Pachinko machine

The gaming machine allows players to adjust and emphasize specific sounds like BGM, sound effects, or dialogues by reducing other sound volumes, ensuring desired sounds are clearly heard, thus enhancing the gaming experience.

JP7706512B2Active Publication Date: 2025-07-11FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2023144439
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-06
Publication Date
2025-07-11
Estimated Expiration
2043-09-06

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko machines, lack the ability to emphasize specific sounds like BGM, sound effects, or dialogues as desired by the player.

Method used

The gaming machine includes volume adjusting means that allow players to set specific sound volumes, enabling emphasis on desired sounds by reducing the volume of other sounds, and features like setting buttons and sub-control CPUs to manage sound output.

Benefits of technology

Players can clearly hear desired sounds by emphasizing them, enhancing the gaming experience according to personal preferences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which enables a sound desired by a player to be emphasized, and enables a sound desired to be heard by a player to be securely heard by the user.SOLUTION: A game machine has a sub control CPU 800a which adjusts a predetermined volume. When setting related to volume adjustment is carried out by a setting button, the sub control CPU 800a can adjust a first voice volume. On the other hand, even when the setting related to volume adjustment is carried out by the setting button, adjustment of a second voice volume is restricted.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, the present invention relates to a gaming machine that can emphasize the sounds desired by the player and can clearly play the sounds that the player wants to hear.

Background Art

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine can freely set the volume of BGM (Background music) and the like and the amount of light of lamps to some extent.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the above gaming machine has a problem that it cannot emphasize specific sounds such as BGM, lines, or sound effects even if the player desires to emphasize them.

[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine that can emphasize the sounds desired by the player and can clearly play the sounds that the player wants to hear.

Means for Solving the Problems

[0006] The object of the present invention is achieved by the following means. The reference numerals in parentheses are those of the embodiments described later, but the present invention is not limited thereto.

[0007] According to the gaming machine according to the invention of claim 1, Volume of the voice sound of the character used in the performance and, Error used for error notification volume, setting means capable of making a predetermined setting (for example, the setting button 15 shown in FIG. 1), volume adjusting means for adjusting a predetermined volume (for example, the sub-control CPU 800a shown in FIG. 4), and has, The volume adjusting means, when the predetermined setting is made by the setting means, the Of the voice sound volume can be adjusted, while even when the predetermined setting is made by the setting means, the Error adjustment of the volume is restricted And The character includes a plurality of characters including a first character and a second character When a specific setting is made by the setting means (for example, the setting button 15 shown in FIG. 1) and the voice sound of the first character is output from the sound output means (for example, the speaker 19 shown in FIG. 1), The volume of the voice sound of the second character is output from the sound output means (for example, the speaker 19 shown in FIG. 1) to be smaller than the volume of the voice sound of the first character, The voice sound of the first character is emphasized more than the voice sound of the second character It is characterized by this 。

Effect of the Invention

[0008] According to the present invention, a player can emphasize a desired sound and can surely make the player hear a sound that the player wants to hear.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, an embodiment of a gaming machine according to the present invention will be specifically described with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when indicating the up, down, left, and right directions, it refers to the up, down, left, and right as seen from the front of the illustration.

[0011] <Explanation of the External Appearance Configuration of the Pachinko Gaming Machine> First, with reference to FIGS. 1 to 3, the external appearance configuration of the pachinko gaming machine according to the present embodiment will be described.

[0012] <Explanation of the External Appearance Configuration of the Front of the Pachinko Gaming Machine>

[0013] As shown in FIG. 1, the pachinko gaming machine 1 is configured such that a rectangular front frame 3 is attached to the front surface of a wooden outer frame 2 so as to be openable and closable, and a game board 4 is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is mounted with the game area 40 shown in FIG. 2 facing forward, and as shown in FIG. 1, a glass door frame 5 that supports transparent glass is provided on the front side of this game area 40. Note that the game area 40 is composed of an area surrounded by ball guide rails 6 (see FIG. 2) disposed on the surface of the game board 4.

[0014] On the other hand, as shown in FIG. 1, in the pachinko gaming machine 1, a front operation panel 7 is disposed below the glass door frame 5, and an upper tray unit 8 is provided on the front operation panel 7. An upper tray 9 for storing the discharged game balls is integrally formed on the upper tray unit 8. Further, a ball lending button 11 and a prepaid card discharge button 12 (card return button 12) are provided on the front operation panel 7. On the upper surface portion of the upper tray 9, a push-button type effect button device 13 is provided that can change the effect by being pressed by the player when a built-in lamp (not shown) is lit. Further, a ball extraction button 14 for extracting the game balls stored in the upper tray 9 downward is provided on the upper tray 9, and a setting button 15 composed of a substantially cross key is further provided. This setting button 15 can be operated by the player, and includes a circular determination key 15a provided at the center, a triangular upper key 15b provided above the determination key 15a in the drawing, a triangular left key 15c provided on the left side of the determination key 15a in the drawing, a triangular right key 15d provided on the right side of the determination key 15a in the drawing, and a triangular lower key 15e provided below the determination key 15a in the drawing.

[0015] On the other hand, as shown in FIG. 1, on this upper tray 9, a volume adjustment button 16 and a light quantity adjustment button 17 are provided to the left of the setting button 15 in the illustration. This volume adjustment button 16 can be operated by the player and is composed of an upward triangular key 16a and a downward triangular key 16b. Also, the light quantity adjustment button 17 can be operated by the player and is composed of an upward triangular key 17a and a downward triangular key 17b.

[0016] On the other hand, as shown in FIG. 1, on the right end side of the front operation panel 7, a firing handle 18 for operating the firing unit is provided, and speakers 19 for emitting BGM (Background Music), sound effects (SE), or dialogues (VC) are provided on both upper side surfaces of the front frame 3 and in the vicinity of the firing handle 18. In addition, on the peripheral frame of the front frame 3, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged.

[0017] <Explanation of the external structure of the game board> Next, the external structure of the game board 4 will be described.

[0018] In the game area 40 of the game board 4, as shown in FIG. 2, a liquid crystal display device 41 made of an LCD (Liquid Crystal Display) or the like is arranged approximately at the center. This liquid crystal display device 41 divides the display area into three areas: left, middle, and right, and can independently display fluctuations in numbers, characters, letters (character conversations, lyric subtitles, etc.) or patterns (special patterns and ordinary patterns). And around such a liquid crystal display device 41, decorative upper ornaments 42a, left ornaments 42b, and right ornaments 42c are provided, and a movable accessory device 43 is arranged on the back side of these upper ornaments 42a, left ornaments 42b, and right ornaments 42c. In addition, on the upper ornaments 42a, left ornaments 42b, and right ornaments 42c, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged.

[0019] As shown in Fig. 2, this movable accessory device 43 includes a movable accessory 43a that performs a predetermined effect operation as the game progresses, a left movable accessory 43b, a right movable accessory 43c, and an upper left movable accessory 43d. Further, the upper, left, right, and upper left movable accessories 43a to 43d are each driven by a motor such as a two-phase stepping motor (not shown). Decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged on these upper, left, right, and upper left movable accessories 43a to 43d.

[0020] On the other hand, directly below the liquid crystal display device 41, a special symbol 1 start port 44 is arranged, and inside it, a special symbol 1 start port switch 44a (see Fig. 4) for detecting winning balls is provided. The number of valid winning balls detected by this special symbol 1 start port switch 44a (see Fig. 4), that is, the number of first start hold balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). When a game ball wins in the special symbol 1 start port 44 and is detected by the special symbol 1 start port switch 44a (see Fig. 4), the number of first start hold balls is incremented by 1 (+1), and when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts, it is decremented by 1 (-1). Decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged around the special symbol 1 start port 44.

[0021] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is arranged on the lower right side of the liquid crystal display device 41. As shown in Fig. 3, this special symbol 2 start device 45 includes a special symbol 2 start port 45a, an opening / closing part 45b that can be changed between an "open state" in which the game ball YK can enter the special symbol 2 start port 45a and a "closed state" in which entry is impossible, an entry guide part 45c that can be changed between a "guide state" in which the game ball YK is guided toward the special symbol 2 start port 45a and a "non-guide state" in which it is not guided, and a special symbol 2 start port switch 45a1 (see Fig. 4) for detecting the game ball YK that has entered the special symbol 2 start port 45a.

[0022] The special symbol 2 start port 45a opens substantially horizontally toward the right in the left - right direction of the front view shown in FIG. 2, and a special symbol 2 start port switch 45a1 (see FIG. 4) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see FIG. 4), that is, the number of second start - reserved balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of second start - reserved balls is incremented by 1 (+1) when a game ball wins in the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see FIG. 4), and is decremented by 1 (-1) when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts.

[0023] The opening - closing part 45b includes an opening - closing member 45b1 that can move in the left - right direction with respect to the special symbol 2 start port 45a, and a normal electric accessory solenoid 45b2 (see FIG. 4) for driving and controlling the opening - closing member 45b1. When in the closed state, as shown in FIG. 3(b), the opening - closing member 45b1 protrudes into the special symbol 2 start port 45a (moves to the left in the figure) to prevent the game ball YK from entering the special symbol 2 start port 45a. When in the open state, as shown in FIG. 3(a), it retracts to the right in the figure to allow the game ball YK to enter the special symbol 2 start port 45a.

[0024] The ball - guiding part 45c includes a guiding member 45c1 that slopes downward from the right side to the left side as shown in FIG. 2 (slopes downward toward the special symbol 2 start port 45a). And this guiding member 45c1 will be driven and controlled by the normal electric accessory solenoid 45b2 (see FIG. 4).

[0025] As shown in Fig. 3(a), when in the guiding state, the ball inlet guide part 45c slides forward (towards the glass door frame 5 shown in Fig. 1) in the game area 40 and protrudes, guiding the game ball YK on it to the special symbol 2 start port 45a. When in the non-guiding state, as shown in Fig. 3(b), the guiding member 45c1 slides backward (towards the rear side of the game area 40) and retracts. Thus, even if a game ball YK is on the guiding member 45c1 when it is in the guiding state, if the game ball YK changes to the non-guiding state and the guiding member 45c1 slides backward before the game ball YK enters the special symbol 2 start port 45a, the game ball YK will flow downstream without entering the special symbol 2 start port 45a. Note that the guiding member 45c1 and the opening / closing member 45b1 operate in conjunction. That is, when the guiding member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side shown in Fig. 3(a) to allow the game ball YK to enter the special symbol 2 start port 45a. When the guiding member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side shown in Fig. 3(b) to prevent the game ball YK from entering the special symbol 2 start port 45a.

[0026] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric accessory. Also, the special symbol 2 starting device 45 is provided with a decorative lamp such as a full-color LED lamp that exhibits an effect through light decoration.

[0027] On the other hand, as shown in Fig. 2, a winning device 46 is arranged on the right side of the special symbol 1 start port 44. When winning the special symbol lottery, that is, during the winning game state, the opening / closing door 46a is driven and controlled by a special electric accessory solenoid 46b (see Fig. 4) so that a large winning port (not shown) closed by the opening / closing door 46a is opened, and game balls can enter the large winning port (not shown). Note that the game balls that enter the large winning port (not shown) are detected by a large winning port switch 46c (see Fig. 4) provided inside the large winning port (not shown) as winning balls.

[0028] On the one hand, when not winning the lottery of the special symbol, that is, when not in a winning game state, the opening / closing door 46a is driven and controlled by the special electric accessory solenoid 46b (see Fig. 4), and the big winning opening (not shown) is closed. As a result, game balls cannot enter the big winning opening (not shown). Hereinafter, the device combining such an opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as a special electric accessory. In addition, the winning device 46 is provided with a decorative lamp such as a full-color LED lamp that exhibits an effect by light decoration.

[0029] By the way, a distributing device 47 having a conventionally well-known structure is provided in the winning device 46. As shown in Fig. 2, this distributing device 47 includes a V region 47a and a non-V region 47b. When a game ball enters the big winning opening (not shown), the game ball is distributed to either the V region 47a or the non-V region 47b. Note that the distributing device 47 distributes the game balls that enter the big winning opening (not shown) to the non-V region 47b instead of the V region 47a unless a predetermined game state is reached.

[0030] On the upper right of the liquid crystal display device 41, as shown in Fig. 2, a normal symbol start port 48 made of gates is arranged, and inside it, a normal symbol start port switch 48a (see Fig. 4) for detecting the passage of a game ball is provided. Also, general winning ports 49 are respectively arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general winning port 49 is composed of an upper right general winning port 49a arranged on the right side of the winning device 46, an upper left general winning port 49b arranged on the left side of the special symbol 1 start port 44, a left middle general winning port 49c, and a lower left general winning port 49d. And inside the upper right general winning port 49a, an upper right general winning port switch 49a1 (see Fig. 4) for detecting the passage of a game ball is provided, inside the upper left general winning port 49b, an upper left general winning port switch 49b1 (see Fig. 4) for detecting the passage of a game ball is provided, inside the left middle general winning port 49c, a left middle general winning port switch 49c1 (see Fig. 4) for detecting the passage of a game ball is provided, and inside the lower left general winning port 49d, a lower left general winning port switch 49d1 (see Fig. 4) for detecting the passage of a game ball is provided. Note that decorative lamps such as full-color LED lamps that exhibit an effect by light decoration are arranged at the general winning port 49.

[0031] On the other hand, directly below the special symbol 1 start port 44, an out port 50 is arranged into which game balls (out balls) that have flowed down to the most downstream part of the game area 40 without winning are entered. Note that the game balls that have entered the out port 50 are detected as non-winning balls by an out port switch 50a (see Fig. 4) provided inside, and furthermore, since the above-mentioned winning balls also flow down to the most downstream part through the back side of the game board 4, they will be detected by the out port switch 50a (see Fig. 4). Therefore, the out port switch 50a (see Fig. 4) will detect the total number of discharged out balls, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 18. Also, when counting the game balls launched into the game area 40 by the launch handle 18, a switch may be provided at the location where the ball guide rail 6 enters the game area 40 for counting.

[0032] On the lower right peripheral portion of the game area 40 of the game board 4, there are three 7-segment displays arranged side by side. Among them, two 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of starting reserved balls of the normal symbol, and the game state (for example, advantageous game state, etc.). As shown in FIG. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. On the left side of the special symbol 1 display device 51a, there is a normal symbol display device 52 composed of one LED. Furthermore, a round lamp 53b for notifying the number of rounds of the big win game and a right hit notification lamp 53c for notifying a right hit are provided.

[0033] In addition, an identification lamp device 51A for indicating identification information corresponding to special symbol 1 and special symbol 2 is provided on the upper end side of the left ornament 42b.

[0034] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for notifying the player of information on whether special symbol 1 and special symbol 2 are in the process of changing, or whether the said special symbol 1 and special symbol 2 are a win or a loss. This first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is in the process of changing, the first identification lamp 51Aa blinks. When special symbol 1 is a win, the first identification lamp 51Aa lights up. When special symbol 1 is a loss, the first identification lamp 51Aa goes out. Furthermore, when special symbol 2 is in the process of changing, the second identification lamp 51Ab blinks. When special symbol 2 is a win, the second identification lamp 51Ab lights up. When special symbol 2 is a loss, the second identification lamp 51Ab goes out.

[0035] Note that although not shown in the figure, a plurality of game pins are arranged in the game area 40 of the game board 4, and a windmill 54 as a member for changing the falling direction of the game ball is arranged.

[0036] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game provided in the pachinko game machine 1 having the above-described appearance configuration will be described with reference to FIG. 4. As shown in FIG. 4, this control device mainly includes a main control board 60 that controls the entire game operation, a payout / firing control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0037] <Explanation regarding the main control board> The main control board 60 mainly mounts a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program and the like describing a series of game control procedures, and a main control RAM 600c that functions as a work area, buffer memory, etc., a measurement / setting display device 610 composed of seven segments that also serves as a display of the content regarding the ratio of the number of winning balls in a low-probability time (when the winning lottery probability is in the normal low-probability state) and the like (performance display), and a display of the setting content of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0038] And, connected to the main control board 60 configured as described above is a payout / firing control board 70 that controls the payout motor M to payout game balls. Further, a special symbol 1 start port switch 44a that detects winning in the special symbol 1 start port 44, a special symbol 2 start port switch 45a1 that detects winning in the special symbol 2 start port 45a, a normal symbol start port switch 48a that detects passage through the normal symbol start port 48, an upper right general winning port switch 49a1, an upper left general winning port switch 49b1, a middle left general winning port switch 49c1, and a lower left general winning port switch 49d1 that detect winning in the general winning ports 49 (upper right general winning port 49a, upper left general winning port 49b, middle left general winning port 49c, lower left general winning port 49d), a big winning port switch 46c that detects winning in a big winning port (not shown) that is opened or closed by the opening / closing door 46a, and an out port switch 50a that can detect the same number of game balls as the game balls fired into the game area 40 by the firing handle 18 are connected. Furthermore, a normal electric accessory solenoid 45b2 that drive-controls the opening / closing member 45b1 and the guide member 45c1, a special electric accessory solenoid 46b that controls the operation of the opening / closing door 46a, a distribution device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right strike notification lamp 53c are connected. Additionally, a fraud detection board 55 that detects cheating by the player is connected.

[0039] When the main control board 60 configured as described above receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a, the main control CPU 600a conducts a lottery, determines the variation pattern of the special symbol, the stop symbol, or the display content of the normal symbol according to the winning or losing information which is the result of the lottery, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result will be displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Further, the main control board 60, that is, the main control CPU 600a generates an effect control command DI_CMD including the determined information and transmits it to the sub-control board 80. Note that when the main control board 60, that is, the main control CPU 600a receives signals from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, it determines how many game balls to pay out to the player, and by transmitting a payout control command PAY_CMD including the determined information to the payout / firing control board 70, the payout / firing control board 70 pays out game balls to the player.

[0040] Also, as a result of the lottery, when winning the lottery for the normal symbol, the normal electric accessory solenoid 45b2 is driven and controlled so that the opening / closing member 45b1 is in the open state and the guiding member 45c1 is in the guiding state for a predetermined time. When winning the lottery for the special symbol, the special electric accessory solenoid 46b is controlled to open the big winning port (not shown).

[0041] In the one-type two-type mixed type gaming machine, when it is in the small win gaming state, it is controlled so that the opening / closing door 46a repeatedly opens and closes the big winning port (not shown). When a game ball enters the big winning port (not shown), the sorting device 47 is controlled so that the game ball is sorted into the V area 47a.

[0042] On the other hand, the main control board 60, that is, the main control CPU 600a, measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, and measures the total number of game balls discharged every time it receives a signal from the out port switch 50a. Then, the main control board 60, that is, the main control CPU 600a, outputs to the measurement / setting display device 610 the content (performance display) regarding the ratio of the number of prize balls awarded at low probability based on the measured number of prize balls and the total number of game balls discharged. As a result, the content (performance display) regarding the ratio of the number of prize balls awarded at low probability is displayed on the measurement / setting display device 610.

[0043] Furthermore, the measurement / setting display device 610 can display the setting content of the probability of generating a game state advantageous to the player in, for example, 6 levels from "1" to "6". Thus, when changing such setting content, a dedicated key is inserted into the setting key switch 630, and when it is turned on, the setting content of the probability of generating a game state advantageous to the player can be set and changed in 6 levels from "1" to "6" by the RAM clear switch 620 (for example, setting "6" has the highest probability of generating a game state advantageous to the player, and setting "1" has the lowest probability of generating a game state advantageous to the player). Then, the setting change content is displayed on the measurement / setting display device 610, and when the setting change content is determined, the dot on the lower right side of the 7-segment display lights up, indicating that the setting content has been determined.

[0044] On the other hand, when the RAM clear switch 620 is pressed except when a dedicated key is inserted into the setting key switch 630 and it is turned on, only a part of the memory area of the main control RAM 600c is cleared instead of clearing all the memory areas.

[0045] On the other hand, when the main control board 60, that is, the main control CPU 600a, receives a fraud detection signal detecting a player's fraudulent act from a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55, it generates a fraud error command (production control command DI_CMD) and transmits it to the sub-control board 80.

[0046] <Explanation of the payout and launch control board> The payout and launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal to payout game balls to the player. Furthermore, the payout and launch control board 70 performs a process of starting or stopping the operation of launching game balls in response to the player's operation based on a bonus ball count signal indicating the payout operation of the game balls and a status signal related to an abnormality of the payout operation.

[0047] On the other hand, a touch sensor is provided at the peripheral edge of the launch handle 18 shown in FIG. 1. When the player's hand touches the touch sensor of the launch handle 18, the touch sensor outputs a detection signal to the payout and launch control board 70 as shown in FIG. 4. In response to this, the payout and launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). Then, the main control board 60 (main control CPU 600a) transmits the detection signal to the sub-control board 80 as a production control command DI_CMD. As a result, it becomes possible to transmit information on whether the player has touched the handle 18 to play the game to the sub-control board 80.

[0048] Incidentally, the payout / firing control board 70 also performs the ball lending process for the player. That is, when the ball lending button 11 shown in FIGS. 1 and 4 is pressed, a ball lending signal is transmitted to a CR unit (not shown) arranged adjacent to the pachinko gaming machine 1. In response to this, the CR unit transmits a ball lending request signal to the payout / firing control board 70. Then, upon receiving this signal, the payout / firing control board 70 pays out a game ball to the player, and upon completion of the payout, transmits a ball lending completion signal to the CR unit. Thus, in this manner, the payout / firing control board 70 performs the ball lending process for the player.

[0049] <Description of the Sub-Control Board> The sub-control board 80 is equipped with a sub one-chip microcomputer 800 composed of a sub-control CPU 800a that receives the effect control command DI_CMD from the above main control board 60 (main control CPU 600a) and executes and controls various effects, and also controls the display image displayed on the liquid crystal display device 41, a sub-control ROM 800b in which a control program describing the effect control procedure and the like are stored, and a sub-control RAM 800c that functions as a work area, buffer memory, etc.

[0050] Furthermore, the sub-control board 80 includes a sound LSI 801 that generates desired BGM, sound effects, etc., a sound RAM 802 that functions as a work area, buffer memory, etc., a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on instructions from the sub one-chip microcomputer 800, a work area for decompressing video compressed data, and a DDR2 SDRAM 804 composed of a frame buffer area that temporarily stores the image data to be displayed on the liquid crystal display device 41, and a game ROM 805 in which still image compressed data, CG data of video compressed data, and sound data such as BGM and sound effects are stored in advance. Note that a still image is a so-called sprite image, which shows a single image such as text data like characters, background images, or special symbols. Also, a video means a collection of a plurality of (multiple frames) still images that change continuously, and a smooth operation is reproduced by continuously drawing a plurality of still images on the liquid crystal display device 41.

[0051] Connected to the sub-control board 80 configured as described above is a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that exhibit a lamp lighting effect. Further, a push-button type effect button device 13 that can change the effect by being pressed by the player when a built-in lamp (not shown) is lit is connected, and a speaker 19 that emits BGM, sound effects, or lines is connected. And furthermore, a movable accessory device 43 that performs a predetermined effect operation as the game progresses is connected to the sub-control board 80, and an identification lamp device 51A for notifying the player of information on whether the special symbol 1 and the special symbol 2 are in a changing state or a hit / miss state of the special symbol 1 and the special symbol 2 is connected, a setting button 15 that enables various settings is connected, a volume adjustment button 16 that enables volume adjustment is connected, a light amount adjustment button 17 that enables light amount adjustment is connected, and the liquid crystal display device 41 is connected.

[0052] Thus, the sub-control board 80 configured as described above receives an effect control command DI_CMD including basic information necessary for a special symbol variation pattern, the current game state, the number of starting hold balls, a decorative symbol to be stopped based on the lottery result, etc., based on the lottery result transmitted from the main control board 60 (main control CPU 600a), by the sub-control CPU 800a. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal for instructing the execution of the determined effect pattern.

[0053] The sub-control CPU 800a transmits, to the sound LSI 801, a control signal related to sound among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 19. As a result, a BGM, an effect sound, or a voice corresponding to the determined effect pattern is emitted from the speaker 19.

[0054] Also, the sub-control CPU 800a transmits, to the decoration lamp board 90, a control signal related to light among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. As a result, the decoration lamp board 90 controls the lighting or extinguishing of decoration lamps such as full-color LED lamps that exhibit a lamp effect, so that a lamp effect corresponding to the determined effect pattern is executed.

[0055] Then, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a command list related to the image to the VDP 803. As a result, the VDP 803 generates image data so as to display an image based on the command list, and by transmitting the generated image data to the liquid crystal display device 41, an image corresponding to the determined production pattern is displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but so that the sub-control CPU 800a (sub-control CPU 800a) can grasp that the display operation for this one frame has ended, the VSYNC (vertical synchronization signal) shown in FIG. 4 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. As a result, the sub-control CPU 800a can grasp that the image data for one frame has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0056] Furthermore, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a control signal related to the movable accessory to the movable accessory device 43. As a result, the movable accessory device 43 moves corresponding to the determined production pattern.

[0057] <Explanation of the power supply board> By the way, the power supply to each of the above-described boards is supplied from the power supply board 130 shown in FIG. 4. This power supply board 130 includes a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 generates a plurality of types of DC voltages in response to an AC voltage AC24V, which is an external power supply supplied from a transformer (not shown) installed in the game parlor, and the generated DC voltages are supplied to each board (not shown).

[0058] In addition, the voltage monitoring unit 1310 monitors the voltage of the above AC voltage AC24V, and outputs a voltage abnormality signal ALARM to the main control board 60 when this voltage is interrupted or a power failure occurs and a voltage abnormality is detected. Note that the voltage abnormality signal ALARM outputs a signal at the "L" level during a voltage abnormality and a signal at the "H" level during normal operation.

[0059] On the other hand, the system reset generation unit 1320 generates a system reset signal RST at power-on, and the generated system reset signal RST is output to each board.

[0060] <Explanation of Specific Sound Emphasis Setting> Here, the specific sound emphasis setting will be explained.

[0061] Conventionally, pachinko machines that can adjust the volume are known, but pachinko machines that can emphasize specific sounds such as BGM, sound effects, or dialogue are not known.

[0062] Therefore, in the present embodiment, it is possible to emphasize specific sounds such as BGM, sound effects, or dialogue. Specifically, during the game (including during the jackpot game), or when the customer waiting demo screen is displayed or when the customer is waiting, if the player tries to adjust the volume and presses the volume adjustment button 16 shown in FIG. 1, as shown in FIG. 5, a volume adjustment screen (see image P1) is displayed in the lower left part of the screen of the liquid crystal display device 41. In the present embodiment, as shown in FIG. 5, an example is shown in which an image of a winning game in which the left decorative symbol (see image P2a), the middle decorative symbol (see image P2b), and the right decorative symbol (see image P2c) have stopped (stopped at "777" in the figure) and the resident symbol (see image P3) has also stopped with the same number is displayed on the liquid crystal display device 41.

[0063] Incidentally, on this screen for volume adjustment (see image P1), as shown in FIG. 5, content indicating that volume can be adjusted in 10 steps (see image P1a) is displayed, and content indicating selection by the volume adjustment button 16 (see image P1b) is displayed. When the player presses the up key 16a of the volume adjustment button 16 shown in FIG. 1, the content indicating that the volume can be adjusted in 10 steps shown in FIG. 5 (see image P1a) is replaced with content showing that the volume increases step by step. When the player presses the down key 16b of the volume adjustment button 16 shown in FIG. 1, the content indicating that the volume can be adjusted in 10 steps shown in FIG. 5 (see image P1a) is replaced with content showing that the volume decreases step by step. Note that when the volume is changed, the change is immediately reflected.

[0064] On the one hand, as shown in FIG. 5, when a volume adjustment screen (see image P1) is displayed on the liquid crystal display device 41, a volume balance setting screen (see image P4) is also displayed accordingly. As shown in FIG. 5, this volume balance setting screen (see image P4) displays the content indicating which sound to emphasize (see image P4a), and the content indicating that it can be selected with the setting button 15 shown in FIG. 1 (see image P4b). Specifically, when the player presses the up key 15b and the down key 15e of the setting button 15 shown in FIG. 1, the player can select and set which sound to emphasize. In this embodiment, as shown in FIG. 6, any one of "Default", "BGM Emphasis", "Dialogue Emphasis", and "Sound Effect Suppression" can be selected as options. When "Default" is selected, as shown in FIG. 6, the volumes of BGM, sound effects (SE), and dialogue (VC) all remain at the current volume output value (shown as 100% in the figure). On the other hand, when "BGM Emphasis" is selected, as shown in FIG. 6, the volume of BGM remains at the current volume output value (shown as 100% in the figure), but the volumes of sound effects (SE) and dialogue (VC) are reduced by 50% from the current volume output value. Also, when "Dialogue Emphasis" is selected, as shown in FIG. 6, the volume of dialogue (VC) remains at the current volume output value (shown as 100% in the figure), but the volume of BGM is reduced by 75% from the current volume output value, and the volume of sound effects (SE) is reduced by 50% from the current volume output value. Also, when "Sound Effect Suppression" is selected, as shown in FIG. 6, the volumes of BGM and dialogue (VC) remain at the current volume output value (shown as 100% in the figure), but the volume of sound effects (SE) is reduced by 50% from the current volume output value.

[0065] Thus, when selecting and setting which sound to emphasize, as described above, instead of emphasizing the set sound, the output value of the volume of other sounds is decreased to relatively emphasize it. By doing so, the sound desired by the player is emphasized, and conversely, by decreasing the output value of the volume of the sound that the player finds annoying, a sound according to the player's preference is output, thereby widening the range of the player's games.

[0066] Also, when the player presses the up key 15b and the down key 15e of the setting button 15 shown in FIG. 1 to select which sound to emphasize, the selection content is immediately reflected. That is, for example, when "BGM emphasis" is selected, immediately, as shown in FIG. 6, the volume of the sound effect (SE) and the voice (VC) becomes 50% lower than the current volume output value. As a result, since the player can immediately notice the change in volume, it is possible to select the volume balance in real time. Further, as shown in FIG. 5, when the volume adjustment screen (see image P1) is displayed, the volume balance setting screen (see image P4) is also displayed accordingly, so that the player can emphasize the voice of a favorite character or the like at an arbitrary timing during the symbol variation. Thereby, a game according to the player's preference can be provided.

[0067] By the way, the volume adjustment screen (see image P1) shown in FIG. 5 is erased from the display screen of the liquid crystal display device 41 after a predetermined time (for example, 5 seconds) unless the player presses the volume adjustment button 16 shown in FIG. 1 at all. Therefore, accordingly, the display of the volume balance setting screen (see image P4) is also erased.

[0068] Also, in the present embodiment, an example in which the volume balance setting screen (see image P4) is displayed to the right of the volume adjustment screen (see image P1) shown in FIG. 5 is shown, but it is not limited thereto, and it may be displayed at any location. However, it is preferably displayed at a location where the player can easily view it, that is, except for a location where it interferes with the movable accessory device 43 and makes it difficult for the player to view.

[0069] Also, the volume balance setting screen shown in FIG. 5 (see image P4) may have the background part transparent or opaque. However, as described above, since the volume balance setting in this embodiment can be adjusted in synchronization with the timing of volume adjustment, it can be displayed even during the reach effect. Therefore, it is preferable to make it translucent (for example, about 50%) so that the displayed effect is not invisible to the player and to display it in a way that does not interfere with the player.

[0070] <Explanation of a modification example of specific sound emphasis setting> By the way, in the above description, an example of setting the volume balance in synchronization with the timing of volume adjustment was shown, but it is not limited to that, and a method as shown in FIG. 7 may also be used.

[0071] Specifically, when a customer waiting demo screen is being displayed on the liquid crystal display device 41 (see FIG. 2), if a player presses the effect button device 13 (see FIG. 1), as shown in FIG. 7(a), a menu screen (see image P10) is displayed on the liquid crystal display device 41. As shown in FIG. 7(a), on this menu screen, the character display "Customize" (see image P10a) is shown in the center of the upper part of the screen, and below it, customizable contents such as "Winning Chance Notification", "Improving Prediction Expectation", "Premium Increase", and "Volume Balance Setting" (see image P10b) are displayed. The winning chance notification is related to a high-expectation prediction preview that, if it appears, increases the expectation of a winning game state. Also, the improving prediction expectation is to adjust the allocation value so that the appearance rate of a prediction preview with a low expectation of a winning game state (although there will be a reserved change, it is for fluctuations that end with a normal reach) is reduced and it appears when reaching a reach with a high expectation of a winning game state such as a strong SP reach. Furthermore, the premium increase is to increase the appearance rate of the premium effect of the winning confirmation effect in a winning variation. Conversely, when the premium effect does not appear, the expectation of winning will be lower than when the custom setting is OFF. On the other hand, as described above, the volume balance setting can be used to select and set which sound to emphasize.

[0072] Thus, such customizable contents (see image P10b) can be selected (see image P10c) with the cross keys and determined (see image P10d) with a button, as shown in FIG. 7(a). However, as described above, the volume balance setting is determined at the selected stage.

[0073] Here, to specifically explain the selection method for customizable content (refer to image P10b), when the player presses the up key 15b and down key 15e shown in FIG. 1, the square frame W1 shown in FIG. 7(a) moves up and down, enabling the selection of customizable content (refer to image P10b). Then, after selecting the customizable content (in FIG. 7(a), "prize chance notification" is selected), when the player presses the left key 15c and right key 15d shown in FIG. 1, the ON / OFF of the production contents of "prize chance notification", "advance prediction degree increase", and "premium increase" can be set. Furthermore, after selecting the customizable content (refer to image P10b), when the player presses the left key 15c and right key 15d shown in FIG. 1, in the case of "volume balance setting", any one of "default", "BGM emphasis", "dialogue emphasis", and "sound effect moderation" can be selected.

[0074] Thus, after making such settings, when the player presses the enter key 15a shown in FIG. 1, the set content will be determined. However, in the case of volume balance setting, it is set to be determined at the selected stage without pressing the enter key 15a shown in FIG. 1. In addition, when returning to the normal screen, the player moves the square frame W1 shown in FIG. 7(a) to "return to normal screen" (refer to image P10e) and presses the enter key 15a shown in FIG. 1 to return to the normal screen. Also, in this embodiment, an example where the set content is determined by pressing the enter key 15a shown in FIG. 1 is shown, but it is not limited to this. The ON / OFF setting of the customizable production content can also be such that without pressing the enter key 15a shown in FIG. 1, the set content is determined at the stage where the ON / OFF setting is made by pressing the left key 15c and right key 15d shown in FIG. 1.

[0075] On the other hand, not only when the waiting customer demo screen is displayed on the liquid crystal display device 41 (see FIG. 2), but also during the waiting for customers or during the variation of the special symbol, it is possible to set customizable content. In the present embodiment, an example of setting customizable content during the variation of the special symbol will be described. Specifically, as shown in FIG. 7(b), on the liquid crystal display device 41, the decorative symbol fluctuates at high speed (see image P2), and accordingly, the resident symbol fluctuates at high speed (see image P3), and a state indicating that it is in the process of fluctuation is displayed. At this time, as shown in FIG. 7(b), customizable content (see image P11) is displayed in the lower left corner of the screen, and the selected content (see image P12) is also displayed. Furthermore, it is displayed that it can be selected with the cross keys (see image P13) and determined with the button (see image P14). Specifically, when the player presses the up key 15b and the down key 15e shown in FIG. 1, the player can select the customizable content (see image P11). Then, after selecting the customizable content (in FIG. 7(b), "volume balance setting" is selected), when the player presses the left key 15c and the right key 15d shown in FIG. 1, the selected content of the selected customizable content can be set (see image P12). Thus, after making such settings, when the player presses the determination key 15a shown in FIG. 1, the set content will be determined. However, the volume balance setting is determined at the selected stage as described above.

[0076] Therefore, as described with reference to FIG. 7, it is also possible to set the timing of the volume balance setting at the same timing as the customizable content. By doing so, it becomes easier for the player to notice the setting, and thereby, it is possible to provide a comfortable game according to the player's preference.

[0077] Note that the volume balance setting will be immediately reflected when selected, as described above. However, the effects of "winning chance notification", "increasing anticipation of preview", and "premium increase" will not be immediately reflected after being set, and the content selected from the first start hold balls when a game ball wins a prize at the special symbol 1 start port 44 (see Fig. 2) will be reflected.

[0078] Also, the content set in the volume balance setting can be reset to "default" when the company logo is displayed on the liquid crystal display device 41. By doing so, when the next player starts the game, it can start from the "default" setting, thus preventing the situation where the game starts with setting content that the next player does not like.

[0079] Incidentally, in this embodiment, when "BGM emphasis" is selected in the "volume balance setting", an example of emphasizing all BGMs is shown, but it is not limited to this, and specific BGMs may be emphasized. That is, the BGMs in the gaming machine can be roughly classified into two types: the BGM that plays during a specific effect such as a reach effect, and the BGM that the player can arbitrarily select which song to play. Therefore, when "BGM emphasis" is selected, for example, only the BGM that the player can arbitrarily select which song to play can be emphasized. In this way, the player can listen to their favorite songs or the songs they want to hear more attentively. Note that in this case, the output value of the volume of the BGM that plays during a specific effect such as a reach effect will decrease.

[0080] Incidentally, the BGM that allows the player to arbitrarily select which song to play can be set, for example, as shown in FIG. 8. As shown in FIG. 8, for example, when a decorative pattern rapidly changes on the liquid crystal display device 41 (see image P2), and accordingly, a resident pattern rapidly changes (see image P3), and a state indicating that it is in the process of changing is being displayed, when a volume adjustment screen (see image P1) and a volume balance setting screen (see image P4) are being displayed, a song selection screen (see image P20) is displayed in the upper right corner of the screen. As shown in FIG. 8, this song selection screen (see image P20) displays selectable songs (in the illustration, a medley is selected) (see image P20a), and displays content indicating that it can be selected using the setting button 15 shown in FIG. 1 (see image P20b). Specifically, when the player presses the left key 15c and the right key 15d of the setting button 15 shown in FIG. 1, any song can be selected and set. As shown in FIG. 8, when a medley is selected, which song is currently playing (being reproduced) is displayed (see image P21).

[0081] Incidentally, in the present embodiment, as shown in FIG. 8, an example where a song selection screen (see image P20) is displayed when a volume adjustment screen (see image P1) and a volume balance setting screen (see image P4) are being displayed has been shown. However, it is not limited thereto, and a song selection screen (see image P20) may be made displayable when the volume balance setting screen (see image P4) is being displayed, or when the volume balance setting screen (see image P4) is not being displayed.

[0082] On the one hand, in this embodiment, when "Dialogue Emphasis" is selected in the "Volume Balance Setting", an example of emphasizing all dialogues has been shown. However, it is not limited to this, and only the dialogues of an arbitrary character selected by the player may be emphasized. By doing so, since the player can listen to the dialogues of their favorite character emphasized, it becomes possible to create an effect more tailored to the player. In this case, the output value of the volume of the dialogues other than the selected character will decrease. Also, for the dialogues of an arbitrary character selected by the player, the dialogue sound may be output from the speaker 19 and the corresponding dialogue may be displayed on the screen of the liquid crystal display device 41. By doing so, since the performance of an arbitrary character selected by the player can be more emphasized, it becomes possible to execute a performance according to the player's preference. Furthermore, even if the player misses the dialogue sound of an arbitrary character selected by the player, the player can identify what kind of dialogue the player's favorite character uttered by looking at the dialogue displayed on the liquid crystal display device 41. Note that the dialogue displayed on the liquid crystal display device 41 may be exactly the same as the dialogue sound output from the speaker 19, or a part of the dialogue sound may be displayed.

[0083] On the other hand, in this embodiment, an example has been shown where one of "Default", "BGM Emphasis", "Dialogue Emphasis", and "Sound Effect Suppression" can be selected in the "Volume Balance Setting". In addition to this, it may be possible to select "Arbitrary Adjustment of Each Volume". That is, this "Arbitrary Adjustment of Each Volume" enables individual adjustment of the volumes of BGM, sound effects (SE), and dialogues (VC). As a result, the player can set the volume balance in more detail with more freedom. This will be specifically described below.

[0084] In FIG. 9, an example is shown in which an image of a winning game is displayed on the liquid crystal display device 41, where the left decorative symbol (see image P2a), the middle decorative symbol (see image P2b), and the right decorative symbol (see image P2c) have stopped (stopped at "777" in the illustration), and the resident symbol (see image P3) has also stopped with the same number. At this time, when the player tries to adjust the volume and presses the volume adjustment button 16 shown in FIG. 1, as shown in FIG. 9, a volume adjustment screen (see image P1) is displayed in the lower left part of the screen of the liquid crystal display device 41. As shown in FIG. 9, on this volume adjustment screen (see image P1), content indicating that 10-step volume adjustment is possible (see image P1a) is displayed, and content indicating that it can be selected with the volume adjustment button 16 (see image P1b) is displayed. When the player presses the up key 16a of the volume adjustment button 16 shown in FIG. 1, the content indicating that 10-step volume adjustment is possible (see image P1a) shown in FIG. 9 is displayed with content indicating that the volume increases step by step. When the player presses the down key 16b of the volume adjustment button 16 shown in FIG. 1, the content indicating that 10-step volume adjustment is possible (see image P1a) shown in FIG. 9 is displayed with content indicating that the volume decreases step by step. Note that when the volume is changed, the changed content is immediately reflected.

[0085] On the one hand, as shown in FIG. 9, when a screen for volume adjustment (see image P1) is displayed on the liquid crystal display device 41, a volume balance setting screen (see image P4) is also displayed in the upper right corner of the screen. As shown in FIG. 9, this volume balance setting screen (see image P4) displays the content indicating which sound is to be emphasized (see image P4a), and the content indicating that it can be selected with the setting button 15 shown in FIG. 1 (see image P4b). Specifically, when the player presses the up key 15b and the down key 15e of the setting button 15 shown in FIG. 1, the player can select and set which sound is to be emphasized. As options, in this embodiment, any one of "Default", "BGM Emphasis", "Dialogue Emphasis", "Sound Effect Moderation", and "Arbitrary Adjustment of Each Volume" can be selected. When "Arbitrary Adjustment of Each Volume" is selected, as shown in FIG. 9, a BGM volume adjustment screen (see image P30), a dialogue (VC) volume adjustment screen (see image P31), and a sound effect (SE) volume adjustment screen (see image P32) are displayed beside the volume adjustment screen (see image P1). As shown in FIG. 9, the BGM volume adjustment screen (see image P30) displays the content indicating that the volume can be adjusted in 10 steps (see image P30a), and the content indicating that it can be selected with the volume adjustment button 16 (see image P30b). Also, as shown in FIG. 9, the dialogue (VC) volume adjustment screen (see image P31) displays the content indicating that the volume can be adjusted in 10 steps (see image P31a), and the content indicating that it can be selected with the volume adjustment button 16 (see image P31b). Furthermore, as shown in FIG. 9, the sound effect (SE) volume adjustment screen (see image P32) displays the content indicating that the volume can be adjusted in 10 steps (see image P32a), and the content indicating that it can be selected with the volume adjustment button 16 (see image P32b). Thus, the player presses the left key 15c and the right key 15d of the setting button 15 shown in FIG. 1 to select any one of the BGM volume adjustment screen (see image P30), the dialogue (VC) volume adjustment screen (see image P31), and the sound effect (SE) volume adjustment screen (see image P32), and adjusts the volume selected with the volume adjustment button 16 shown in FIG. 1.When a player presses the up key 16a of the volume adjustment button 16 shown in FIG. 1, the content indicating that the volume can be adjusted in 10 steps as shown in FIG. 9 (see image P30a, image P31a, image P32a) displays the content where the volume increases step by step. When the player presses the down key 16b of the volume adjustment button 16 shown in FIG. 1, the content indicating that the volume can be adjusted in 10 steps as shown in FIG. 9 (see image P30a, image P31a, image P32a) displays the content where the volume decreases step by step. Note that when the volume is changed, the change is immediately reflected (for example, when a BGM is playing during symbol variation and the volume of the BGM is lowered on the screen for adjusting the BGM volume (see image P30), the volume of the BGM being played during variation decreases each time). Thus, since the player can immediately notice the change in volume, it is possible to select the volume balance in real time.

[0086] Incidentally, the "arbitrary volume adjustment" described above can also be set when a menu screen as shown in FIG. 10 (see image P10) is displayed on the liquid crystal display device 41. As shown in FIG. 10, this menu screen has a character display of "Customize" (see image P10a), and below it, customizable contents such as "Winning chance notification", "Anticipation degree increase for preview", "Premium increase", and "Volume balance setting" (see image P10b) are displayed.

[0087] Thus, such customizable contents (see image P10b) can be selected with the cross keys (see image P10c) and determined with a button (see image P10d) as shown in FIG. 10. However, as described above, the volume balance setting is determined at the selected stage.

[0088] Here, a specific method for selecting customizable content (refer to image P10b) will be described. When the player presses the up key 15b and down key 15e shown in FIG. 1, the square frame W1 shown in FIG. 10 moves up and down, enabling the selection of customizable content (refer to image P10b). After selecting the customizable content (in FIG. 10, "volume balance setting" is selected), when the player presses the left key 15c and right key 15d shown in FIG. 1, in the case of "volume balance setting", any one of "default", "BGM emphasis", "voiceover emphasis", "ambient sound moderation", and "arbitrary adjustment of each volume" can be selected. When the player presses the left key 15c and right key 15d shown in FIG. 1 and selects "arbitrary adjustment of each volume", as shown in FIG. 10, on the liquid crystal display device 41, a screen for adjusting the BGM volume (refer to image P40), a screen for adjusting the voiceover (VC) volume (refer to image P41), and a screen for adjusting the ambient sound (SE) volume (refer to image P42) are displayed. On the screen for adjusting the BGM volume (refer to image P40), as shown in FIG. 10, content indicating that 10-step volume adjustment is possible (refer to image P40a) is displayed. Also, on the screen for adjusting the voiceover (VC) volume (refer to image P41), as shown in FIG. 10, content indicating that 10-step volume adjustment is possible (refer to image P41a) is displayed. Furthermore, on the screen for adjusting the ambient sound (SE) volume (refer to image P42), as shown in FIG. 10, content indicating that 10-step volume adjustment is possible (refer to image P42a) is displayed. Thus, when the player presses the right key 15d of the setting button 15 shown in FIG. 1, the player can select any one of the screen for adjusting the BGM volume (refer to image P40), the screen for adjusting the voiceover (VC) volume (refer to image P41), and the screen for adjusting the ambient sound (SE) volume (refer to image P42), and can adjust the volume by pressing the up key 15b and down key 15e shown in FIG. 1. When the player presses the up key 15b shown in FIG. 1, the content indicating that 10-step volume adjustment is possible (refer to image P40a, image P41a, image P42a) shows that the volume increases step by step.When the lower key 15e shown in FIG. 1 is pressed, the content indicating that the volume can be adjusted in 10 steps as shown in FIG. 10 (see image P40a, image P41a, image P42a) is such that the content of the volume decreasing step by step is displayed. Note that when the volume is changed, the change content is immediately reflected (for example, when the BGM that is changing is playing during the symbol variation and the volume of the BGM is lowered on the screen for adjusting the BGM volume (see image P40), the volume of the BGM that is changing becomes smaller each time). As a result, since the player can immediately notice the change in volume, the volume balance can be selected in real time. Also, when the player presses the right key 15d shown in FIG. 1 while selecting the screen for adjusting the sound effect (SE) volume (see image P42), it returns to "default". As a result, the player can again select any one of "default", "BGM emphasis", "voiceover emphasis", "restrained sound effects", and "arbitrary adjustment of each volume". Note that in the present embodiment, an example is shown where the volume adjustment button 16 shown in FIG. 1 is not used when adjusting the volume when the menu screen as shown in FIG. 10 (see image P10) is displayed on the liquid crystal display device 41, but it is not limited thereto, and the volume adjustment button 16 may be used instead.

[0089] Also, in the present embodiment, an example is shown where the screens for adjusting the BGM volume (see images P30 and P40), the screen for adjusting the voiceover (VC) volume (see images P31 and P41), and the screen for adjusting the sound effect (SE) volume (see images P32 and P42) shown in FIGS. 9 and 10 are displayed on the liquid crystal display device 41 only when "arbitrary adjustment of each volume" is selected, but it is not limited thereto, and they may also be displayed when "BGM emphasis" or the like is selected.

[0090] Incidentally, when the volume is individually set with "Arbitrary Volume Adjustment" as described above, the set volume is saved unless a reset described later is performed. That is, for example, even if the player selects "Default" once and then selects "Arbitrary Volume Adjustment" again after setting the volume individually with "Arbitrary Volume Adjustment", the previously set volume setting is saved instead of setting the individual volume from 1. This can prevent a situation where the player has to set the volume balance many times.

[0091] Here, the timing of the above-described reset will be explained.

[0092] When the volume is set on the setting screen as described with reference to FIG. 9, the reset timing (the timing to return to "Default") is when the power is turned off. By doing so, even when the player takes a break and a certain amount of time has passed, the set content is not reset, so the player does not need to newly set it again every time they take a break. Therefore, a comfortable game can be provided.

[0093] On the other hand, when the volume is set on the menu screen as described with reference to FIG. 10, the reset timing (the timing to return to "Default") is when the player is asked to confirm the current set content when starting the game or customizing on the menu screen shown in FIG. 10, and then asked whether to reset the current set content. Furthermore, it is the case when the player resets using the setting button 15 shown in FIG. 1. By doing so, the player can quickly set the preferred volume balance.

[0094] Incidentally, the sub-control board 80 shown in FIG. 4 is provided with a back switch (not shown) that can be used by employees on the casino side or the like. This back switch can be turned by hand by employees on the casino side or the like to adjust the volume. At this time, when the volume can be set on the setting screen as described with reference to FIG. 9, when the back switch is turned in an arbitrary direction once, the overall volume balance is changed, and on the liquid crystal display device 41, in addition to the volume display (refer to the screen for volume adjustment (image P1)), the content of the currently set volume balance is displayed. At this time, from this state, by turning the back switch in an arbitrary direction again, the content of the set volume balance can be returned to "default", that is, reset. In this way, employees on the casino side or the like can reset only with the back switch, and there is no need to specifically use the setting button 15 to return to "default". As a result, the workload of employees on the casino side or the like can be reduced. Incidentally, when the volume can be set on the menu screen as described with reference to FIG. 10, even if the back switch is turned in an arbitrary direction, the above-mentioned display is not made on the liquid crystal display device 41. This is because the volume setting content can be easily confirmed on the menu screen.

[0095] <Explanation of sounds that cannot be adjusted by the specific sound emphasis setting or have different reduction widths> Incidentally, in the specific sound emphasis setting described above, if all sounds can be adjusted, there is a possibility that the sounds that the player wants to hear clearly cannot be heard clearly.

[0096] Therefore, in this embodiment, the sounds that the player wants to hear are made unable to be adjusted by the specific sound emphasis setting or have different reduction widths. This will be specifically explained below.

[0097] <Regarding the error notification sound> Since the error notification sound is a sound that the player wants to hear, in this embodiment, the error notification sound cannot be adjusted. Examples of the error notification sound include the RAM clear notification sound effect, the door opening notification sound effect, the unauthorized detection warning notification sound effect, the frame unit connection abnormality notification sound effect, the left hitting notification sound, etc. The left hitting notification sound is configured such that when the player makes a right hit using the firing handle 18 during normal gameplay, an error sound saying "Please return to left hitting" is notified. This error sound of "Please return to left hitting" is notified by a predetermined character speaking the line. Therefore, when notifying the error sound of "Please return to left hitting", even if "BGM emphasis" or "arbitrary volume adjustment for each" is selected in the volume balance setting, the output value of the volume of the line of the predetermined character does not decrease and is notified at the maximum volume. By doing so, the player can surely hear the sound that the player wants to hear. Note that this left hitting notification sound may be notified at the maximum volume from the beginning. However, during a predetermined period (when a predetermined number of game balls are hit to the right), if "BGM emphasis" or "arbitrary volume adjustment for each" is selected in the volume balance setting, the output value of the volume of the line of the predetermined character may be decreased or the decrease width may be made smaller (for example, in FIG. 6, it is 50%, but it may be made 80%, etc.), and after exceeding the predetermined period, it may be notified at the maximum volume. That is, the volume of the left hitting notification sound may be increased step by step. By doing so, it is possible to prevent the player during the game from being unnecessarily surprised. Also, when notifying an error sound, the error sound may be output from the speaker 19 and the error content corresponding to the error sound may be displayed on the screen of the liquid crystal display device 41. By doing so, even if the player misses hearing the error sound, the player can understand that an error has occurred by looking at the error content displayed on the liquid crystal display device 41. Note that the error content displayed on the liquid crystal display device 41 may be exactly the same as the error sound output from the speaker 19, or a part of the error sound may be displayed.

[0098] <Regarding the saving function related sound> When a saving function is installed, which stops the game when the player obtains a certain number of prize balls, the notification sound effect related to the saving function is also the sound that the player wants to hear. Therefore, in this embodiment, the notification sound effect related to this saving function cannot be adjusted. That is, as the notification sound effect until the saving function is activated, (1) The sound effect is notified at a timing when there are about 5,000 remaining until the saving function activates. (2) Notify the sound effect that the saving function activates after waiting for the end of the ongoing big win game. (3) Notify the sound effect when the saving function activates. (4) Continuously notify the sound effect until the gaming machine is in a power-off state even after the saving function activates. It is like this.

[0099] At this time, in the case of (1) above, if a setting other than "default" is selected in the volume balance setting, lower the output value of the volume of the sound effect, or make the reduction width lower than that of other sound effects (for example, in Figure 6, it is 50%, but it can be set to 80%, etc.). In the cases of (2) to (4) above, even if a setting other than "default" is selected in the volume balance setting, it is notified at the maximum volume. By doing so, the player can hear the sound that the player wants to hear, and at the same time, the player can be alerted that the saving function is activated.

[0100] <Regarding the sound whose notification is determined by the custom content selected by the player> Regarding the sound determined by the player's custom selection typified by the sound effect in the winning chance notification (see FIGS. 7(a) and 10), it is also the sound that the player wants to hear. At this time, when such a sound effect is output, even if a setting other than "default" is selected in the volume balance setting, this sound effect will either not reflect the selection and not lower the output value of the volume of the sound effect (set to the current volume), or lower the reduction range less than that of other sound effects (for example, in FIG. 6, it is 50%, but it can be set to 80%, etc.). By doing so, the player can hear the sound they want to hear, and at the same time, the player can be made aware that the custom selection has been notified.

[0101] <Regarding the sound to be emphasized in the performance such as the reach effect> The sound to be emphasized in the performance such as the reach effect is also the sound that the player wants to hear. For example, in some gaming machines, there is a music reach effect where a specific piece of music that is often seen as a reach effect plays, and when the music plays until the end, it results in a big win. In such a case, even if "dialogue emphasis" or "arbitrary adjustment of each volume" is selected in the volume balance setting, the music reach effect will either not reflect the selection and not lower the output value of the volume of the sound effect (set to the current volume), or lower the reduction range less than that of other sound effects (for example, in FIG. 6, it is 50%, but it can be set to 80%, etc.). By doing so, the player can hear the sound they want to hear, and at the same time, it is possible to prevent the original enjoyment of the reach effect from being impaired during the reach effect where a big win can be expected.

[0102] <Regarding the sound in the performance with a high expectation of a big win> The sound of the jackpot anticipation is high, and the sound notification that the player anticipates a jackpot is also the sound that the player wants to hear. For example, during the production, when a character cut-in or a reach line is sandwiched, a character and a line may be displayed on the liquid crystal display device 41 (see Fig. 2), and the displayed line may be output as the voice of the character. In such a case, even if "BGM emphasis" or "arbitrary adjustment of each volume" is selected in the volume balance setting, the selection is not reflected and the output value of the volume of the character's line is not decreased (set to the current volume), or the decrease range is made lower than the volume of other sounds except for the character's line (for example, in Fig. 6, it is 50%, but it can be set to 80%, etc.). By doing so, the player can hear the sound that the player wants to hear, and even if the player is not engrossed in watching the production on a smartphone or the like, it is possible to notify the player that the production with a high jackpot anticipation is an exciting production by relatively increasing the volume of the lines of the production with a high jackpot anticipation.

[0103] <Regarding the sound at the time of jackpot determination> The notification sound when a big win is determined is also a sound that the player wants to hear. For example, when the reach effect develops into a big win game and the big win is determined, the win / loss button is displayed on the liquid crystal display device 41 (see Figure 2) at the end of the reach effect. After the determination of whether it is a big win is made on the liquid crystal display device 41 (see Figure 2), the big win game is determined. Then, a big win confirmation screen is displayed on the liquid crystal display device 41 (see Figure 2), and the game transitions to the consumption of the big win round. At this time, at the timing of the determination of the big win game, the decorative lamp flashes violently, or a notification sound (such as an effect sound, a character's blessing voice, etc.) is output to notify the player that the big win has been determined. This notification sound is output during the period from the timing of the determination of the big win game to before the round is consumed. At this time, even if "BGM emphasis" or "arbitrary adjustment of each volume" is selected in the volume balance setting, the selection is not reflected, and the output value of the volume of the effect sound or the character's lines is not decreased (set to the current volume), or the reduction width is made lower than that of other effect sounds or the character's lines (for example, in Figure 6, it is 50%, but it can be set to 80%, etc.). By doing so, the player can hear the sound that the player wants to hear, and at the same time, the impact of the big win notification can be relatively increased, thereby improving the interest of the game.

[0104] <Explanation of Music Selection> Here, the music selection will be explained. In this embodiment, as described with reference to Figure 8, the player can arbitrarily select which music to play. As a result, the player can play the game while listening to the music they like. Therefore, the interest of the gaming machine can be improved. This point will be specifically explained with reference to the drawings.

[0105] As shown in FIGS. 11(a) to 11(c), there are a plurality of selectable music pieces. To explain this in detail, during normal games, the sub-control CPU 800a can change the production mode to the "a stage" shown in FIG. 11(a), the "b stage" shown in FIG. 11(b), and the "c stage" shown in FIG. 11(c). When the production mode is in the "a stage", the player can use the setting button 15 shown in FIG. 1 to select any one of the default (a stage initial BGM), music piece 1, music piece 2, music piece 3, music piece 4, music piece 5, music piece 6, and medley shown in FIG. 11(a). If the player does not select any music piece, the default (a stage initial BGM) will be automatically selected by the sub-control CPU 800a, and the default (a stage initial BGM) will be played by the sound LSI 801. In addition, the medley in this embodiment is to play all or the main parts of two or more music pieces connected together.

[0106] On the other hand, when the production mode is in the "b stage", the player can use the setting button 15 shown in FIG. 1 to select any one of the default (b stage initial BGM), music piece 1, music piece 2, music piece 3, music piece 4, music piece 5, music piece 6, and medley shown in FIG. 11(b). If the player does not select any music piece, the default (b stage initial BGM) will be automatically selected by the sub-control CPU 800a, and the default (b stage initial BGM) will be played by the sound LSI 801.

[0107] Also, when the production mode is in the "c stage", the player can use the setting button 15 shown in FIG. 1 to select any one of the default (c stage initial BGM), music piece 1, music piece 2, music piece 3, music piece 4, music piece 5, music piece 6, and medley shown in FIG. 11(c). If the player does not select any music piece, the default (c stage initial BGM) will be automatically selected by the sub-control CPU 800a, and the default (c stage initial BGM) will be played by the sound LSI 801.

[0108] Incidentally, when the player selects a medley shown in FIGS. 11(a) to (c) using the setting button 15 shown in FIG. 1, as the medley, music pieces 1, 2, 3, 4, 5, and 6 shown in FIG. 11(d) will be reproduced by the sound LSI 801. That is, the music pieces are reproduced in a predetermined order, for example, in the order of music piece 1, then music piece 2 → music piece 3 → music piece 4... Alternatively, music pieces 1 to 6 are reproduced randomly. Or, it will be reproduced from the music piece that was being reproduced during the previous medley selection (for example, music piece 2), or from the next music piece (for example, music piece 3) after the music piece that was being reproduced during the previous medley selection (for example, music piece 2).

[0109] Also, when a medley is selected, the timing at which the currently playing music piece shifts to the next music piece is as follows. That is, when the reproduction of the currently playing music piece ends, the reproduction shifts to the next music piece. Also, when the symbol variation reaches a predetermined number of times (for example, 10 variations), the reproduction shifts to the next music piece. Or, when a specific symbol variation (for example, a reach variation) is started, the reproduction shifts to the next music piece. In this way, it can shift at various timings.

[0110] On the other hand, when a medley is selected, as shown in FIG. 8, it is configured to display which music piece is currently playing (being reproduced) (see image P21). As a result, the player can play the game while checking which music piece is currently playing, so the player does not play the game while the music piece is unknown. Therefore, the player's interest can be improved.

[0111] Incidentally, the music piece selected by the player using the setting button 15 shown in FIG. 1 is configured to be reproduced over a plurality of symbol variations as shown in FIG. 12. That is, as shown in FIG. 12, when the symbol variation starts at timing T1, stops at timing T2, starts again at timing T3, and stops at timing T4 for the music piece selected by the player, it continues to be reproduced by the sound LSI 801. That is, for each symbol variation, the reproduction of the music piece selected by the player is not stopped.

[0112] On the other hand, if there is no symbol variation or no launch of the game ball using the launch handle 18 continues between timing T4 and timing T5 shown in FIG. 12, the sound LSI 801 stops the reproduction of the music selected by the player.

[0113] On the other hand, when the game resumes at timing T6 shown in FIG. 12, as shown in FIG. 13, the sub-control CPU 800a causes the liquid crystal display device 41 to display the content indicating whether to reset the music selection (see image P50), and also displays the content (see image P50a) for the player to select Yes or No using the setting button 15 shown in FIG. 1. As a result, the player can choose whether to continue playing the music as it is or play a new music. In the present embodiment, an example is shown in which an image of a losing game in which the decorative symbol (see image P2) stops (stops at "767" in the drawing) and the resident symbol (see image P3) also stops with the same number is displayed on the liquid crystal display device 41 shown in FIG. 13.

[0114] On the other hand, as shown in FIG. 14, the music selected by the player can be paused or muted according to the game state. That is, when the music selected by the player is being reproduced by the sound LSI 801, when the reach effect starts at timing T10 shown in FIG. 14, the music selected by the player is stopped or muted (the reproduction itself continues) by the sound LSI 801. Next, when the jackpot fanfare starts at timing T11 shown in FIG. 14 and the jackpot game starts at timing T12, the sound LSI 801 resumes playing the music selected by the player from where it left off (if it was muted, the sound is restored). Next, when the jackpot game ends at timing T13 shown in FIG. 14, the music selected by the player is stopped or muted again by the sound LSI 801 (the reproduction itself continues). Then, at timing T14 shown in FIG. 14, the sound LSI 801 resumes playing the music selected by the player from where it left off (if it was muted, the sound is restored).

[0115] Therefore, in this way, the music selected by the player can be paused or muted according to the game state. When the big win game starts, instead of resuming the music selected by the player (if it was muted, restoring the sound), the sound LSI 801 may start from a dedicated start position for the big win, such as starting from the chorus. Also, when the big win game ends and the music selected by the player is played (if it was muted, restoring the sound), instead of resuming from where it left off (if it was muted, restoring the sound), it may start playing from the beginning of the music.

[0116] By the way, the ones shown in the default (a - stage initial BGM) shown in Fig. 11(a), the default (b - stage initial BGM) shown in Fig. 11(b), and the default (c - stage initial BGM) shown in Fig. 11(c) all have no lyrics (are not sung). Therefore, as shown in Fig. 11(d), when a medley is selected, the default (a - stage initial BGM) shown in Fig. 11(a), the default (b - stage initial BGM) shown in Fig. 11(b), and the default (c - stage initial BGM) shown in Fig. 11(c) are not played. As a result, when a medley is selected, only the music with lyrics (is sung) is played, so the player's interest can be improved.

[0117] Also, in this embodiment, only one medley can be selected, but it is not limited to this. A plurality of medleys may be provided so that they can be selected. That is, for example, in medley 1, even - numbered music may be played, and in medley 2, odd - numbered music may be played, etc.

[0118] Incidentally, the player can arbitrarily select which music to play not only during normal games but also during jackpot games. That is, as shown in Fig. 15(a), there are a plurality of selectable music pieces even during jackpot games. More specifically, the player can use the setting button 15 shown in Fig. 1 to select any one of Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in Fig. 15(a). If the player does not select any music, Music 1 will be automatically selected by the sub-control CPU 800a, and that Music 1 will be played by the sound LSI 801.

[0119] On the other hand, even during the RUSH state (right-handed state), which is a favorable state for the player compared to the normal game state after a jackpot game, the player can arbitrarily select which music to play. Specifically explaining this point, in this embodiment during the RUSH state (right-handed state), the player can use the setting button 15 shown in Fig. 1 to select any one of the "A mode" shown in Fig. 15(b-1), the "B mode" shown in Fig. 15(c-1), and the "C mode" shown in Fig. 15(d-1). If the player does not select any mode using the setting button 15 shown in Fig. 1, the "A mode" shown in Fig. 15(b-1), which is the initial mode, will be selected.

[0120] When the player selects "A mode" using the setting button 15 shown in Fig. 1, the player can select any one of the default (A mode initial BGM), Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in Fig. 15(b-1) using the setting button 15 shown in Fig. 1 during the RUSH state (right hitting state). If the player does not select any music, the default (A mode initial BGM) is automatically selected by the sub-control CPU 800a, and the default (A mode initial BGM) is played by the sound LSI 801. Also, when the player selects "A mode" using the setting button 15 shown in Fig. 1 and enters the jackpot game state, if the default (A mode initial BGM) shown in Fig. 15(b-1) is selected, the sub-control CPU 800a sequentially selects Music 2 to Music 3, Music 4, etc. from the music shown in Fig. 15(b-2), and the selected music is played by the sound LSI 801. That is, the music from Music 2 to Music 1 shown in Fig. 15(b-2) is played sequentially, and after the playback of Music 1 is completed, Music 2 is played again, and loop playback is performed. Note that the change to the next music may be changed for each continuous jackpot game (chain), or may be changed according to the number of times of continuous jackpot games. Also, if a music other than the default (A mode initial BGM) is selected, such loop playback is not performed, and the selected music is continuously played even during the jackpot game even if the jackpot game occurs continuously. As a result, since a music that does not conform to the player's intention is not played, the player's interest can be improved.

[0121] When a player selects "B mode" using the setting button 15 shown in FIG. 1, the player can select any one of the default (B mode initial BGM), Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in FIG. 15(c-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right hitting state). If the player does not select any music, the default (B mode initial BGM) is automatically selected by the sub-control CPU 800a, and the default (B mode initial BGM) is reproduced by the sound LSI 801. Also, when the player selects "B mode" using the setting button 15 shown in FIG. 1 and enters the jackpot game state, if the default (B mode initial BGM) shown in FIG. 15(c-1) is selected, the sub-control CPU 800a sequentially selects Music 3 to Music 4, Music 5, and so on from the music shown in FIG. 15(c-2), and the selected music is reproduced by the sound LSI 801. That is, Music 3 to Music 2 shown in FIG. 15(c-2) are reproduced in order, and when the reproduction of Music 2 ends, Music 3 is reproduced again to perform loop reproduction. Note that the change to the next music may be made for each consecutive jackpot game (chain) that occurs, or it may be changed according to the number of consecutive jackpot games that occur. Also, if a music other than the default (B mode initial BGM) is selected, such loop reproduction is not performed, and the selected music continues to be reproduced during the jackpot game even if consecutive jackpot games occur. As a result, since a music that does not conform to the player's intention is not reproduced, the player's interest can be improved.

[0122] On the other hand, when the player selects "C mode" using the setting button 15 shown in FIG. 1, the player can select any one of the default (C mode initial BGM), music piece 1, music piece 2, music piece 3, music piece 4, music piece 5, and music piece 6 shown in FIG. 15(d-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right hitting state). If the player does not select any music piece, the default (C mode initial BGM) is automatically selected by the sub-control CPU 800a, and the default (C mode initial BGM) is reproduced by the sound LSI 801. Also, when the player selects "C mode" using the setting button 15 shown in FIG. 1 and a big win gaming state occurs, if the default (C mode initial BGM) shown in FIG. 15(d-1) is selected, the sub-control CPU 800a sequentially selects music pieces from music piece 4 to music piece 5, music piece 6,... shown in FIG. 15(d-2), and the selected music piece is reproduced by the sound LSI 801. That is, music pieces 4 to 3 shown in FIG. 15(d-2) are reproduced in sequence, and when the reproduction of music piece 3 ends, music piece 4 is reproduced again to perform loop reproduction. Note that the change to the next music piece may be made for each continuous chain of big win gaming occurrences, or may be changed according to the number of continuous chains of big win gaming occurrences. Also, when a music piece other than the default (C mode initial BGM) is selected, such loop reproduction is not performed, and the selected music piece is continuously reproduced during the big win gaming even if the big win gaming occurs continuously. Thereby, since a music piece not in line with the player's intention is not reproduced, the player's interest can be improved.

[0123] Incidentally, the defaults shown in Fig. 15(b-1) (default (A-mode initial BGM)), Fig. 15(c-1) (default (B-mode initial BGM)), and Fig. 15(d-1) (default (C-mode initial BGM)) all have no lyrics (are not sung). Also, as shown in Fig. 15(b-1) to (d-1), medleys cannot be selected for music selection during the RUSH state (right-handed state). This is because the game progresses quickly during the RUSH state (right-handed state), making it unsuitable for playing medleys. However, it is also possible to make medleys selectable.

[0124] Moreover, in this embodiment, an example of providing the defaults shown in Fig. 15(b-1) (default (A-mode initial BGM)), Fig. 15(c-1) (default (B-mode initial BGM)), and Fig. 15(d-1) (default (C-mode initial BGM)) has been shown, but they do not necessarily have to be provided. In this case, the music selected in Fig. 15(a) may be carried over.

[0125] Also, in this embodiment, during the RUSH state (right-handed state), the player can select any one of the "A-mode" shown in Fig. 15(b-1), the "B-mode" shown in Fig. 15(c-1), and the "C-mode" shown in Fig. 15(d-1) using the setting button 15 shown in Fig. 1. In this case, when changing the effect mode (for example, changing the effect mode from "A-mode" to "B-mode") during consecutive jackpot games, in the changed effect mode (for example, "B-mode"), the music in the effect mode before the change (for example, "A-mode") may be carried over. Alternatively, it may be switched to the default music of the changed effect mode (for example, "B-mode").

[0126] In addition, in this embodiment, an example is shown in which the default (A mode initial BGM) shown in FIG. 15(b-1), the default (B mode initial BGM) shown in FIG. 15(c-1), and the default (C mode initial BGM) shown in FIG. 15(d-1) are provided. However, the present invention is not limited thereto, and as shown in FIG. 16, "autoplay" may be provided. To explain this point in detail, during a jackpot game, the player can use the setting button 15 shown in FIG. 1 to select any one of "autoplay", music 1, music 2, music 3, music 4, music 5, and music 6 shown in FIG. 16(a). When "autoplay" is selected, as shown in FIG. 16(b), at the first jackpot, music 7 is selected by the sub-control CPU 800a. When the number of consecutive jackpots is 2 to 3, music 8 is selected by the sub-control CPU 800a. When the number of consecutive jackpots is 4 to 5, music 9 is selected by the sub-control CPU 800a. When the number of consecutive jackpots is 6 or more and the "A mode" described later is selected, music 10 is selected by the sub-control CPU 800a. When the number of consecutive jackpots is 6 or more and the "B mode" described later is selected, music 11 is selected by the sub-control CPU 800a.

[0127] On the other hand, during the RUSH state (right hitting state), which is a favorable state for the player compared to the normal game state after a jackpot game, in this embodiment, the player can use the setting button 15 shown in FIG. 1 to select either one of the "A mode" shown in FIG. 16(c-1) and the "B mode" shown in FIG. 16(d-1). If the player does not select any mode using the setting button 15 shown in FIG. 1, the "A mode" shown in FIG. 16(c-1), which is the initial mode, is selected.

[0128] When the player selects "Mode A" using the setting button 15 shown in FIG. 1, the player can select any one of the following: Let It Go (Mode A), Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in FIG. 16(c-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-handed state). Also, when the player selects "Mode A" using the setting button 15 shown in FIG. 1 and a big win gaming state occurs, the player can select any one of the following: Let It Go (Mode A), Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in FIG. 16(c-2). If the player does not select any music, Let It Go (Mode A) will be automatically selected by the sub-control CPU 800a, and that Let It Go (Mode A) will be played by the sound LSI 801. Also, if the player selects any music, the selected music will continue to be played even during the big win gaming state even if the big win gaming occurs continuously. As a result, since music that does not conform to the player's intention is not played, the player's interest can be improved.

[0129] On the other hand, when the player selects "Mode B" using the setting button 15 shown in FIG. 1, the player can select any one of the following: Let It Go (Mode B), Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in FIG. 16(d-1) using the setting button 15 shown in FIG. 1 during the RUSH state (right-handed state). Also, when the player selects "Mode B" using the setting button 15 shown in FIG. 1 and a big win gaming state occurs, the player can select any one of the following: Let It Go (Mode B), Music 1, Music 2, Music 3, Music 4, Music 5, and Music 6 shown in FIG. 16(d-2). If the player does not select any music, Let It Go (Mode B) will be automatically selected by the sub-control CPU 800a, and that Let It Go (Mode B) will be played by the sound LSI 801. Also, if the player selects any music, the selected music will continue to be played even during the big win gaming state even if the big win gaming occurs continuously. As a result, since music that does not conform to the player's intention is not played, the player's interest can be improved.

[0130] Incidentally, as described with reference to FIG. 8, the player can arbitrarily select which music to play. However, during normal games, jackpot games, or advantageous states favorable to the player, the display position and size of the music selection displayed on the liquid crystal display device 41 may be made different. Also, when the displayed song title is long, it may be scrolled, or supplementary information such as the name of the lyricist, composer, and singer may be made viewable.

[0131] On the other hand, when returning from a jackpot game state or an advantageous state favorable to the player to a normal game state, the music may or may not inherit the music selected during the previous normal game.

[0132] On the other hand, after returning to the normal game state, when a new jackpot game occurs, the music may or may not inherit the music selected during the previous jackpot game.

[0133] Also, in the present embodiment, music 1 to 6 are exemplified as the music selected during normal games, jackpot games, and advantageous states favorable to the player. Of course, different music may be used according to each case. Or, the selectable music may be made different depending on the difference in the production mode.

[0134] On the other hand, music can be selected while waiting for customers. However, when the sound is muted, the selected music may or may not be played.

[0135] <Explanation of the processing content of the sub-control board> Here, the processing methods of the above-described various contents will be described in detail below. Specifically, it will be specifically described with reference to the processing content (outline of the program) of the sub-control board 80 shown in FIGS. 17 to 21.

[0136] First, when the pachinko gaming machine 1 is powered on, a power-on signal indicating that power has been supplied to each control board is sent from the power supply board 130 (see FIG. 4). Then, in response to that signal, the sub-control CPU 800a performs the main process shown in FIG. 17.

[0137] <Explanation of Sub-Control: Main Process> As shown in FIG. 17, first, the sub-control CPU 800a initializes the registers provided inside and sets the input / output directions of the input / output ports. Then, further, it is set so that the data transmitted from the output ports set to the output direction becomes serial transfer (step S1000).

[0138] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the effect control command DI_CMD received from the main control board 60 (see FIG. 4) (step S1001). Then, the sub-control CPU 800a performs an interrupt permission setting process for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0139] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c used as the work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided inside it (step S1004).

[0140] Next, the sub-control CPU 800a checks whether there is an abnormality in the motors (not shown) that operate the upper, left, right, and upper-left movable accessory devices 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c where the motor data for operating the motors (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to the origin position (retracted position). As a result, the upper, left, right, and upper-left movable accessory devices 43a to 43d return to the initial positions (step S1005).

[0141] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) that has functions such as creating a pulse output with a fixed period and time measurement provided inside it. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1 ms (step S1006).

[0142] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation on the work area of the sub-control RAM 800c (step S1007), and compares the checksum operation value with the checksum operation value calculated in a memory backup (see step S1015) and stored in the sub-control RAM 800c to check whether they match (step S1008). If they do not match (step S1008: NO), a process of clearing all areas in the sub-control RAM 800c is performed (step S1009).

[0143] On the other hand, when they match (step S1008: YES), or after the process of step S1009 is completed, the sub-control CPU 800a releases a watchdog timer function (not shown) (step S1010) and executes a refresh of hardware such as the sub-control CPU 800a and the VDP 803 (step S1011).

[0144] Next, the sub-control CPU 800a reads out the production control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area in the sub-control RAM 800c, and determines a production pattern corresponding to the content by lottery selection from among a number of production patterns pre-stored in the sub-control ROM 800b (step S1012).

[0145] Next, the sub-control CPU 800a performs a process of analyzing the input contents of the setting button 15, volume adjustment button 16, light quantity adjustment button 17, and effect button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, it analyzes whether the setting button 15, volume adjustment button 16, light quantity adjustment button 17, and effect button device 13 are in the state of being pressed, released, or held down by the player at the moment of pressing or releasing.

[0146] Next, based on the effect pattern determined by lottery in step S1012 above, the sub-control CPU 800a executes operation control of the upper, left, right, upper-left movable accessory devices 43a to 43d (see FIG. 2), control of lighting or extinguishing of decorative lamps such as LED lamps which are the light-emitting means mounted on the decorative lamp board 90 (see FIG. 4), control of the speaker 19, and control of the image displayed on the liquid crystal display device 41 (step S1014).

[0147] Next, the sub-control CPU 800a performs a checksum operation which is an 8-bit addition operation on the working area of the sub-control RAM 800c, and performs a memory backup process of storing the checksum operation value in the sub-control RAM 800c (step S1015).

[0148] Next, the sub-control CPU 800a checks whether a VSYNC interrupt signal has been transmitted from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been transmitted (step S1016: NO), the sub-control CPU 800a repeatedly executes the process of step S1016 until the VSYNC interrupt signal is transmitted. When the VSYNC interrupt signal is transmitted (step S1016: YES), it returns to the process of step S1007 again, and the processes of steps S1007 to S1016 are repeated.

[0149] <Sub-control: Data analysis process> Next, with reference to FIG. 18, the data analysis process in step S1014 of the main process will be described in detail. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803 based on the production scenario data corresponding to the production pattern determined by lottery in step S1012 (step S1050).

[0150] Next, when the sub-control CPU 800a stores data indicating that the press production of the production button device 13 or the continuous press production of the setting button 15 is valid in the production scenario data, the sub-control CPU 800a stores the data in the memory area in the sub-control RAM 800c.

[0151] Furthermore, the sub-control CPU 800a generates a control signal related to light based on the data content of the lamp data stored in the production scenario data and stores it in the sub-control RAM 800c. At this time, the light amount setting set by the light amount adjustment button 17 shown in FIG. 1 is also taken into consideration.

[0152] In addition, the sub-control CPU 800a determines the operation contents of the upper, left, right, and upper left movable props 43a to 43d based on the data content of the movable prop data stored in the production scenario data, and generates motor data of a motor (not shown) of the movable prop device 43 according to the determined operation contents.

[0153] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the data content of the sound data stored in the above-described production scenario data (step S1051). At this time, if the player selects any one of "Default", "BGM Emphasis", "Voice Emphasis", "Sound Effect Moderation", or "Arbitrary Volume Adjustment for Each Volume" shown in FIG. 6 using the setting button 15 shown in FIG. 1, the output value of the volume of the sound corresponding to the setting is obtained. That is, identifiers such as BG for BGM, SE for sound effects (SE), and VC for lines are provided for the BGM, sound effects (SE), and lines (VC) stored in the game ROM 805, respectively. Thereby, the sub-control CPU 800a refers to this identifier and sets it as the output value of the volume of the sound corresponding to the setting. Further, for error notification sounds (including the left-hit notification sound), saving function-related sounds, sounds whose notification is determined by the custom content selected by the player, sounds to be emphasized in productions such as reach productions, production sounds with a high expectation of a big win, and sounds at the time of determining a big win, which cannot be adjusted by the above-described specific sound emphasis setting or have different reduction widths, another identifier (an identifier different from BG, SE, and VC) is assigned, and the sub-control CPU 800a refers to this identifier and makes the corresponding sound such that it cannot be adjusted by the specific sound emphasis setting or has a different reduction width. Thus, the sub-control CPU 800a refers to the identifier in this way, generates a control signal related to sound, and transmits it to the sound LSI 801. In response to this, the sound LSI 801 stores the output sound in the channel corresponding to the sound. Then, for the stored sound, the sound LSI 801 sets the balance of the output sound based on the setting in the primary channel of the channel volume, and in the secondary channel, fade processing is performed and a fade is applied. Note that the sound output processing timing is interrupt-processed every 1 ms. Thus, the sound LSI 801 that has performed such processing integrates all-channel sounds as the total volume and stores them in a predetermined channel, so that a sound corresponding to the processed content is output from the speaker 19.

[0154] On the other hand, regarding the music selection described with reference to FIGS. 11 to 16, the sub-control CPU 800a generates a control signal related to the music selected by the player or automatically selected, and transmits it to the sound LSI 801. In response to this, the sound LSI 801 plays the music corresponding to the generated control signal. As a result, the music selected by the player or automatically selected is output from the speaker 19. Note that, as shown in FIGS. 12 and 14, when the playback of the music stops or is muted, no music is output from the speaker 19.

[0155] Also, the volume setting set by the volume adjustment button 16 shown in FIG. 1 is taken into consideration. However, in the case of sounds that cannot be adjusted, it is not considered.

[0156] Thus, the sub-control CPU 800a repeats the processes of steps S1050 and S1051 until all the data based on the production pattern determined by lottery in step S1012 shown in FIG. 18 is generated (step S1052: NO). When all the data is generated (step S1052: YES), the process proceeds to step S1053.

[0157] Next, the sub-control CPU 800a performs button valid-time processing (step S1053) based on the content stored in the sub-control RAM 800c in step S1051 and the input content of the setting button 15, volume adjustment button 16, light amount adjustment button 17, and production button device 13 processed in step S1013 shown in FIG. 17. At this time, the volume balance setting and music selection described with reference to FIGS. 5 to 16 are performed.

[0158] <Sub-control: Command reception interrupt processing> Subsequently, with reference to FIG. 19, the processing when the production control command DI_CMD and the interrupt signal are transmitted from the main control board 60 during the execution of such main processing will be described.

[0159] As shown in FIG. 19, when the sub-control CPU 800a receives the above interrupt signal, it executes a save process of saving the contents of each register in the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that has received the effect control command DI_CMD (step S1101), and calculates a pointer indicating the address of the memory area for command transmission and reception in the sub-control RAM 800c (step S1102).

[0160] After that, the sub-control CPU 800a reads the register of the input port that has received the effect control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), it proceeds to step S1107. If they match (step S1104: YES), it stores the effect control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that the stored effect control command DI_CMD will be read by the sub-control CPU 800a during the process of step S1012 shown in FIG. 17.

[0161] Next, the sub-control CPU 800a updates the pointer indicating the address of the memory area for command transmission and reception in the sub-control RAM 800c (step S1106), and restores the register saved in the process of step S1100 (step S1107). As a result, it returns to the main process shown in FIG. 17.

[0162] <Sub-control: Timer Interrupt Processing> Subsequently, referring to FIG. 20, the processing when a 1-ms timer interrupt occurs, which is set in the processing of step S1006 (see FIG. 17) of the main process, will be described.

[0163] As shown in FIG. 20, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process of saving the contents of each register in a stack area in the sub-control RAM 800c (step S1150).

[0164] Next, the sub-control CPU 800a acquires the data of the setting button 15, the volume adjustment button 16, the light quantity adjustment button 17, the effect button device 13, the motor data of the movable prop device 43, etc. twice (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches. If the data matches (step S1152: YES), the matched data is stored in the sub-control RAM 800c (step S1153).

[0165] Next, the sub-control CPU 800a receives signals from the setting button 15, the volume adjustment button 16, the light quantity adjustment button 17, and the effect button device 13 (step S1154). The received signal will be analyzed by the button analysis process of step S1013 shown in FIG. 17.

[0166] Next, the sub-control CPU 800a transmits the control signal regarding light stored in the sub-control RAM 800c in step S1051 shown in FIG. 18 to the decoration lamp board 90 (see FIG. 4) (step S1155). At this time, the control signal necessary to turn on or off the identification lamp device 51A (see FIG. 2) is also transmitted.

[0167] Next, the sub-control CPU 800a restores the register saved in the process of step S1150 (step S1156). Thereby, it returns to the main process shown in FIG. 17.

[0168] <Sub-control: Command list> Here, the command list generated in step S1050 shown in FIG. 18 will be described in detail with reference to FIG. 21.

[0169] This command list is a command sequence listing commands for the VDP803 (command parser 8035), but the description content and description order are slightly different between the case of instructing video drawing and the case of instructing still image drawing.

[0170] When instructing the VDP803 to draw a video, it has the configuration of the initial command list in Fig. 21(a) and the steady command list in Fig. 21(b).

[0171] As shown in Fig. 21(a), the sub-control CPU 800a first generates a command for setting the memory area of the DDR2 SDRAM 804 where the frame buffer area is set, and the memory area for storing the video data of the DDR2 SDRAM 804 (step S1200).

[0172] Next, a command for instructing video decoding is generated (step S1201). Specifically, it is an instruction on which video compression data to decode, and it is instructed together with the address of the CG data storage area of the game ROM 805 where the corresponding video is stored and the number of frames of that video.

[0173] Next, an end processing command is entered to complete the generation of the initial command list (step S1202).

[0174] Subsequently, the sub-control CPU 800a generates the steady command list shown in Fig. 21(b).

[0175] This steady command list is composed of video drawing instructions as shown in Fig. 21(b). In the above initial command list, for the decoded video data, commands are generated for which frame number of the decoded data is to be drawn at which coordinate position on the liquid crystal display device 41 (step S1203). Next, an end processing command is entered to complete the generation of the steady command list (step S1204).

[0176] On the other hand, when instructing the VDP803 to draw a still image, as shown in FIG. 21(c), the sub-control CPU800a first generates a command for setting the memory area of the DDR2SDRAM804 in which the frame buffer area is set (step S1210).

[0177] Next, a command for instructing the decoding of the still image is generated (step S1211). Specifically, it is an instruction on which still image compression data to decode, and is instructed together with the address number and data size of the CG data storage area of the game ROM805 in which the corresponding still image is stored.

[0178] Next, a command is generated for how to draw the decoded still image data at which coordinate position on the liquid crystal display device 41 and in what mode (rotation angle, reduction / enlargement, etc.) (step S1212). Then, an end processing command is entered to complete the generation of the command list for the still image (step S1213).

[0179] Thus, such a command list for the video and the command list for the still image are transmitted to the VDP803 (see FIG. 4), appropriately processed, and then transmitted to the liquid crystal display device 41. As a result, the images shown in FIGS. 5, 7 to 10, and 13 are displayed on the liquid crystal display device 41.

[0180] Therefore, through the above-described processing, the various contents described above are executed.

[0181] <Description of Modification>[[]] In the present embodiment, an example in which the audio LSI801 and the VDP803 are separately configured has been shown, but they may be integrated as a single chip.

[0182] Also, in the present embodiment, an example in which the sub-control CPU800a is provided in the sub-one-chip microcomputer 800 has been shown, but the present invention is not limited thereto, and the sub-control CPU800a may be provided in the VDP803.

Description of Reference Numerals

[0183] 1 Pachinko gaming machine 15 Setting buttons (setting means) 800a Sub-control CPU (volume adjustment means)

Claims

Claim 1: The volume of the voice sound of a character used for performance, the error volume used for error notification, setting means capable of making a predetermined setting, and volume adjustment means for adjusting a predetermined volume, and the volume adjustment means is capable of adjusting the volume of the voice sound when the predetermined setting is made by the setting means, while limits the adjustment of the error volume even when the predetermined setting is made by the setting means, the character includes a plurality of characters including a first character and a second character, when a specific setting is made by the setting means and the voice sound of the first character is output from the sound output means, the volume of the voice sound of the second character is output from the sound output means to be smaller than the volume of the voice sound of the first character, a gaming machine in which the voice sound of the first character is emphasized more than the voice sound of the second character.

Citation Information

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