconnection display corresponding to the disconnection of wired earphones as an example of a first listening device. The sound output display that includes the speaker output ON indicator SB1 and the wireless earphone output OFF indicator EA1 may also be an example of a second device disconnection display corresponding to the disconnection of wireless earphones as an example of a second listening device.
[0363] (Waiting for customers) In this embodiment, a customer waiting animation can be executed even when no game is being played. The customer waiting state may include the first to fourth customer waiting states.
[0364] (First customer waiting) The first waiting state is the first waiting state controlled when a waiting state is initiated. In this state, the image display device 5 displays a combination of the background image (normal background) and decorative pattern from the end of the variable display that was executed immediately before, and also displays guidance and sound output. The guidance display is an image display that includes information that guides the player on how to transition to a menu screen for making various settings such as game customization, and information that explains various functions. Until a predetermined period has elapsed since being controlled to the first waiting state, the BGM that was output before being controlled to the waiting state (normal variation BGM in low base state, normal variation BGM in high base state, etc.) may be continuously output. Effects related to images and sounds during the first waiting state will be appropriately referred to as "first waiting state effects".
[0365] (Waiting for the second customer) The second waiting state is a waiting state that is controlled when predetermined state transition conditions are met after being controlled to the first waiting state. In this state, the image display device 5 displays a setting display in addition to the same display screen as the first waiting state. The setting display is an image display that includes information that allows the player to recognize the settings for light intensity and volume values. In the second waiting state, no background music may be output, or some background music may be output. The output volume of the background music corresponding to the second waiting state may be lower than that of the background music output in the first waiting state. Effects related to images and sounds during the second waiting state will be appropriately referred to as "second waiting state effects".
[0366] (Waiting for the third customer) The third waiting state is a waiting state that is controlled when a state transition condition is met after a predetermined period of time has elapsed since being controlled to the second waiting state, and a demo movie is displayed on the entire screen of the image display device 5. In the third waiting state, no background music may be output, or some background music may be output. The output volume of the background music corresponding to the third waiting state may be lower than that of the background music output in the first waiting state. Effects related to images and sounds during the third waiting state will be appropriately referred to as "third waiting state effects".
[0367] (Fourth customer waiting) The fourth waiting state is a waiting state that is controlled when predetermined state transition conditions are met after the third waiting state ends, and is controlled to power saving mode. When controlled to power saving mode, a power saving display is executed on the entire screen of the image display device 5, and the luminescence of the game effect lamp 9 is reduced compared to before the power saving mode was activated. In the fourth waiting state, no background music may be output, or background music may be output. The output volume of the background music corresponding to the fourth waiting state may be lower than that of the background music output in the first waiting state. Effects related to images and sounds during the fourth waiting state will be appropriately referred to as "fourth waiting state effects".
[0368] When the system is controlled to the fourth waiting state, the second and third waiting states may be controlled to switch alternately in the background. In this case, the power saving display associated with the fourth waiting state has a higher display priority than the images associated with the second and third waiting states. For example, the images associated with the second and third waiting states may be displayed on a lower layer, while the image associated with the power saving display may be displayed on a higher layer. This would allow players to prioritize viewing the power saving display, making it difficult for them to view the images associated with the second and third waiting states, which are being displayed simultaneously.
[0369] (Transition flow of customer waiting state) Figure 27 is an explanatory diagram showing an example of a visual effect image displayed in relation to the transition of the customer waiting state in this embodiment. When the customer waiting state is started in response to the end of the previous variable display, the system is initially controlled to the first customer waiting state.
[0370] As shown in Figure 27(A), when controlled to the first customer waiting state, the performance control CPU 120 causes the image display device 5 to display the normal background image that was displayed in the previous variable display and the combination of decorative patterns. In addition to these, it performs guidance display on the guidance display unit AN located at the bottom of the screen of the image display device 5, and performs sound output display on the sound output display unit SA located at the bottom right of the screen of the image display device 5. In the example in Figure 27(A), the combination "326" is displayed as the combination of decorative patterns. In the first customer waiting state, the condition for transitioning to the second customer waiting state is met when 5 seconds have elapsed since the touch ring connected to the ball-hitting operation handle 30 was turned off.
[0371] As shown in Figure 27(B), when the system is controlled to the second customer waiting state, the performance control CPU 120 performs setting display on the setting display unit TX located on the right side of the screen of the image display device 5. The setting display unit TX enables the light intensity display unit LD to perform light intensity display and the volume display unit VD to perform volume display. When 15 seconds have elapsed in the second customer waiting state, the condition for transitioning to the third customer waiting state is met.
[0372] As shown in Figure 27(C), when controlled to the third customer waiting state, the performance control CPU 120 executes the demo movie display DM01 on the entire screen of the image display device 5. After 100 seconds, which is the prescribed execution period corresponding to the demo movie display DM01 in the first third customer waiting state, the condition for transitioning to the second customer waiting state is met. When the second condition for transitioning to the second customer waiting state is met, the system transitions to the second third customer waiting state and the demo movie display DM01 is executed. After 100 seconds, which is the prescribed execution period corresponding to the demo movie display DM01 in the second third customer waiting state, the condition for transitioning to the second customer waiting state is met. When the third condition for transitioning to the second customer waiting state is met, the system transitions to the third third customer waiting state and the demo movie display DM01 is executed. When the condition for transitioning to the third third customer waiting state is met, the system is controlled to either the second customer waiting state or the fourth customer waiting state, corresponding to the switch position of the performance switching switch SW.
[0373] The fourth waiting state shown in Figure 27(D) can be reached when the conditions for transitioning to the third waiting state are met, and the system is configured to control the system to power saving mode when the switch position of the performance changeover switch SW is one of "A" to "F". When controlled to the fourth waiting state, the performance control CPU 120 executes the power saving display SD on the entire screen of the image display device 5. The power saving display SD shown in Figure 27(D) is an image display that includes the words "Power saving in progress" and "We are currently saving power. You can continue playing as is." In addition, when in the fourth waiting state, the performance control CPU 120 transitions to the second waiting state for the fourth time and executes an image display on the image display device 5 that includes the normal background, guidance display and setting display, but the power saving display SD may be displayed on the entire screen of the image display device 5 so that it is difficult for the player to see. Furthermore, if the power saving mode cannot be controlled when the switch position of the performance changeover switch SW is one of "1" to "9", the system may be controlled to repeatedly switch between the second customer waiting state and the third customer waiting state.
[0374] For example, when the conditions for ending the fourth waiting state are met, such as the occurrence of a starting prize or detection of the first player's operation, the performance control CPU 120 terminates the fourth waiting state and erases the power saving indicator SD from the entire screen of the image display device 5. At this time, the power saving indicator SD, which reduces the visibility of the image corresponding to either the second or third waiting state that was being controlled simultaneously, is erased, making it easier for the player to see the image.
[0375] (Execute menu display) Figures 28 and 29 are explanatory diagrams showing examples of image displays that enable menu display in response to the detection of operation of the control device while in a customer waiting state. Of these, Figure 28 shows an example of an image display when the menu display is started in response to the detection of operation of the push button 31B in the first or second customer waiting state. Figure 29 shows an example of an image display when the menu display is started in response to the detection of operation of the push button 31B in the third customer waiting state.
[0376] The image display example AK101 shown in Figure 28(A) corresponds to the first customer waiting state, with decorative patterns displayed in the decorative pattern display areas 5L, 5C, and 5R of the image display device 5, and includes the guidance display of the guidance display unit AN and the sound output display of the sound output display unit SA. The image display example AK102 shown in Figure 28(B) corresponds to the second customer waiting state and further includes the setting display of the setting display unit TX. The setting display includes the light intensity display of the light intensity display unit LD and the volume display of the volume display unit VD.
[0377] In the customer waiting state control process shown in Figure 20, if it is determined in step AKS102 that the customer waiting state has started, the state transition conditions are set in step AKS103, and the first customer waiting state start control is performed in step AKS104. As a result, the first customer waiting state, as shown in the image display example AK101, is started.
[0378] In the first customer waiting state shown in image display example AK101, if the touch ring is turned off and 5 seconds have elapsed, step AKS115 of the customer waiting state control process shown in Figure 20 determines that the condition for transitioning to the second customer waiting state has been met, and step AKS116 performs customer waiting state transition control. This transitions to the second customer waiting state as shown in image display example AK102. In the first customer waiting state shown in image display example AK101 or the second customer waiting state shown in image display example AK102, if the operation of the push button 31B is detected, step AKS110 of the customer waiting state control process determines that the condition for displaying the menu has been met, and step AKS111 executes the menu display control process shown in Figure 21. In the menu display control process, step AKS121 determines that the menu display should start, step ASK122 performs menu display management settings, and step AKS123 performs menu display start control. This starts the menu display.
[0379] The image display example AK103 shown in Figure 28(C) includes the main menu display MN1 as the first menu display shown on the screen of the image display device 5 in response to the first or second customer waiting state. The main menu display MN may include multiple menu items as information for making various settings, including game customization.
[0380] The image display example AK111 shown in Figure 29(A) includes a demo movie display using the entire screen of the image display device 5, corresponding to the third customer waiting state. The image display example AK112 shown in Figure 29(B) includes a setting display in the setting display unit TX, corresponding to the detection of operation of the volume button or light intensity button in the third customer waiting state. The setting display includes the light intensity display in the light intensity display unit LD and the volume display in the volume display unit VD.
[0381] In the second customer waiting state of the image display example AK102 shown in Figure 28(B), after 15 seconds, step AKS115 of the customer waiting state control process shown in Figure 20 determines that the condition for transitioning to the third customer waiting state has been met, and customer waiting state transition control is performed in step AKS116. This transitions to the third customer waiting state as shown in the image display example AKS111. In the third customer waiting state of the image display example AKS111, if operation of the volume button or light intensity button is detected, step AKS112 of the customer waiting state control process determines that the condition for changing the volume or light intensity has been met, and the volume setting process in step AKS113 and the light intensity setting process in step AKS114 are executed. In this case, the setting display unit TX is executed, including the light intensity display of the light intensity display unit LD and the volume display of the volume display unit VD. In the third customer waiting state, which includes the setting display shown in image example AK112, if 5 seconds pass without any operation on the directional pad JK or push button 31B, the setting display is erased, and the third customer waiting state returns to one that does not include the setting display shown in image example AK111.
[0382] In the third customer waiting state shown in image display example AK111 or image display example AK112, when the operation of push button 31B is detected, the menu display condition is determined to be met in step AKS110 of the customer waiting state control process shown in Figure 20, and the menu display control process shown in Figure 21 is executed in step AKS111. In the menu display control process, it is determined in step AKS121 that the menu display should start, menu display management settings are performed in step ASK122, and menu display start control is performed in step AKS123. As a result, the menu display starts. Image display example AK113 shown in Figure 29(C) includes the main menu display MN1 which is displayed on the screen of the image display device 5 in accordance with the third customer waiting state.
[0383] In the third customer waiting state of image display example AK111 or image display example AK112, when the third demo movie display DM01 is executed, the condition for transitioning to the fourth customer waiting state is met, corresponding to the switch position of the performance switching switch SW being one of "A" to "F". For example, if it is determined in step AKS115 of the customer waiting state control process shown in Figure 20 that the condition for transitioning to the fourth customer waiting state has been met, customer waiting state transition control is performed in step AKS116. This transitions to the fourth customer waiting state shown in Figure 27(D). Even in the fourth customer waiting state, it is sufficient if the main menu display MN1 can be displayed on the screen of the image display device 5 in response to the detection of operation of the push button 31B.
[0384] (Contents of the main menu display) Figure 30 shows an example of the configuration of menu items included in the main menu display MN1. The main menu display MN1 may include multiple menu items AR01 to AR06, each corresponding to a different menu item such as game customization, auto button, 3D stereoscopic viewing, wireless device pairing, customization reset, and close menu. The main menu display MN1 may also include a selection icon display SL1 for specifying the item to be selected from among the multiple menu items AR01 to AR06.
[0385] The AR01 menu item for game customization allows players to arbitrarily set the gameplay (play) of specific effects installed in the pachinko machine 1, such as the frequency of appearance and the expected value. Examples of what can be set in game customization may include pre-announcement, lever vibration, and instant notification. It would be sufficient if the execution rate of each effect and the expected value of a jackpot could be changed in accordance with these settings.
[0386] The AR02 menu item for the auto button allows the user to select whether or not to automatically operate the stick controller 31A or push button 31B during performances that require operation while the display is variable. The mode in which automatic operation is performed is called the auto button mode. The auto button has two settings, "OFF" and "ON," and it is sufficient to be able to change whether or not the system is controlled in auto button mode based on this setting. In other words, when the auto button setting is "OFF," the system is not controlled in auto button mode, and when the auto button setting is "ON," the system is controlled in auto button mode.
[0387] The 3D stereoscopic menu item AR03 allows the user to select whether or not to display some of the performance images and videos shown on the image display device 5 in 3D stereoscopic mode. The mode in which some of the performance images and videos are displayed in 3D stereoscopic mode is called the 3D stereoscopic mode. For example, in 3D stereoscopic mode, by using a naked-eye stereoscopic image display device that allows the player to view stereoscopic images with the naked eye using a parallax barrier method, it is possible to display stereoscopic images (3D images) in addition to planar images (2D images) as various types of images. There are two settings for 3D stereoscopic mode: "OFF" and "ON". It is sufficient that the system can change whether or not it is controlled to 3D stereoscopic mode depending on this setting. That is, when the 3D stereoscopic setting is "OFF", the system is not controlled to 3D stereoscopic mode, and when the 3D stereoscopic setting is "ON", the system is controlled to 3D stereoscopic mode.
[0388] The AR04 menu item for wireless device pairing allows settings for pairing wireless devices, including wireless earphones, so that they can send and receive various signals, such as audio signals, with the pachinko game machine 1 via wireless communication. A submenu display as a second menu display may be enabled in response to wireless device pairing. It may also be possible to control the connection of wireless earphones to start or stop them in response to this setting.
[0389] The AR05 menu item for "Customization Reset" allows you to initialize the various customizations that have already been set. Customization Reset returns the various customizations to their initial state. The initial state of the various customizations is the state when the gaming machine, such as Pachinko Machine 1, is powered on. When the gaming machine, such as Pachinko Machine 1, is powered on, predetermined initial values are set for the various customizations. The AR06 menu item for "Close Menu" allows you to close the menu screen by clearing the running main menu display MN1.
[0390] The main menu display MN1 shown in Figure 30 includes an explanation display area EP00. The explanation display area EP00 is located below the selection display area which contains multiple menu items AR01 to AR06, and presents information to explain how to operate the menu in a way that the player can understand. The explanation display area EP00 shown in Figure 30 includes a selection explanation display EP01, a switching explanation display EP02, and a confirmation explanation display EP03.
[0391] The selection explanation display EP01 presents information to the player explaining how to change the selected item for menu items AR01 to AR06, using an object that highlights the up and down switches of the directional pad JK, along with the word "Select".
[0392] The switching explanation display EP02 presents information to the player explaining how to switch the settings for the auto button menu item AR02 or the 3D stereoscopic menu item AR03, using an object that highlights the right and left direction switches of the directional pad JK, along with the word "Switch".
[0393] The decision explanation display EP03 presents information to the player explaining the method for deciding on the selection of menu items AR01, AR04~AR06, through a display that includes an object resembling the push button 31B and the word "Decision".
[0394] (Wireless device pairing) Figure 31 is an explanatory diagram showing an example of an image display when a selection is made for the wireless device pairing menu item AR04 in the main menu display MN1. In the image display example AK151 shown in Figure 31(A), the main menu display MN1 is executed on the screen of the image display device 5, along with a setting display and sound output display corresponding to the second customer waiting state. In this case, by operating the up or down switch of the directional key JK and moving the selection icon display SL1 up or down, the item to be selected from among the multiple menu items AR01 to AR06 can be changed.
[0395] In the image display example AK152 shown in Figure 31(B), the menu item AR04 for wireless device pairing is selected in the main menu display MN1. When the operation of the push button 31B is detected, the menu display is switched to one that corresponds to wireless device pairing, according to the settings of step AKS127 or step AKS128 of the menu display control process shown in Figure 21. In the image display example AK153 shown in Figure 31(C), a submenu display MN2 related to wireless device pairing is displayed on the screen of the image display device 5.
[0396] (Contents of the submenu display) Figure 32 shows an example configuration of menu items included in the submenu display MN2 related to wireless device pairing. The submenu display MN2 shown in Figure 32 may include multiple menu items AR11 to AR14, such as wireless device pairing search, wireless device unpairing, permission for pairing request from device (menu displayed when a request is made), and closing the menu, each corresponding to one of these. The submenu display MN2 may also include a selection icon display SL2 for specifying the item to be selected from the multiple menu items AR11 to AR14.
[0397] The menu item AR11 for wireless device pairing search enables the system to perform a search to recognize and connect to nearby wireless devices capable of wireless communication using the wireless audio signal processing circuit 13A. The wireless device pairing process may include advertising and scanning of nearby wireless devices, setting up a central terminal and peripheral terminals, authentication processing, and encryption key exchange processing. For example, by aggregating and storing identification information stored on the side of the wireless device, which is a peripheral terminal, on the side of the pachinko game machine 1, which is a central terminal, the information of the wireless device can be registered with the pachinko game machine 1. This process may be performed by the wireless audio signal processing circuit 13A alone, or it may be performed by the wireless audio signal processing circuit 13A under the control of one or both of the processing circuits mounted on the performance control CPU 120 and the audio control board 13.
[0398] The menu item AR12 for unpairing a wireless device allows the user to unpair the wireless device after the pairing process has been performed. Before the pairing process for the wireless device is performed, the menu item AR12 for unpairing a wireless device may be displayed in a predetermined color (e.g., gray) and may be unavailable for selection. After the pairing process for the wireless device has been performed, the menu item AR11 for searching for wireless device pairing may be displayed in a disabled color and may be unavailable for selection.
[0399] The menu item AR13, which allows pairing requests from devices (displays a menu when a request is made), enables the reception of pairing requests sent from wireless devices. The setting for allowing pairing requests should have two options: "OFF" and "ON." It should be possible to change whether or not to allow the reception of pairing requests based on this setting. That is, if the setting for allowing pairing requests is "OFF," the reception of pairing requests is not permitted, and if the setting for allowing pairing requests is "ON," the reception of pairing requests is permitted. When a pairing request is received from a wireless device, it may be possible to display a menu for reconnecting to that wireless device.
[0400] The menu item AR14, which closes the menu, allows you to clear the currently running submenu display MN2 and return to the main menu display MN1, or close the menu screen.
[0401] The submenu display MN2 shown in Figure 32 includes an explanation display area EP10. The explanation display area EP10 is located below the selection display area which contains multiple menu items AR11 to AR14, and presents information to explain how to operate the menu in a way that the player can understand. The submenu display MN2 shown in Figure 32 includes a selection explanation display EP11, a switching explanation display EP12, and a decision explanation display EP13. These displays may be the same as the selection explanation display EP01, switching explanation display EP02, and decision explanation display EP03 shown in Figure 30.
[0402] (Wireless device pairing search) Figure 33 is an explanatory diagram showing an example of an image display when the selection of the menu item AR11 for wireless device pairing search is determined in the submenu display MN2. In the image display example AK201 shown in Figure 33(A), the selection icon display SL2 indicates that the menu item AR11 for wireless device pairing search is designated as the item to be selected in the submenu display MN2. At this time, when the operation of the push button 31B is detected, step AKS126 of the menu display control process shown in Figure 21 determines that there is an instruction to set up the wireless device, and step AKS127 performs the settings related to the wireless device. As a result, the pairing process for the wireless device is started, and an image display is executed to notify the start of the process.
[0403] The image display example AK202 shown in Figure 33(B) is an example of a pairing setting display PS1 that is displayed on the screen of the image display device 5 in response to the start of the pairing process. The pairing setting display PS1 may include images of characters that serve as messages instructing the player to turn on the power or press and hold a button, as information to explain to the player how to start the pairing connection of the wireless device. In addition, the pairing setting display PS1 presents information to the player explaining how to close the notification screen by displaying an image of a button indicating "close", an image of an object resembling the push button 31B, and an image of the characters indicating "confirm". At this time, when operation of the push button 31B is detected, an image display is executed to notify that the wireless device is searching for a pairing device.
[0404] The image display example AK203 shown in Figure 33(C) is an example of a pairing setting display PS2 that is displayed on the screen of the image display device 5 in response to a wireless device pairing search. The pairing setting display SP2 displays an image that includes objects and text to indicate that a wireless device search is in progress. The pairing setting display SP2 may also include an image of a list of wireless devices recognized by the pairing search, an image of a menu item for closing the menu, an image of an operation method explanation display, and an image of a selection icon display. In the pairing setting display SP2, for example, by moving the selection icon display in response to the operation of the up or down switch of the directional pad JK, the device to be selected from the wireless devices shown in the list can be changed.
[0405] Figure 33(D) shows an example of a pairing setting display for PS3, which is displayed on the screen of the image display device 5 in response to the selection of a wireless device shown in the list. In this example, the first of the two wireless devices shown in the list is selected. When the operation of the push button 31B is detected, the performance control CPU 120, etc., executes step AKS127 of the menu display control process shown in Figure 21, which sets the selected wireless device to a connected state and controls it to send and receive audio signals etc. via wireless communication. Figure 33(E) shows an example of a pairing setting display for PS4, which is displayed on the screen of the image display device 5 in response to the completion of pairing of a wireless device.
[0406] (Unpair wireless device) Figure 34 is an explanatory diagram showing an example of an image display when the selection of the menu item AR12 for unpairing the wireless device is determined in the submenu display MN2. In the image display example AK211 shown in Figure 34(A), the selection icon display SL2 indicates that the menu item AR12 for unpairing the wireless device is designated as the item to be selected in the submenu display MN2. At this time, when the operation of the push button 31B is detected, step AKS126 of the menu display control process shown in Figure 21 determines that there is an instruction to set up the wireless device, and step AKS127 performs the setting related to the wireless device. As a result, the process of unpairing the wireless device is started, and an image display is executed to notify the start of this process.
[0407] The image display example AK212 shown in Figure 34(B) is an example of a pairing setting display PS5 that is displayed on the screen of the image display device 5 in response to the start of the pairing cancellation process. The pairing setting display PS5 may include an image of text that serves as a message notifying the player to confirm whether to cancel the pairing connection of the wireless device and end the process. This message may also include information that sound will be output from speakers 8L and 8R upon cancellation of pairing. The pairing setting display PS5 may also include images of buttons indicating "No" and "Yes", images showing objects that highlight the right and left direction switches of the directional pad JK, an image showing the word "Switch", an image showing an object that mimics the push button 31B, an image showing the word "Confirm", and an image showing a selection icon display. In the pairing setting display PS5, it is sufficient if it is possible to change whether or not to cancel the pairing connection by moving the selection icon display in response to, for example, the operation of the right or left direction switch of the directional pad JK. In other words, if the answer is "No," the pairing connection will not be disconnected, and if the answer is "Yes," the pairing connection will be disconnected.
[0408] The image display example AK213 shown in Figure 34(C) is an example of a pairing setting display PS6 where the selection icon displayed in the pairing setting display PS5 has been switched to a button indicating "Yes" which corresponds to canceling the pairing connection. At this time, when the operation of the push button 31B is detected, the performance control CPU 120, etc., which executes step AKS127 of the menu display control process shown in Figure 21, disconnects the paired wireless device and controls it so that it is not possible to send or receive audio signals etc. via wireless communication.
[0409] (Pairing connection during variable display) Figure 35 is an explanatory diagram showing an example of image display when a pairing connection can be initiated while a variable display is being performed as a game in the pachinko game machine 1. The pairing display unit PT1 may be positioned at a predetermined location, such as the lower left of the screen of the image display device 5, while a game using a variable display is being performed. The image display on the pairing display unit PT1 may be always possible, or it may be possible to start the display when a preset display start condition is met, such as when an operation on any direction switch on the directional pad JK is detected.
[0410] The pairing display unit PT1 should be capable of displaying an image that includes text or other images indicating a message for wireless device pairing search or wireless device unpairing, images of buttons indicating "No" and "Yes", an image of an object resembling a push button 31B, an image of the word "Confirm", an image of an object highlighting the up and down switches of the directional pad JK, and an image of the word "Select". Alternatively, instead of, or together with, the image of the object highlighting the up and down switches of the directional pad JK and the image of the word "Select", the unit may also display an image of an object highlighting the right and left switches of the directional pad JK and an image of the word "Switch". The pairing display unit PT1 should be capable of changing whether or not to perform a wireless device pairing search to initiate a pairing connection by switching the display color of the "No" and "Yes" buttons in response to, for example, the operation of the right or left switch of the directional pad JK. In other words, if the answer is "No," the wireless device pairing search will not be performed, and if the answer is "Yes," the wireless device pairing search will be performed.
[0411] The image display example AK221 shown in Figure 35(A) displays a changing decorative pattern in the decorative pattern display areas 5L, 5C, and 5R of the image display device 5 in response to the execution of the variable display, and includes the sound output display of the sound output display unit SA and the pairing display of the pairing display unit PT1. In this case, the button indicating "No," which means that wireless device pairing search will not be performed, is displayed in an active color on the pairing display unit PT1. At this time, for example, in response to the operation of the right or left direction switch of the directional key JK, the display color of the buttons indicating "No" and "Yes" is switched to change whether or not to start the pairing connection.
[0412] In the image display example AK222 shown in Figure 35(B), the button indicating "Yes," which means that a wireless device pairing search will be performed, is displayed in a valid color on the pairing display unit PT1. When the operation of the push button 31B is detected, the wireless device pairing process is started with the same settings as in step AKS127 of the menu display control process shown in Figure 21. In response to this, an image display to notify the start of pairing may be executed.
[0413] In the image display example AK223 shown in Figure 35(C), the sound output display in the sound output display unit SA is changed in response to the output switching that occurs when sound is output from the wireless earphones based on the pairing process of the wireless device. For example, a sound output display that includes the speaker output off display SB2 and the wireless earphone output on display EA2 is executed. This allows the player to confirm that sound is being output from the wireless earphones, corresponding to the wireless earphone output being "ON" and the speaker output and wired earphone output being "OFF".
[0414] (Allow pairing requests from the device) Figure 36 is an explanatory diagram showing an example of an image display when the selection of menu item AR13 for "Allow pairing requests from a device (display menu when requested)" is determined in the submenu display MN2. In the image display example AK231 shown in Figure 36(A), the selection icon display SL2 indicates that menu item AR13 for "Allow pairing requests from a device (display menu when requested)" is designated as the item to be selected in the submenu display MN2, and the setting for allowing pairing requests is "ON". At this time, when the operation of push button 31B is detected, step AKS126 of the menu display control process shown in Figure 21 determines that there is an instruction to set up the wireless device, and setting up the wireless device is performed in step AKS127. As a result, the CPU 120 for performance control, etc., controls the system so that it is in an allowed state to receive pairing requests transmitted from the wireless device.
[0415] The image display example AK232 shown in Figure 36(B) is an example of a pairing setting display PS7 that is displayed on the screen of the image display device 5 in response to the reception of a pairing request after the reception of a pairing request has been controlled to an allow state. The pairing setting display PS7 may include an image of text or the like that showing a message to confirm reconnection with a disconnected device, an image of text that provides information to identify the device, images of buttons indicating "No" and "Yes", an image showing a selection icon display, an image showing an object that highlights the right and left direction switches of the directional pad JK, an image showing the word "Switch", an image showing an object that mimics the push button 31B, and an image showing the word "Confirm". In the pairing setting display PS7, it is sufficient if it is possible to change whether or not to reconnect with the wireless device by moving the selection icon display and switching the display color of the buttons indicating "No" and "Yes" in response to, for example, the operation of the right or left direction switch of the directional pad JK. That is, if "No" is selected, reconnection with the wireless device will not be performed, and if "Yes" is selected, reconnection with the wireless device will be performed.
[0416] In a gaming machine such as a pachinko machine 1, information about wireless devices that have been paired after power-on can be stored in a predetermined address in the external RAM 002AK122, for example, corresponding to a predetermined number of devices. This eliminates the need to search again and identify already stored wireless devices as connection targets when starting a pairing connection. For example, if the system is in a state where it is permitted to receive pairing requests transmitted from wireless devices in response to the selection of menu item AR13 in the submenu display MN2, and there is a pairing request from an already stored wireless device, a reconnection can be performed immediately. The information about wireless devices stored in this way may be initialized in response to the fulfillment of predetermined initialization conditions. For example, the initialization conditions may be fulfilled when power is turned on to the gaming machine such as the pachinko machine 1. Alternatively, the initialization conditions may be fulfilled when the selection of the customization reset menu item AR05 is determined in the main menu display MN1 shown in Figure 30. In addition, the initialization conditions may be fulfilled in response to the execution of any detection, control, or processing. The CPU 002AK131 of the performance control microcomputer 002AK100 can restore the information stored in a predetermined address in the external RAM 002AK122 to its initial state by deleting information about the paired wireless device and setting initial values in response to the fulfillment of the initialization conditions. Note that the initialization conditions do not need to be fulfilled when the gaming machine, such as the pachinko machine 1, is powered on. In this case, even if the power to the gaming machine, such as the pachinko machine 1, is cut off, the external RAM 002AK122 may retain the information about the wireless device stored in a predetermined address. When the gaming machine, such as the pachinko machine 1, is powered on, the information about the wireless device may be initialized when the initialization conditions are fulfilled in response to the performance of a predetermined initialization operation.
[0417] (Switching control) Next, we will explain the switching control for switching the output destination of sound. The performance control CPU 120 can perform switching control to switch between outputting sound from speakers 8L and 8R, outputting sound from wired earphones, or outputting sound from wireless earphones by executing the sound output control process shown in Figures 22 to 24. For example, when sound is being output from speakers 8L and 8R, if wired earphones are connected, the connection of the wired earphones is detected in step AKS155 of the sound output control process shown in Figure 22, and switching control is performed to switch to outputting sound from the wired earphones by the speaker output stop control in step AKS156 and the wired earphone output start control in step AKS191 shown in Figure 24. Furthermore, when sound is being output from speakers 8L and 8R, if wireless earphones are connected through the wireless device pairing process, the connection of the wireless earphones is detected in step AKS158 of the sound output control process shown in Figure 22. Switching control is then performed to switch to outputting sound from the wireless earphones through speaker output stop control in step AKS159 and wireless earphone output start control in step AKS197 shown in Figure 24.
[0418] In the sound output control process shown in Figures 22 to 24, the speaker output stop control in step AKS156 and the wired earphone output start control in step AKS191, or the speaker output stop control in step AKS159 and the wireless earphone output start control in step AKS197, may be included as an example of switching control to switch to outputting sound from a wired earphone or wireless earphone when sound is being output from speakers 8L and 8R as an example of sound output means, and a wired earphone or wireless earphone is connected as an example of a listening device. Furthermore, the speaker output stop control in step AKS156 and the wired earphone output start control in step AKS191 may be included as an example of first switching control to switch to outputting sound from a first listening device when sound is being output from speakers 8L and 8R as an example of sound output means, and a wired earphone is connected as an example of a first listening device. The speaker output stop control in step AKS159 and the wireless earphone output start control in step AKS197 may be included as an example of a second switching control that switches to outputting sound from a second listening device when speakers 8L and 8R are outputting sound as an example of a sound output means, and a wireless earphone is connected as an example of a second listening device.
[0419] If the wired earphones are disconnected while sound is being output from them, step AKS166 of the sound output control process shown in Figure 23(A) detects the disconnection of the wired earphones, and switching control is performed to switch the sound output to speakers 8L and 8R through wired earphone output stop control in step AKS167 and speaker output start control in step AKS185 shown in Figure 24. Similarly, if the wireless earphones are disconnected while sound is being output from them, such as due to wireless device unpairing, step AKS176 of the sound output control process shown in Figure 23(B) detects the disconnection of the wireless earphones, and switching control is performed to switch the sound output to speakers 8L and 8R through wireless earphone output stop control in step AKS177 and speaker output start control in step AKS185 shown in Figure 24.
[0420] In the sound output control process shown in Figures 22 to 24, the wired earphone output stop control in step AKS167 and the speaker output start control in step AKS185, or the wireless earphone output stop control in step AKS177 and the speaker output start control in step AKS185, may be included in an example of switching control that switches to outputting sound from speakers 8L and 8R as an example of sound output means when the connection of a listening device is disconnected while sound is being output from wired earphones or wireless earphones as an example of a listening device. Furthermore, the wired earphone output stop control in step AKS167 and the speaker output start control in step AKS185 may be included in an example of predetermined switching control that switches to outputting sound from speakers 8L and 8R as an example of sound output means when the connection of a first listening device is disconnected while sound is being output from wired earphones as an example of a first listening device. The wireless earphone output stop control in step AKS177 and the speaker output start control in step AKS185 may be included as an example of specific switching control that switches to outputting sound from speakers 8L and 8R as an example of sound output means when the connection to the second listening device is disconnected while sound is being output from the wireless earphone as an example of a second listening device.
[0421] (Sound output notification display) In this embodiment, when switching control is performed to switch between outputting sound from speakers 8L and 8R, outputting sound from wired earphones, or outputting sound from wireless earphones, a sound output notification display that notifies the sound output destination may be executed in accordance with the change in the sound output display on the sound output display unit SA. The sound output notification display may include an earphone output display corresponding to when sound is output from wired earphones or wireless earphones, and an earphone disconnection display corresponding to when the connection of wired earphones or wireless earphones is disconnected and sound is output from speakers 8L and 8R.
[0422] Figure 37 is an explanatory diagram showing examples of image displays for earphone output and earphone disconnection. Of these, image display example AK301 shown in Figure 37(A) is an example of wired earphone output display ES1, which corresponds to when sound is output from wired earphones. Image display example AK302 shown in Figure 37(B) is an example of wired earphone disconnection display ES2, which corresponds to when the wired earphone connection is disconnected and sound is output from speakers 8L and 8R. Image display example AK303 shown in Figure 37(C) is an example of wireless earphone output display ES3, which corresponds to when sound is output from wireless earphones. Image display example AK304 shown in Figure 37(D) is an example of wireless earphone disconnection display ES4, which corresponds to when the wireless earphone connection is disconnected and sound is output from speakers 8L and 8R.
[0423] When sound is being output from speakers 8L and 8R, if wired earphones are connected, the connection of the wired earphones is detected in step AKS155 of the sound output control process shown in Figure 22, and speaker output is stopped in step AKS156. Also, the system enters a state of waiting for wired earphone output based on the setting in step AKS157. In this case, step AKS187, shown in Figure 24, determines that the system is waiting for wired earphone output, and when step AKS190 determines that the waiting time for wired earphone output has elapsed, wired earphone output is started in step AKS191. Then, when the display change waiting time set in step AKS192 has elapsed, the display change control for wired earphone output in step AKS165 is performed based on the determination in step AKS164, shown in Figure 23(A). As a result, the sound output display in the sound output display unit SA changes from a sound output display that includes speaker output ON display SB1 and wireless earphone output OFF display EA1 to a sound output display that includes speaker output OFF display SB2 and wireless earphone output OFF display EA1. In addition, the wired earphone output display change control in step AKS165 may cause the wired earphone output display ES1 of the image display example AK301 shown in Figure 37(A) to be executed on the screen of the image display device 5 until a predetermined period (for example, 3 seconds) has elapsed. The wired earphone output display ES1 may be included in the example of sound output display corresponding to the output of sound from wired earphones as an example of a listening device, or it may be included in the example of a first sound output display corresponding to the output of sound from wired earphones as an example of a first listening device.
[0424] When sound is being output from wired earphones, if the wired earphones are disconnected, the disconnection of the wired earphones is detected in step AKS166 of the sound output control process shown in Figure 23(A), and wired earphone output is stopped in step AKS167. Also, depending on the setting in step AKS168, the system enters a speaker output waiting state. In this case, step AKS181, shown in Figure 24, determines that the system is waiting for speaker output, and if step AKS184 determines that the speaker output waiting time has elapsed, speaker output start control is performed in step AKS185. Then, when the display change waiting time set in step AKS186 has elapsed, the speaker output display change control in step AKS154 is performed based on the determination in step AKS153, shown in Figure 22. As a result, the sound output display in the sound output display unit SA changes from a sound output display that includes speaker output off display SB2 and wireless earphone output off display EA1 to a sound output display that includes speaker output on display SB1 and wireless earphone output off display EA1. Furthermore, by controlling the speaker output display change in step AKS154, the wired earphone disconnection display ES2 of the image display example AK302 shown in Figure 37(B) may be executed on the screen of the image display device 5 until a predetermined period (for example, 3 seconds) has elapsed. The wired earphone disconnection display ES2 may be included as an example of a sound output display corresponding to the fact that sound is being output from speakers 8L and 8R as an example of a sound output means, and may also be included as an example of a first device disconnection display corresponding to the fact that the wired earphones have been disconnected as an example of a first listening device.
[0425] When sound is being output from speakers 8L and 8R, and wireless earphones are connected through the wireless device pairing process, the connection of the wireless earphones is detected in step AKS158 of the sound output control process shown in Figure 22, and speaker output is stopped in step AKS159. Also, the system enters a state of waiting for wireless earphone output based on the setting in step AKS160. In this case, step AKS193, shown in Figure 24, determines that the system is waiting for wireless earphone output, and when step AKS196 determines that the waiting time for wireless earphone output has elapsed, wireless earphone output is started in step AKS197. Then, when the display change waiting time set in step AKS198 has elapsed, the display change control for wireless earphone output in step AKS175 is performed based on the determination in step AKS174, shown in Figure 23(B). As a result, the sound output display in the sound output display unit SA changes from a sound output display that includes speaker output ON display SB1 and wireless earphone output OFF display EA1 to a sound output display that includes speaker output OFF display SB2 and wireless earphone output ON display EA2. In addition, the wireless earphone output display change control in step AKS175 may cause the wireless earphone output display ES3 of the image display example AK303 shown in Figure 37(C) to be executed on the screen of the image display device 5 until a predetermined period (for example, 3 seconds) has elapsed. The wireless earphone output display ES3 may be included in an example of a sound output display corresponding to the output of sound from wireless earphones as an example of a listening device, or it may be included in an example of a second sound output display corresponding to the output of sound from wireless earphones as an example of a second listening device.
[0426] When sound is being output from wireless earphones, if the wireless earphones are disconnected due to a wireless device unpairing process or the like, the disconnection of the wireless earphones is detected in step AKS176 of the sound output control process shown in Figure 23(B), and wireless earphone output is stopped in step AKS177. Also, depending on the setting in step AKS178, the system enters a state of waiting for speaker output. In this case, step AKS181, shown in Figure 24, determines that the system is waiting for speaker output, and if step AKS184 determines that the speaker output waiting time has elapsed, speaker output start control is performed in step AKS185. Then, when the display change waiting time set in step AKS186 has elapsed, the display change control during speaker output in step AKS154 is performed based on the determination in step AKS153, shown in Figure 22. As a result, the sound output display in the sound output display unit SA changes from a sound output display that includes a speaker output off display SB2 and a wireless earphone output on display EA2 to a sound output display that includes a speaker output on display SB1 and a wireless earphone output off display EA1. In addition, the speaker output display change control in step AKS154 may cause the wireless earphone disconnection display ES4 of the image display example AK304 shown in Figure 37(D) to be executed on the screen of the image display device 5 until a predetermined period (for example, 3 seconds) has elapsed. The wireless earphone disconnection display ES4 may be included as an example of a sound output display corresponding to the fact that sound is being output from speakers 8L and 8R as an example of a sound output means, and may also be included as an example of a second device disconnection display corresponding to the fact that the wireless earphone connection has been disconnected as an example of a second listening device.
[0427] (Restrictions on switching control) In this embodiment, the connection of wireless earphones is restricted when wired earphones are connected. For example, in step AKS142 of the sound output control process shown in Figure 22, if wired earphones are outputting sound, it is not determined whether a wireless earphone connection has been detected between steps AKS161 and AKS170 shown in Figure 23(A). Therefore, when wired earphones are connected and sound is being output from them, the connection of wireless earphones is disabled, and switching control to output sound from wireless earphones is restricted.
[0428] In this embodiment, when wired earphones are connected, and the wired earphone output is "ON" and the speaker output and wireless earphone output are "OFF", the sound output display unit SA located in the lower right corner of the screen of the image display device 5 displays a sound output display that includes a speaker output off display SB2 and a wireless earphone output off display EA1. The sound output display that includes the speaker output off display SB2 and the wireless earphone output off display EA1 may be included as an example of a predetermined connection display that corresponds to the fact that wired earphones, which are an example of a first listening device, are connected.
[0429] In this embodiment, when wireless earphones are connected, the connection of wired earphones is restricted. For example, in step AKS143 of the sound output control process shown in Figure 22, if wireless earphones are outputting sound, the system does not determine whether a wired earphone connection has been detected between steps AKS171 and AKS180 shown in Figure 23(B). Therefore, when wireless earphones are connected and sound is being output from them, the connection of wired earphones is disabled, and the system is restricted from performing switching control to output sound from wired earphones.
[0430] In this embodiment, when wireless earphones are connected, and the wireless earphone output is "ON" and the speaker output and wired earphone output are "OFF", the sound output display unit SA located in the lower right corner of the screen of the image display device 5 displays a sound output display that includes a speaker output off display SB2 and a wireless earphone output on display EA2. The sound output display that includes the speaker output off display SB2 and the wireless earphone output on display EA2 may be included as an example of a specific connection display that corresponds to the fact that wireless earphones, which are an example of a second listening device, are connected.
[0431] (Sound output limit displayed) Furthermore, when one of the listening devices, either a wired earphone or a wireless earphone, is connected, it may be determined whether the connection of the other listening device has been detected. In this case, if the connection of the other listening device is detected, a sound output restriction display may be executed to notify that sound will not be output from the other listening device.
[0432] Figure 38 is an explanatory diagram showing examples of image displays for sound output limit indicators. Of these, the image display example AK311 shown in Figure 38(A) is an example of the wired earphone connection menu display MN2A, which corresponds to the case when no sound is output from wireless earphones while wired earphones are connected. The image display example AK312 shown in Figure 38(B) is an example of the wireless earphone connection notification display EW1, which corresponds to the case when no sound is output from wired earphones while wireless earphones are connected.
[0433] In step AKS126 of the menu display control process shown in Figure 21, if there is an instruction to set up a wireless device, it may be determined in step AKS127 whether or not wired earphones are connected. For example, in the main menu display MN1 shown in Figure 30, if the selection for the wireless device pairing menu item AR04 is determined, the performance control CPU 120 should determine in step AKS127 whether or not wired earphones are connected. In this case, if wired earphones are connected, the wired earphone connection menu display MN2A shown in the image display example AK311 in Figure 38(A) may be executed on the screen of the image display device 5 instead of the submenu display MN2 shown in Figure 32. The wired earphone connection menu display MN2A may be included as an example of a predetermined connection display corresponding to the fact that wired earphones, which are an example of a first listening device, are connected.
[0434] In the sound output control process shown in Figure 23(B), it may be determined whether or not a wired earphone connection has been detected between steps AKS171 and AKS180. For example, if the earphone plug of a wired earphone is inserted into the earphone jack EJ, the performance control CPU 120 may determine between steps AKS171 and AKS180 that a wired earphone connection has been detected. In this case, corresponding to the fact that a wireless earphone is connected, the wireless earphone connection notification display EW1 shown in the image display example AK312 in Figure 38(B) may be executed on the screen of the image display device 5. The wireless earphone connection notification display EW1 may be included as an example of a specific connection display corresponding to the fact that a wireless earphone, which is an example of a second listening device, is connected.
[0435] In this way, when wired earphones are connected, the connection of wireless earphones is restricted. When wired earphones are connected, the image display device 5 displays a sound output display in the sound output display unit SA that includes a speaker output off display SB2 and a wireless earphone output off display EA1, or displays a wired earphone connected menu display MN2A, as an indication that wired earphones are connected. In this way, when wired earphones are connected, the connection of wireless earphones is restricted, and it becomes clear that wired earphones are connected through the sound output display or the wired earphone connected menu display MN2A, so that the player can reliably recognize that wired earphones are the source of sound output. This makes it possible to provide a suitable sound output environment.
[0436] Furthermore, when wireless earphones are connected, the connection of wired earphones is restricted. When wireless earphones are connected, the image display device 5 displays a sound output display in the sound output display unit SA that includes a speaker output off display SB2 and a wireless earphone output on display EA2, or displays a wireless earphone connection notification display EW1, as an indication that wireless earphones are connected. In this way, when wireless earphones are connected, the connection of wired earphones is restricted, and it becomes clear that wireless earphones are connected through the sound output display or the wireless earphone connection notification display EW1, so that the player can reliably recognize that wireless earphones are the source of sound output. This makes it possible to provide a suitable sound output environment.
[0437] (When wired earphones are connected) Figure 39 is an explanatory diagram showing an example of a time chart when wired earphones are connected. Of these, Figure 39(A) shows "OFF," where no sound is output, and "ON," where sound is output. Figure 39(B) shows speaker output, whether or not sound is output from speakers 8L and 8R, with "OFF," where speaker output is stopped, and "ON," where speaker output is performed. Figure 39(C) shows wired earphone output, whether or not sound is output from wired earphones, with "OFF," where wired earphone output is stopped, and "ON," where wired earphone output is performed. Figure 39(D) shows wireless earphone output, whether or not sound is output from wireless earphones, with "OFF," where wireless earphone output is stopped, and "ON," where wireless earphone output is performed. Figure 39(E) shows speaker output display in the sound output display unit SA, with "OFF," which is the speaker output off display SB2, and "ON," which is the speaker output on display SB1. Figure 39(F) shows the wireless earphone output display in the sound output display unit SA, specifically the "OFF" indication (EA1) for wireless earphone output off and the "ON" indication (EA2) for wireless earphone output on. Figure 39(G) shows the volume values when speaker output is enabled or when earphone output is enabled.
[0438] Prior to timing TM01 shown in Figure 39, it is assumed that sound effects corresponding to a volume value of "7" as shown in Figure 39(G) are output from speakers 8L and 8R. At timing TM01, the earphone plug of the wired earphone is inserted into the earphone jack EJ. At this time, the sound control CPU 120 determines that the connection of the wired earphone has been detected by step AKS155 of the sound output control process shown in Figure 22, and the speaker output stop control in step AKS156 is performed. As a result, sound output from speakers 8L and 8R is stopped at timing TM01, and the speaker output shown in Figure 39(B) is changed from "ON" to "OFF" at timing TM01.
[0439] Following step AKS156 of the sound output control process shown in Figure 22, step AKS157 is performed to set the wi...
Claims
[Claim 1] A gaming machine capable of providing gaming services, A means of controlling the performance, Signal generation means and Sound output means, Display means and Equipped with a light-emitting means, The aforementioned performance control means includes processing means capable of outputting a digital signal for outputting performance sound, The signal generation means includes a first signal generation means and a second signal generation means provided separately from the first signal generation means. The first signal generation means is capable of generating a signal for outputting sound based on the digital signal from the sound output means, The second signal generation means is capable of generating a signal for outputting sound based on the digital signal from a listening device connected via wireless communication, When searching for the listening device via wireless communication, the light-emitting means is set to a specific light-emitting state, and then the display means displays a search in progress. Gaming machine.
Citation Information
Patent Citations
Game machine
JP2021186579A