gaming machines

The gaming machine addresses the lack of nuanced adjustments by enabling independent player and non-player control over output settings, enhancing engagement through personalized adjustments and game stopping mechanisms.

JP7718703B2Active Publication Date: 2025-08-05SOPHIA CO LTD
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Patent Information

Application Number
JP2022028712
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-25
Publication Date
2025-08-05
Estimated Expiration
2042-02-25

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to adjust settings in a nuanced manner, leading to reduced player interest.

Method used

A gaming machine with multiple operating means allowing players and non-players to adjust output amounts independently, featuring a control system that can change settings based on player input and includes a game stopping mechanism to enhance entertainment value.

Benefits of technology

Increases player engagement by allowing personalized adjustments and maintaining game interest through varied output control.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest.SOLUTION: A setting value (adjustment value) used for adjusting sound volume by a first software setting is given to a first volume 3145. A setting value (adjustment value) used for adjusting sound volume by a second software setting is given to a second volume 3146. A setting value used for adjusting a sound volume by first operation input and second operation input is given to a third volume 3151. The first operation input is a setting value set based on a value inputted from a sound volume adjustment switch provided in a back side of a game machine. The second operation input is a setting value set based on a value inputted from a setting switch provided in a front side of the game machine.SELECTED DRAWING: Figure 16
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art There are gaming machines that allow players to adjust the volume of speakers provided in the gaming machine, the brightness of liquid crystal displays and lamps, and the like. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-25769 Summary of the Invention [Problem to be solved by the invention]

[0004] The proposed gaming machine could only perform uniform adjustments, which could reduce interest. In one aspect, the present invention provides a gaming machine that can be adjusted in various ways to increase entertainment value. [Means for solving the problem]

[0005] In order to achieve the above object, there is provided a gaming machine capable of adjusting the output amount of a presentation device, as described below. The gaming machine includes a first operating means, a second operating means, a control means, and A game stopping means; The first operation means is capable of accepting an operation to adjust the output amount from everyone, including the player. The second operation means is capable of accepting an operation to adjust the output amount from everyone, excluding the player. The control means, when the output amount has been adjusted to a first adjustment value, is capable of adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means, and is capable of adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means. The game stopping means stops the game when the number of game balls acquired by the player reaches a predetermined number, and does not release the stop of the game until a predetermined power supply is turned on.The control means includes a first output control section capable of controlling the first output of the performance device, a second output control section capable of controlling the second output of the performance device, a mixed output control section capable of controlling a mixed output obtained by mixing the first output and the second output, and a pre-mixing adjustment means capable of adjusting the output amount of the first output and the output amount of the second output before mixing, and the output amount of the mixed output is the object of adjustment by the first operating means and the second operating means. The first output control unit suppresses the first output when the game is stopped by the game stopping means without notifying the user of the stoppage through the first output, and the second output control unit notifies the user of the stoppage through the second output when the game is stopped by the game stopping means. [Effects of the Invention]

[0006] According to one aspect, it is possible to increase the interest in the gaming machine. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Figure 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device according to a first embodiment. [Figure 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart (part 1) of a main process according to the first embodiment. [Figure 7] FIG. 10 is a second flowchart of the main process according to the first embodiment; [Figure 8] FIG. 10 is a flowchart (part 3) of the main process according to the first embodiment. [Figure 9] FIG. 10 is a flowchart (part 4) of the main process according to the first embodiment. [Figure 10] FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment. [Figure 11] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 12]FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 13] FIG. 2 is a diagram illustrating an example of the configuration of a sound source LSI according to the first embodiment. [Figure 14] FIG. 2 is a diagram illustrating an example (part 1) of a channel group according to the first embodiment. [Figure 15] FIG. 10 is a diagram illustrating an example (part 2) of a channel group according to the first embodiment. [Figure 16] FIG. 3 is a diagram illustrating an example of a volume setting unit used for adjusting the volume in the first embodiment. [Figure 17] FIG. 10 is a diagram showing an example (part 1) of software settings of a first volume used for adjusting the volume in the first embodiment. [Figure 18] FIG. 10 is a diagram showing an example (part 2) of software settings of a first volume used for adjusting the volume in the first embodiment. [Figure 19] FIG. 10 is a diagram showing an example (part 1) of software settings for a second volume used for adjusting the volume in the first embodiment. [Figure 20] FIG. 10 is a diagram showing an example (part 2) of software settings for a second volume used for adjusting the volume in the first embodiment. [Figure 21] FIG. 10 is a diagram showing an example (part 1) of software settings for a third volume used for volume adjustment in the first embodiment. [Figure 22] FIG. 10 is a diagram showing an example (part 2) of software settings for a third volume used for adjusting the volume in the first embodiment. [Figure 23] 4A and 4B are diagrams illustrating an example of a switching state of validity / invalidity of a first operation input and a second operation input used for adjusting a volume in the first embodiment. [Figure 24] FIG. 2 is an exploded perspective view showing an example of the arrangement of the game board and cover member of the first embodiment. [Figure 25] FIG. 2 is a diagram illustrating an example of the arrangement of volume adjustment switches according to the first embodiment. [Figure 26] A figure showing an example of a performance button and option setting section provided on the upper tray unit of the first embodiment. [Figure 27] 4A and 4B are diagrams illustrating an example of setting contents and default values of a first operation input used for adjusting the volume in the first embodiment. [Figure 28] 5A and 5B are diagrams illustrating an example and another example of the timing for setting a setting value according to the first embodiment. [Figure 29] FIG. 10 is a diagram showing an example (part 1) of a correspondence table between setting values of a first operation input, setting values of a second operation input, and adjustment values used for volume adjustment in the first embodiment. [Figure 30] FIG. 10 is a diagram showing an example (part 2) of a correspondence table between setting values of a first operation input, setting values of a second operation input, and adjustment values used for volume adjustment in the first embodiment. [Figure 31] FIG. 10 is a diagram showing an example (part 3) of a correspondence table between setting values of a first operation input, setting values of a second operation input, and adjustment values used for volume adjustment in the first embodiment. [Figure 32] FIG. 10 is a diagram showing an example (part 4) of a correspondence table between the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the first embodiment. [Figure 33] FIG. 10 is a diagram showing an example of sound effects and sound output during an error game (first operation input is the default setting) in the first embodiment. [Figure 34] FIG. 10 is a diagram showing an example of a sound effect and a sound output during a strong error (first operation input is the default setting) in the first embodiment. [Figure 35] FIG. 10 is a diagram showing an example of a sound effect and a sound output during a weak error (first operation input is the default setting) in the first embodiment. [Figure 36] FIG. 10 is a diagram showing an example of sound effects and sound output during an error game (first operation input is set as the upper limit) in the first embodiment. [Figure 37] FIG. 3 is a diagram illustrating an example of a volume setting unit used for adjusting the amount of light in the first embodiment. [Figure 38] FIG. 10 is a diagram illustrating an example of software settings of a first volume used for adjusting the amount of light according to the first embodiment. [Figure 39] FIG. 10 is a diagram illustrating an example of software setting of a second volume used for adjusting the amount of light according to the first embodiment. [Figure 40]FIG. 10 is a diagram illustrating an example of software setting of a third volume used for adjusting the amount of light according to the first embodiment. [Figure 41] FIG. 10 is a diagram showing an example (part 1) of a correspondence table between setting values and adjustment values of a second operation input used for adjusting the light amount according to the first embodiment. [Figure 42] FIG. 10 is a diagram showing an example (part 2) of a correspondence table between setting values and adjustment values of a second operation input used for adjusting the light amount according to the first embodiment. [Figure 43] FIG. 10 is a diagram showing an example of volume change during variable display in the first embodiment (volume change example A). [Figure 44] FIG. 10 is a diagram showing an example of volume change during variable display in the first embodiment (volume change example B). [Figure 45] FIG. 10 is a diagram showing an example of volume change during variable display in the first embodiment (volume change example C). [Figure 46] FIG. 2 is a diagram illustrating an example of a game display screen according to the first embodiment. [Figure 47] FIG. 4 is a diagram showing an example of a display screen displayed when setting a volume or a light amount according to the first embodiment. [Figure 48] 10A and 10B are diagrams illustrating an example of a target operation and a display period in a guidance display according to the first embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 1 is a perspective view showing an example of a gaming machine according to the first embodiment.

[0009] The gaming machine 10 of the first embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed, with the left side as the mounting side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. A glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.

[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) for decoration and presentation, and to alert users when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps or LEDs will light up (blink) in an abnormality alert color (e.g., red)), as well as speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (e.g., sound effects). Furthermore, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are also provided at the bottom of the front frame 12. Furthermore, when an abnormality occurs, the speakers 19 will sound an annunciation of the abnormality. Incidentally, a lamp for alerting users to a dispensing abnormality may be provided at a predetermined location on the glass frame 15.

[0011] In addition, the lower part of the front frame 12 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls paid out from a payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operating part 24 for the ball launching device. In addition, the lower tray 23 is provided with a ball removal lever 23a for removing game balls from the lower tray 23 to the outside of the gaming machine.

[0012] Furthermore, an effect button 25 used for intervening in game effects is provided on the upper edge of the upper tray 21. The effect button 25 functions as an effect operation reception unit that receives operations for intervening in game effects, and also functions as an effect unit that can perform desired effects (e.g., lighting, vibration, protrusion, etc.). The left edge of the upper tray 21 is provided with an option setting unit 29 where the player can set various options. The option setting unit 29 is provided with a cross cursor switch that can receive input operations in four directions, a central switch in the center of the cross cursor switch that can receive operations such as a confirm operation, and two auxiliary switches located on the periphery of the cross cursor switch that are used for volume control, etc. Furthermore, a keyhole 26 is provided on the lower right side of the front frame 12 for inserting a key to unlock or lock the front frame 12 and glass frame 15.

[0013] The gaming machine 10 can perform effects involving player intervention based on player operation received from the effect button switch 25a (see FIG. 4), which detects operation (e.g., pressing) of the effect button 25 (push button). For example, effects involving player intervention include effects in a variable display game (decorative special symbol variable display game) on the display device (variable display device) 41 (see FIG. 2). The gaming machine 10 can move a character displayed on the display device 41 or stop identification information displayed on the display device 41 in the variable display game. Such player intervention may involve not only the effect button 25 but also one or more of the switches (cross cursor switch, center switch, auxiliary switch) of the option setting unit 29. In FIG. 4, which will be described later, the switches of the option setting unit 29 are collectively referred to as setting switches 29n.

[0014] Also, to the right of the effect button 25 are provided a ball lending button 27 that the player operates when borrowing balls from an adjacent ball lending machine, an ejection button 28 that is operated to eject a prepaid card from the card unit of the ball lending machine, and a balance display unit (not shown) that displays the balance of the prepaid card. In the gaming machine 10 of this first embodiment, when the player rotates the operation unit 24, the ball launching device launches game balls supplied from the upper tray 21 toward the game area 32 (see FIG. 2) on the front of the game board 30. Also, by operating one or more of the setting switches 29n (cross cursor switch, center switch, accessory switch) of the option setting unit 29 described above, the player can set, for example, the volume emitted from the speaker 19 or the brightness of the game board 30.

[0015] Next, the game board 30 will be described with reference to Figure 2. Figure 2 is a front view showing an example of the game board of the first embodiment. A substantially circular game area 32 surrounded by guide rails 31 is formed on the surface of the game board 30. The game area 32 is surrounded by resin side cases 33 and the guide rails 31, which are provided at the four corners of the game board 30. A center case (game presentation structure) 40 equipped with a display device (variable display device) 41 is located approximately in the center of the game area 32. The display device 41 is attached to a recessed portion of the center case 40, at a position recessed from the front surface of the center case 40. In other words, the center case 40 surrounds the periphery of the display area of the display device 41 and protrudes forward beyond the display surface of the display device 41, and is formed so as to make it difficult for game balls to fly into it from the surrounding game area 32.

[0016] The display device 41 is configured with a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may be configured with other display devices, such as a device having a display screen capable of displaying a dot matrix using LEDs, or a combination of two or more display devices. The area (display area) on the display screen capable of displaying images displays information related to the game, such as multiple identification information (special symbols), characters that create the special symbol variable display game, and background images that enhance the presentation effects. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, thereby playing a decorative special symbol variable display game corresponding to the special symbol variable display game. The display screen also displays images for presentations based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).

[0017] In addition, a board effect device 44 that performs game effects by operating is provided on the upper part of the center case 40. This board effect device 44 can operate from the state shown in FIG. 2 toward the center of the display device 41.

[0018] A normal symbol start gate (normal symbol start gate) 34, which sets the conditions for starting the normal symbol variable display game, is provided on the lower right side of the center case 40 in the game area 32. A game ball that enters the normal symbol start gate 34 (a game ball that passes through the normal symbol start gate 34) is detected by a gate switch 34a (see FIG. 3).

[0019] In addition, a general winning opening 35 is located below the center case 40 on the left side in the gaming area 32, and another general winning opening 35 is located below the center case 40 on the right side, to the right of a special variable winning device 95 (described later). Gaming balls that win in these general winning openings 35 are detected by winning opening switches 35a (see FIG. 3).

[0020] In addition, a start winning hole 36 (start winning hole 1) that constitutes a first start winning hole (start winning area) that provides the start condition for the first special symbol variable display game (special symbol 1 variable display game) is provided below the center case 40 in the game area 32. A game ball that enters the start winning hole 36 is detected by a start winning hole 1 switch 36a (see FIG. 3).

[0021] In addition, below the starting winning hole 36, an outlet 30a is provided for collecting game balls that do not enter the winning holes or the like. Additionally, below the center case 40 and to the left of the normal game start gate 34, there is provided a normal game winning device 37 (second start winning port, start winning area) that provides the conditions for starting the second special game (special game 2). The normal game winning device 37 (starting port 2) has a movable member 37b at the inlet portion. The movable member 37b slides forward and backward by a normal solenoid 37c (see FIG. 3) to switch between a blocking state that blocks game balls from entering the inlet portion and a permitting state that retracts backward to allow game balls to enter the inlet portion. The movable member 37b is normally kept in a closed state (a state disadvantageous to the player). When the result of the normal game is a predetermined stop display pattern, it is switched to an open state (a state advantageous to the player). A game ball that has won in the normal variable winning device 37 is detected by the start port 2 switch 37a (see Figure 3). It is also possible to make it possible to win even when the normal variable winning device 37 is closed, and to make it more difficult to win when it is closed than when it is open. The normal variable winning device 37 corresponds to a normal electric device (normal electric).

[0022] Also, on the right side of the center case 40 in the gaming area 32, a special variable prize winning device (large prize opening 1) 38 is disposed, which can be converted between a state in which it does not accept gaming balls and a state in which it is easy to accept gaming balls depending on the results of the special symbol variable display games (special symbol 1 variable display game and special symbol 2 variable display game). The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the results of the special symbol variable display game as an auxiliary game, the opening / closing member 38c closes the large prize opening and converts it from a closed state (a blocked state that is disadvantageous to the player) to an open state (a state that is advantageous to the player) in which the opening / closing member 38c retracts and can accept gaming balls flowing down the gaming area 32. Specifically, the special variable prize winning device 38 includes a large prize opening (large prize opening 1) that is opened and closed by an opening / closing member 38c driven by a large prize opening 1 solenoid 38b (see FIG. 3) serving as a driving device, and during a jackpot game state (special game state) resulting from the results of the special prize opening 1 variable display game and the special prize opening 2 variable display game, and during a jackpot game state (special game state) resulting from winning in a specific area 96 (described below), the large prize opening is converted from a closed state to an open state, facilitating the flow of game balls into the large prize opening, and awarding a predetermined game value (prize balls) to the player. Inside the large prize opening (winning area), a large prize opening switch (count switch) 38a (see FIG. 3) is provided as a detection means for detecting game balls that enter the large prize opening.

[0023] In addition, a special variable prize winning device (large prize opening 2) 95 is disposed on the lower right side of the center case 40 in the game area 32. The special variable prize winning device 95 can be converted between a state in which it does not accept game balls and a state in which it accepts game balls easily depending on the results of the special symbol variable display games (special symbol 1 variable display game and special symbol 2 variable display game). The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the results of the special symbol variable display game as an auxiliary game, the opening / closing member 95c closes the large prize opening and converts it from a closed state (a blocked state that is disadvantageous to the player) to an open state (a state that is advantageous to the player) in which the opening / closing member 95c retracts and can accept game balls flowing down the game area 32. Specifically, the special variable prize winning device 95 has a large prize opening (large prize opening 2) that is opened and closed by an opening / closing member 95c driven by a large prize opening 2 solenoid 95b (see FIG. 3) as a driving device, and during a small win game state resulting from the results of the special prize 1 variable display game and the special prize 2 variable display game, the large prize opening is converted from a closed state to an open state, facilitating the flow of game balls into the large prize opening, and awarding a predetermined game value (prize balls) to the player. Inside the large prize opening (winning area), a large prize opening switch (count switch) 38a (see FIG. 3) is disposed as a detection means for detecting game balls that have entered the large prize opening.

[0024] The special variable winning device 95 also has a V-channel that guides a gaming ball that has entered the winning port to the specific area 96. The special variable winning device 95 is provided with a specific area switch 38e (see FIG. 3) that detects a gaming ball that has flowed into the specific area 96. The detection of a gaming ball by the specific area switch 38e (entry into the specific area 96) is one of the conditions for generating a jackpot gaming state (special gaming state) that converts the special variable winning device (large winning port 1) 38 from a closed state to an open state.

[0025] Also, the center case 40 does not have a warp flow path, but may have one. For example, a warp port (warp entrance) may be provided on the left side of the center case 40, and game balls that flow into the warp flow path from the warp port may be made to roll on a stage inside the center case 40, with some of them being guided to the warp exit. In this case, the warp exit may be located directly above the start winning opening 36, making it easier for game balls guided to the warp exit to enter the start winning opening 36.

[0026] In the gaming machine 10 of the first embodiment, within the gaming area 32 into which the gaming balls flow, the area to the left of the center case 40 is designated as the left gaming area, and the area to the right of the center case 40 is designated as the right gaming area. The player can aim to win a prize in the start winning hole 36 or the general winning hole 35 (located in the left gaming area) by adjusting the firing force and firing the gaming ball into the left gaming area (so-called left shot), and can aim to win a prize in the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, the general winning hole 35 (located in the right gaming area), etc. by firing the gaming ball into the right gaming area (so-called right shot).

[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), there is provided a collective display device 50 that displays the first special chart change display game and the second special chart change display game, which constitute the special chart change display game, and the normal chart change display game, which is triggered by winning the normal chart start gate 34, as well as various information.

[0028] The collective display device 50 includes a round display unit 51 configured with LEDs or the like, a special 1 reserved display unit 52, a special 1 pattern display unit 53, a special 2 pattern display unit 54, a regular pattern display unit 55, a regular reserved display unit 56, and a status display unit 57 (see FIG. 5). Details of the collective display device 50 will be described later.

[0029] The gaming machine 10 is equipped with a right-hit guide display device 91c on the right side near the special variable prize device (big prize opening 1) 38. The right-hit guide display device 91c lights up when instructing the player to hit the ball to the right, and is turned off in other cases. The right-hit guide display device 91c is included in the board decoration device 46.

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

[0031] The gaming machine 10 is equipped with a normal map variation display device 93 and a normal map reserve display device 94 on the right side of the center case 40 in the gaming area 32. The normal map variation display device 93 is composed of two LEDs, and indicates the variation display status of the normal map game by alternating flashing, and indicates the result of the variation display of the normal map game by a combination of lighting and extinguishing. In addition, the normal map reserve display device 94 is composed of two LEDs, and indicates the number of normal maps reserved, from 0 to 4, by a combination of lighting, extinguishing, and flashing. The normal map variation display device 93 and the normal map reserve display device 94 are included in the board decoration device 46.

[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the control system of the gaming machine of the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.

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

[0034] The power supply unit 400 includes a normal power supply unit 410 having an AC (Alternating Current)-DC converter that generates the above-mentioned DC 32V DC voltage from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC 12V or DC 5V from DC 32V, a backup power supply unit 420 that supplies power supply voltage to the RAM (Random Access Memory) inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. The game board 30 and the game control device 100 are subject to replacement when changing models, so by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the first embodiment, they are not subject to replacement, thereby reducing costs.

[0036] The backup power supply unit 420 can be configured with a single large-capacity capacitor such as an electrolytic capacitor. The backup power is supplied to the gaming microcomputer 111 (especially the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after power is cut off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if it drops below 17V, for example, detects a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time has passed. It also outputs a reset signal after a predetermined time has passed since power was turned on or power recovery was restored.

[0037] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0038] The game control device 100 is also provided with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects a push operation. The setting key switch 127 can be switched between an ON state and an OFF state by inserting a setting key. The game control device 100 is capable of changing settings related to game performance, and the settings stored in RAM are retained even during a power outage or after a power cut. For example, the game control device 100 allows the winning probability of the special chart 1 variable display game and the special chart 2 variable display game to be changed according to six settings.

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

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

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

[0042] The ROM 111B stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner, and the RAM 111C is used as a work area for the CPU 111A during game control or as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used as the ROM 111B or RAM 111C.

[0043] The ROM 111B also stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the content of the presentation, and whether or not a reach state occurs. The variation pattern table is a table that the CPU 111A determines a variation pattern by referring to variation pattern random number 1, variation pattern random number 2, and variation pattern random number 3 stored as start memory. The variation pattern table also includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a second-half variation group table and a second-half variation pattern selection table) for determining a second-half variation pattern, which is a variation pattern after a reach state has been reached, and tables (such as a first-half variation group table and a first-half variation pattern selection table) for determining a first-half variation pattern, which is a variation pattern before a reach state has been reached.

[0044] Here, the term "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device with a variable display state, which derives and displays multiple display results at different times, and in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the multiple display results become a predetermined special result pattern. In other words, the "reach state" refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming a special result pattern, even when some of the multiple display results have not yet been derived and displayed. The "reach state" also includes, for example, a state in which multiple variable display areas are displayed while maintaining a set of special result patterns (a so-called "full rotation reach"). In addition, the reach state refers to the display state at the time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and refers to the display state when at least some of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming a special result mode.

[0045] Therefore, for example, if the decorative special symbol variable display game displayed on the display device in response to the special symbol variable display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.In addition to this, when the variable display of all variable display areas is temporarily stopped, the state in which the conditions for a special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be set to a reach state, and the remaining one variable display area may be variably displayed from this reach state.

[0046] This reach state includes multiple reach effects, and the reach effects with different possibilities (different expected values) for deriving a special result mode are set as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expected values increase in the following order: "No reach" < "Normal reach" < "Special 1 reach" < "Special 2 reach" < "Special 3 reach" < "Premium reach." This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of deriving a jackpot compared to when a reach state does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the presentation control device 300, and generates and outputs drive signals for the solenoids and display devices to control the entire gaming machine 10. In addition, although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number for determining a win in the special symbol variable display game, a jackpot pattern random number for determining a jackpot pattern, a variable pattern random number for determining a variable display pattern in the special symbol variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal symbol variable display game, etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU 111A and a clock that provides an update timing for the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

[0048] Furthermore, in the processing related to the special chart variation display game, the CPU 111A acquires one of the plurality of variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variation pattern tables based on the game result of the special chart variation display game (win (big win or small win) or loss), the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the operation state (time-saving operation state) of the normal variation winning device 37 as the current game state, the number of start memories, etc. Here, when the CPU 111A executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111B.

[0049] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and drives a payout motor of a payout unit provided in the gaming machine 10 in accordance with a prize ball payout command (command or data) from the gaming control device 100, thereby controlling the payout of prize balls. The payout control device 200 also drives a payout motor of the payout unit in accordance with a ball loan request signal from a card unit of a ball loan machine attached to the gaming machine 10, thereby controlling the payout of loan balls.

[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the gate switch 34a in the normal start gate 34, the winning gate switch 35a, the large winning gate switch 38a in the special variable winning devices 38, 95, and the specific area switch 38e in the special variable winning device 95, and is provided with an interface chip (proximity I / F) 121 that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 also receives a detection signal from the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine 10. In addition, the proximity I / F 121 has an input range of 7V-11V, so it can detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when the lead wires are cut and left floating, and is configured to output an abnormality detection signal.

[0051] Regarding the prize opening switch 35a, while the prize opening switch 35a is shown as a single block in FIG. 3, multiple (n) prize opening switches 35a (three in this embodiment) are actually provided on the game board 30, and their respective signals are input to the proximity I / F 121 via different signal lines. Also, while the special prize opening switch 38a is shown as a single block in FIG. 3, multiple (x) special prize opening switches 38a (three in this embodiment) are actually provided on the game board 30. These multiple special prize opening switches 38a are connected to each other via different signal lines, or are connected to the game control device 100 via a wired OR configuration on a relay board (not shown) located between the switches and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 (described later) may also be connected via different signal lines or may be similarly connected to the game control device 100 via a wired OR configuration.

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the gate switch 34a, the prize port switch 35a, the large prize port switch 38a, and the specific area switch 38e are input to the second input port 123. The signal output (output from the proximity I / F 121) of the start port switches in FIG. 1, the start port 1 switch 36a and the start port 2 switch 37a, is shown as one signal line in FIG. 3, but in reality there are two.

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

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

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

[0056] The data held in the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) a chip enable signal CE (Chip Enable) (not shown) by decoding the address assigned to the second input port 123. The same applies to the third input port 124 and the first input port 122 (described later).

[0057] The input section 120 also has a first input port 122 which takes in the detection signal of the RAM initialization switch 112, the frame radio wave invalid signal from the payout control device 200 (a signal output based on the detection of radio waves by the frame radio wave sensor provided on the front frame 12), the payout busy signal (a signal indicating whether the payout control device 200 is in a state where it can accept commands), the payout abnormality status signal (a status signal indicating a payout abnormality), the shoot ball out switch signal (a signal indicating a shortage of game balls before payout), the overflow switch signal (a signal output when it is detected that more than a predetermined amount of game balls have been stored in the lower tray 23 (that it is full)), and the out ball detection switch signal (a signal output when an out ball is detected) and supplies them to the gaming microcomputer 111 via the data bus 140.

[0058] The out ball detection switch signal is a signal output from an out sensor (not shown) each time the out sensor detects an out ball from the gaming machine 10. For example, the out ball detection switch signal is provided in a discharge flow path (not shown) between an outlet (not shown) that discharges game balls (out balls) from the gaming machine 10 and the outlet 30a. The out ball detection switch signal is used to calculate game performance (e.g., base) per predetermined operation (e.g., 60,000 out balls), and the calculated game performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal may be used to determine the operating status that triggers switching to game performance or a customer waiting screen display. For example, the performance display device 135 may be a four-digit, seven-segment LED that can display game performance in decimal or hexadecimal.

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

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

[0061] Meanwhile, the reset signal RESET, from which noise has been removed by the Schmitt buffer 125, is input directly to a reset terminal provided on the gaming microcomputer 111 and supplied to each port of the output unit 130. The reset signal RESET is configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 for output to the test firing device. The reset signal RESET may also be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. The data set by the gaming microcomputer 111 to each port of the output unit 130 immediately before the reset signal RESET is input must be reset to prevent system malfunction, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.

[0062] The output unit 130 is provided with a Schmitt buffer 132 arranged on the communication path from the gaming microcomputer 111 to the presentation control device 300 and on the communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 via serial communication. Note that the serial communication from the gaming control device 100 to the presentation control device 300 and the payout control device 200 is one-way communication that prevents signals from being input from the presentation control device 300 to the gaming control device 100.

[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the test firing device of a certification organization (not shown) of special symbol information for the variable display game and signals indicating the probability of winning via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko gaming machine as an actual machine (mass-produced product) installed in a gaming parlor. Note that the detection signal of a switch that does not require processing, such as a start switch, output from the proximity I / F 121 is supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0064] Meanwhile, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61 and the radio wave sensor 62, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where game control is not possible. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, as well as a connector that relays and transmits the signal line of the switch detection signal without passing through the buffer. The port on the relay board 70 is also supplied with a chip enable signal CE (not shown) output from the gaming microcomputer 111, and the signal of the port selected and controlled by this chip enable signal CE is supplied to the test firing device.

[0065] In addition, the output unit 130 is provided with a first output port 134a that is connected to the data bus 140 and outputs opening / closing data of the large prize opening 1 solenoid 38b that opens and closes the opening / closing member 38c of the special variable prize winning device 38 (large prize opening 1), opening / closing data of the large prize opening 2 solenoid 95b that opens and closes the opening / closing member 95c of the special variable prize winning device 95 (large prize opening 2), opening / closing data of the normal solenoid 37c that opens and closes the movable member 37b of the normal variable prize winning device 37, and display data of the performance display device 135.

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

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

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

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

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

[0071] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and programs of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to enable two-way communication so that the gaming microcomputer 111 can send and receive data via serial communication with the inspection device 490. Note that, since such data transmission and reception is performed using a serial communication terminal that the gaming microcomputer 111 has, like an ordinary general-purpose microprocessor, no ports such as the first to third input ports 122, 123, and 124 are provided.

[0072] Next, the configuration of performance control device 300 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the performance control device of the first embodiment. The performance control device 300 is equipped with a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from the speaker 19.

[0073] The main control microcomputer 311 is connected to a PROM 321 (programmable read-only memory) that stores programs executed by the CPU and various data; a RAM 322 that provides a working area; a Ferroelectric RAM (FeRAM) 323 that can retain its contents even when power is cut off during a power outage; and a real-time clock (RTC) 338 that serves as a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcomputer 311 also has a RAM 311a that provides a working area. A watchdog timer (WDT) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands (performance commands) from the gaming microcomputer 111, determines the performance content, and instructs the VDP 312 on the content of the video to be output, instructs the sound source LSI 314 on the sound to be played, turns on decorative lamps, controls the operation of motors and solenoids, and manages the performance time.

[0074] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM 326 that is used to expand and process image data of characters and the like read from the image ROM 325.

[0075] Although not limited to this, data is transmitted and received in parallel between the main control microcomputer 311 and the VDP 312. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in serial mode.

[0076] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0 to INTn for notifying the processing status such as the completion of drawing to the VRAM, and a wait signal WAIT for notifying that it is waiting to receive commands or data from the main control microcomputer 311.

[0077] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0078] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.

[0079] The presentation control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, decorative special symbol reserve number commands, decorative special symbol commands, variation commands, stop information commands, etc. sent from the game control device 100 to the presentation control device 300 are received as presentation control command signals (presentation commands). Since the gaming microcomputer 111 of the game control device 100 operates on DC 5V and the main control microcomputer 311 of the presentation control device 300 operates on DC 3.3V, the command I / F 331 is provided with a signal level conversion function.

[0080] The effect control device 300 also includes a board decoration LED control circuit 332 that controls a board decoration device 46 equipped with LEDs (light-emitting diodes) on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that controls a frame decoration device (e.g., frame decoration device 18) equipped with LEDs (light-emitting diodes) on the glass frame 15, and a board effect movable body control circuit 334 that controls a board effect device 44 equipped on the game board 30 (including the center case 40) (e.g., a movable gadget that enhances the effect in cooperation with the effect display on the display device 41). These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcomputer 311 via an address / data bus 340. A frame effect device equipped with a drive source such as a motor (e.g., a motor that operates an effect device) on the glass frame 15 may also be provided, and a frame effect movable body control circuit that drives and controls the frame effect device.

[0081] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off states of the performance button switch 25a of the performance button 25, the setting switch 29n of the option setting unit 29, and the performance prop switch 47 (performance motor switch) that detects the initial position of the motor in the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and the function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311. Note that in Figure 4, the switches in the option setting unit 29 are collectively referred to as setting switch 29n for convenience, but in detail, they are connected so that the state of each of the switches (cross cursor switch, center switch, accessory switch) mentioned above can be detected individually by the switch input circuit 336, and detection signals indicating the state of each switch are input to the main control microcomputer 311.

[0082] To supply the desired level of DC voltage to performance control device 300 configured as described above and the electronic components controlled by it, normal power supply unit 410 of power supply device 400 is configured to generate DC 32V for driving motors and solenoids, DC 12V for driving display device 41 consisting of an LCD panel, motors, and LEDs, DC 5V as the power supply voltage for command I / F 331, and DC 15V for driving motors, LEDs, and speaker 19. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, performance control device 300 is provided with a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V. The DC-DC converter may also be provided in normal power supply unit 410.

[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, resetting the devices. The reset signal is also output from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314 and amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., resetting them. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the performance control device 300 is powered on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).

[0084] Next, the game control performed by these control circuits will be explained. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether a normal symbol is a winning symbol based on the input of a game ball detection signal from the gate switch 34a provided on the normal symbol start gate 34, compares it with the determination value stored in ROM 111B, and performs processing to determine whether the normal symbol variable display game is a winning or losing symbol. Then, the CPU 111A performs processing to display a normal symbol variable display game in which an identification symbol (identification information) is displayed variably for a predetermined time on the normal symbol pattern display unit 55 of the collective display device 50, and then displays a stationary display. If the result of this normal symbol variable display game is a winning symbol, the CPU 111A displays a special result mode corresponding to each of the first to third winning symbols on the normal symbol pattern display unit 55, and activates the normal power solenoid 37c, thereby controlling the movable member 37b of the normal symbol winning device 37 to open as described above for a predetermined time (e.g., 0.5 seconds or 1.7 seconds). That is, the game control device 100 serves as a conversion control execution means for controlling the conversion of the conversion member (movable member 37b). If the result of the normal symbol variable display game is a loss, the game control device 100 controls the normal symbol display unit 55 to display the loss result state.

[0085] Also, a start winning (start memory) is stored based on the input of a game ball detection signal from a start port 1 switch 36a provided in the start winning port 36, and based on this start memory, a random number value for jackpot determination of the first special symbol variable display game is extracted and compared with the determination value stored in ROM111B, and a process for determining whether the first special symbol variable display game is a win or a loss is performed. Also, a start memory is stored based on the input of a game ball detection signal from a start port 2 switch 37a provided in the normal variable winning device 37, and based on this start memory, a random number value for jackpot determination of the second special symbol variable display game is extracted and compared with the determination value stored in ROM111B, and a process for determining whether the second special symbol variable display game is a win or a loss is performed.

[0086] Then, the CPU 111A of the game control device 100 outputs a control signal (presentation control command, presentation command) including the determination result of the first special symbol variable display game and the second special symbol variable display game to the presentation control device 300. Then, the CPU 111A performs processing to display the special symbol variable display game in which the identification symbol (identification information) is displayed variably for a predetermined time on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the collective display device 50, and then the special symbol variable display game is displayed stationary. In other words, the game control device 100 serves as a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).

[0087] Furthermore, the performance control device 300 performs processing to display a decorative special symbol variable display game corresponding to the special symbol variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing to set the performance state, output sound from the speaker 19, control the light emission of various LEDs, etc. based on a control signal from the game control device 100. In other words, the performance control device 300 serves as a performance control means that controls the performance related to the game (variable display game, etc.).

[0088] When the result of the special symbol variation display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result mode or the small win result mode on the special symbol 1 symbol display unit 53 or the special symbol 2 symbol display unit 54, and performs processing to generate a special game state or a small win game state (i.e., processing to execute a special game or a small win game). In processing to generate a special game state when the result of the first special symbol variation display game or the second special symbol variation display game is a big win, the CPU 111A, for example, controls the big prize opening solenoid 38b to open the opening / closing member 38c of the special variable prize winning device 38, allowing game balls to flow into the big prize opening. In this special game state, the CPU 111A controls (repeatedly controls) the opening of the large prize opening a predetermined number of times (cycle game) until one of the following conditions is met: a predetermined number of game balls (for example, 9 balls) enter the large prize opening, or a predetermined time has passed since the opening of the large prize opening. In addition, in the process of generating a small win game state due to a small win resulting from the first special symbol variable display game (special symbol 1 variable display game) or the second special symbol variable display game (special symbol 2 variable display game), the CPU 111A controls, for example, the large prize opening solenoid 38b to open the opening / closing member 38c of the special variable prize winning device 38, thereby allowing game balls to flow into the large prize opening.

[0089] The opening / closing operation pattern (opening / closing operation mode) of the large prize opening during these small win game states is, for example, to maintain the opening / closing member in an open state for 200 ms, four times at 1500 ms intervals. Thus, the game control device 100 functions as a large prize opening opening / closing control means that controls the opening and closing of the large prize opening when the stop result mode is a special result mode. Furthermore, if the result of the special symbol variable display game is a loss, the CPU 111A controls the display of the loss result mode on the special symbol 1 display unit 53 or the special symbol 2 display unit 54 of the collective display device 50.

[0090] Furthermore, although the game control device 100 of the first embodiment does not perform probability fluctuation in the special symbol variable display game, it may perform probability fluctuation in the symbol variable display game. For example, the game control device 100 is capable of generating a high probability state as a game state after the special game state ends based on the result state of the special symbol variable display game. This high probability state is a state in which the probability of a winning result in the special symbol variable display game is higher than in the normal probability state. Furthermore, whether the high probability state is entered based on the result state of the first special symbol variable display game or the second special symbol variable display game, both the first special symbol variable display game and the second special symbol variable display game will be in the high probability state.

[0091] Furthermore, the game control device 100 can generate a time-saving state (specific game state, normal game high probability state) as a game state after the special game state ends, based on the result of the special game variable display game. In this time-saving state, the probability of a winning result in the normal game variable display game (normal game probability) can be set to a high probability (normal game high probability state) higher than the normal probability (normal game low probability state) of 0. This controls the normal game variable winning device 37 to open for a longer time per unit time than when the normal game variable winning device 37 is in the normal game low probability state. Here, in the normal game state, the normal game variable winning device 37 in this embodiment has a normal game probability set to "0" so that the movable member 37b is not opened.

[0092] Also, in the time-saving state, the execution time of the normal map variation display game (normal map variation time) is, for example, 500 ms, and the normal map stop time that displays the result of the normal map variation display game is, for example, 600 ms. When the normal map variation display game results in a winning result and the normal variation winning device 37 is opened, it is possible to set the opening time (normal power opening time) and number of times it opens of the first winning stopping pattern (for example, 500 ms x 1 time), the opening time (normal power opening time) and number of times it opens of the second winning stopping pattern (for example, 1700 ms x 2 times), and the opening time (normal power opening time) and number of times it opens of the third winning stopping pattern (for example, 1700 ms x 3 times).

[0093] In addition, the execution time, normal map stop time, normal power release count, and normal power release time of the normal map change display game may be set appropriately to control the normal map change display game and normal variable winning device 37 to a time-saving operation state. For example, in the time-saving state, the execution time of the normal map change display game (normal map change time) can be controlled to a second change display time that is shorter than the first change display time (e.g., 10,000 ms to 1,000 ms). Also, in the time-saving state, the normal map stop time that displays the result of the normal map change display game can be controlled to a second stop time that is shorter than the first stop time (e.g., 1,604 ms to 704 ms). Also, in the time-saving state, when the normal map change display game results in a win and the normal variable winning device 37 is opened, the release time (normal power release time) can be controlled to a second release time that is longer than the first release time in the normal state (low normal map probability state) (e.g., 100 ms to 1,352 ms). Also, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, 4 times) that is greater than the first opening number (for example, 2 times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability) to a high probability (normal map high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operating state (normal map low probability state, for example, 1 / 251).

[0094] In the time-saving state, the time required for the normal variable winning device 37 to change to the open state is extended by changing one or more of the normal variable time, normal stop time, normal power release count, normal power release time, and normal power probability. It is also possible to set multiple types of time-saving states that change differently. Furthermore, when a win occurs, either the first or second release mode may be selected. In this case, the selection probability for the first and second release modes may be different. The high-probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. The time-saving state can also be called a normal power support state (normal power support in progress, or power support in progress).

[0095] Next, the configuration of the collective display device will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of a collective display device according to the first embodiment. The collective display device 50 includes 16 LEDs, namely, 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18. The collective display device 50 displays various statuses according to the lighting modes of the 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18.

[0096] The collective display device 50 allocates various status display functions to the 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18, and is equipped with a round display section 51, a special symbol 1 reserved display section 52, a special symbol 1 pattern display section 53, a special symbol 2 pattern display section 54, a normal symbol pattern display section 55, a normal symbol reserved display section 56, a status display section 57, and a special symbol 2 reserved display section 58. The round display section 51 displays the number of rounds in the special symbol game by the lighting status of four LEDs, LED_d3 to LED_d6. The special symbol 1 reserved display section 52 displays the number of reserved positions in the special symbol 1 game by the lighting status of two LEDs, LED_d11 and LED_d12. The special symbol 1 pattern display section 53 displays the symbols in the special symbol 1 game by the lighting status of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d1. The special 2 symbol display unit 54 displays the symbols in the special 2 game by the lighting patterns of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d2. The normal symbol display unit 55 displays the symbols in the normal game by the lighting patterns of three LEDs, LED_d8, LED_d10, and LED_d18. The normal symbol hold display unit 56 displays the number of holds in the normal game by the lighting patterns of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the game status in the special symbol game by the lighting patterns of three LEDs, LED_d7, LED_d9, and LED_d17. The special 2 symbol hold display unit 58 displays the number of holds in the special symbol 2 game by the lighting patterns of two LEDs, LED_d13 and LED_d14.

[0097] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time interval (for example, every 4 ms).

[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained using Fig. 6 to Fig. 10. Fig. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Fig. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. Fig. 8 is a diagram (part 3) showing a flowchart of the main processing of the first embodiment. Fig. 9 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Fig. 10 is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.

[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, an interrupt prohibition process (step S1) is performed, followed by a stack pointer setting process (step S2) that sets a stack pointer, which is the top address of the area where values of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM top address is set in a predetermined register (for example, D register) (step S4). The address range of RAM 111C is 0000h to 01FFh, with the upper digits being 00h or 01h. In step S4, 00h, which is the top digit of the address range of RAM 111C, is set.

[0100] Next, a launch stop signal is outputted and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.

[0101] Thereafter, the state of input port 1 (first input port 122) is read into a first register (for example, register B) (step S6), and then the state of input port 3 (third input port 124) is read into a second register (for example, register C) (step S7).

[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step S8). For example, only the second bit of the B register corresponding to the detection signal from the RAM initialization switch 112 is retained, and the 0th, 1st, and 3rd to 7th bits are cleared. Then, a predetermined bit in the second register is masked, and the other bits are cleared (step S9). For example, only the 4th bit of the C register corresponding to the detection signal from the setting key switch 127 is retained, and the 0th to 3rd and 5th to 7th bits are cleared.

[0103] The information in the first register is integrated into the second register, and the information held in the second register is held as reference information that does not rely on RAM 111C (step S10). For example, the logical sum of the B register and the C register is stored in the C register, and the C register is held as a state reference register.

[0104] For example, the value "00000000B" of the status reference register (C register) indicates that bits 0 and 1, bits 3 and bits 5 to 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from RAM initialization switch 112, and bit 4 is "0" corresponding to the detection signal ON from setting key switch 127. In other words, the value "00000000B" of the status reference register indicates a setting change state in which RAM initialization switch 112 is ON and setting key switch 127 is ON.

[0105] Furthermore, the value "00010000B" of the state reference register indicates that bits 0, 1, 3, and 5 to 7 are cleared to "0", the second bit is "0" corresponding to the detection signal from RAM initialization switch 112 being on, and the fourth bit is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010000B" of the state reference register indicates a RAM initialization state in which RAM initialization switch 112 is on (ON) and setting key switch 127 is off (OFF).

[0106] Furthermore, the value "00000100B" of the status reference register indicates that bits 0, 1, 3, and 5 to 7 are cleared to "0," bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "0" corresponding to the detection signal from setting key switch 127 being on. In other words, the value "00000100B" of the status reference register indicates a setting confirmation state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is on (ON).

[0107] Furthermore, the value "00010100B" of the status reference register indicates that bits 0 and 1, bits 3 and bits 5 to 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" of the status reference register indicates a power restoration (power outage recovery) state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is off (OFF).

[0108] As a result, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are held in register C. Note that since the storage position (second bit) in register B of the detection signal from RAM initialization switch 112 is different from the storage position (fourth bit) in register C of the detection signal from setting key switch 127, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are preserved without being lost even when register B and register C are ORed.

[0109] Then, a process for setting a power-on delay timer is performed (step S11). In this process, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set to wait for the programs of the slave control means (e.g., slave control devices such as the payout control device 200 and the presentation control device 300) that perform various controls in accordance with instructions from the game control device 100, which constitutes the master control means, to start up normally. This prevents the slave control means from missing a command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control means before the slave control means starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means when the power is turned on, and sets a predetermined waiting time to wait for the start of the slave control means.

[0110] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register not subject to validity check) that is not subject to validity check (checksum calculation) of data held in the RAM area. This eliminates the need to exclude part of the RAM area when calculating check data such as the checksum of the RAM area, thereby preventing the control at power-on from becoming complicated.

[0111] The second register (C register) is configured to store the detection signal of the RAM initialization switch 112, and by storing the signal before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably stored. In other words, if the state of the RAM initialization switch 112 were to be read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continue operating the RAM initialization switch 112 from power-on until the standby time had elapsed. However, by reading the state before the start of the standby time, the switch can be detected by operating it immediately after power-on without having to perform such a cumbersome operation, and it is possible to prevent a situation in which the initialization operation performed when powering on is not accepted.

[0112] Furthermore, the second register (C register) is designed to store the detection signal of the setting key switch 127, and by storing this signal before the start of the standby time, it is possible to reliably detect the operation of the setting key switch 127. In other words, if the state of the setting key switch 127 were to be read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continue operating the setting key switch 127 from power-on until the standby time had elapsed. However, by reading the state before the standby time begins, it becomes possible to avoid such troublesome operations by simply operating the setting key switch 127 immediately after power-on, thereby preventing a situation in which a setting change operation or setting confirmation operation performed when powering on is not accepted.

[0113] Next, after setting a power-on delay timer (for example, about 3 seconds) (step S11), the system performs steps S12 to S16 to measure the standby time and monitor for power outages during the standby time. First, the system sets the number of times (for example, 2 times) to read and check the power outage monitoring signal input from the power supply device 400 via the port and data bus (step S12), and determines whether the power outage monitoring signal is on (step S13).

[0114] If the power outage monitoring signal is on (step S13; Y), it is determined whether the on state of the power outage monitoring signal has continued for the number of checks set in step S12 (step S14). If the on state of the power outage monitoring signal has not continued for the number of checks (step S14; N), the process returns to determining whether the power outage monitoring signal is on (step S13). If the on state of the power outage monitoring signal has continued for the number of checks (step S14; Y), that is, if it is determined that a power outage has occurred, the process waits for the power to the gaming machine 10 to be cut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been received continuously for a predetermined period of time, it is possible to prevent erroneous detection of a power outage due to noise, etc., and to appropriately deal with malfunctions when the power is turned on.

[0115] That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that occurs during the period when the startup of the gaming control device 100, which serves as the main control means, is delayed, and to appropriately deal with malfunctions when the power is turned on. Note that access to RAM 111C is not permitted until the end of the standby time, and the contents stored at the time of the previous power outage remain retained, so there is no need to perform backup processing or the like when a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up RAM 111C, thereby reducing the burden on control.

[0116] On the other hand, if the power outage monitoring signal is not on (step S13; N), that is, if a power outage has not occurred, the power-on delay timer is updated by "-1" (step S15), and it is determined whether the timer value is "0" or not (step S16). If the timer value is not 0 (step S16; N), that is, if the standby time has not ended, the process returns to the process of setting the number of times the power outage monitoring signal is checked (step S12). Also, if the timer value is "0" (step S16; Y), that is, if the standby time has ended, access to readable and writable RWM (Read Write Memory) such as RAM 111C and EEPROM is permitted (step S17), and off data is output to all output ports (setting to a state where there is no output) (step S18).

[0117] Next, a serial port (a port pre-installed in the gaming microcomputer 111, used for communication with the performance control device 300 and the payout control device 200) is set (step S19).

[0118] In step S20, a process is performed to start up the CTC circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator).

[0119] In step S21, a RAM abnormality flag is set. Note that the RAM abnormality flag is set provisionally and may be updated in a process of checking for RAM abnormalities that is executed later.

[0120] In step S22, it is determined whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah). If the value of the power outage inspection area 1 is normal (step S22; Y), it is determined whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step S23). If the value of the power outage inspection area 2 is normal (step S23; Y), a checksum calculation process (step S24) is performed to calculate the checksum of a predetermined area in the RWM.

[0121] In the checksum calculation process, the checksum may be calculated by adding together the data in the game control work area and the data in the status display work area, or the checksum may be calculated separately from the data in the game control work area and the data in the status display work area, or the checksum may be calculated only from the data in the game control work area. The game control work area is a working area in the memory area within the RWM that is used for game control. The status display work area is a working area in the memory area within the RWM that is used for status display.

[0122] Next, it is determined whether the checksum calculated in step S24 matches the checksum at the time of power off (step S25), and if it is determined that the checksums match (are normal) (step S25; Y), the RAM abnormality flag that was temporarily set in step S21 is cleared (step S26).

[0123] If it is determined that the checksums do not match (are not normal) (step S25; N), the process skips step S26 and proceeds to step S27, thereby making the RAM abnormality flag that was provisionally set in step S21 definitive. Also, if it is determined that the check data in the power outage inspection area is not normal (step S22; N or step S23; N), the process skips step S26 and proceeds to step S27, thereby making the RAM abnormality flag that was provisionally set in step S21 definitive.

[0124] In step S27, the second register (C register) is referenced to determine whether the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on. If the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on, the process proceeds to step S33, and if the detection signal of setting key switch 127 is not on and the detection signal of RAM initialization switch 112 is not on, the process proceeds to step S28.

[0125] Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can simultaneously judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112. Furthermore, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before judging the validity of the RAM.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., the RAM abnormality flag is set), the control unit proceeds to step S30, and if the RAM abnormality flag is not on (i.e., the RAM abnormality flag is cleared), the control unit proceeds to step S29.

[0127] In step S29, the control unit determines whether the setting change mode flag is on. If the setting change mode flag is on, the control unit proceeds to step S48, and if the setting change mode flag is not on, the control unit proceeds to step S30.

[0128] Steps S30 to S32 are executed when a RAM abnormality occurs or when the system is restarted without clearing the RAM due to a power outage during setup. In step S30, the control unit sends a main abnormality error notification command to the performance control device 300. This causes the performance control device 300 to perform performance control corresponding to the main abnormality error notification command. For example, upon receiving the main abnormality error notification command, the performance control device 300 displays a message on the display device 41 instructing the system to restart with RAM clearing, or outputs a sound from the speaker 19. Furthermore, upon receiving the main abnormality error notification command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 of the main abnormality error.

[0129] In step S31, the control unit outputs 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display a status corresponding to a main abnormality error on the performance display device 135. The control unit also outputs 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numbers or characters that are not in the probability setting value on the probability setting value display device 136. The control unit may also be configured to output 7-segment display data including LED display data at the time of game stop to the collective display device 50. At this time, the control unit may turn all the collective display devices 50 off or on.

[0130] In step S32, the control unit outputs on data for the security signal from the external information terminal board 71. At this time, the control unit turns off the output data for other signals output from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32 to wait for power to be cut off. That is, the gaming machine 10 outputs a security signal from the external information terminal board 71 while waiting for power to be cut off. Furthermore, the gaming machine 10 does not output any signals other than the security signal from the external information terminal board 71 while waiting for power to be cut off.

[0131] The control unit does not prohibit RAM access during the repeated execution of steps S31 and S32 until power is cut off. This allows the gaming machine 10 to store a return address in RAM when a non-maskable interrupt (NMI) occurs, thereby reducing the risk of program runaway. While the control unit does not protect the RAM contents by prohibiting RAM access during the repeated execution of steps S31 and S32 until power is cut off, clearing the RAM upon restart is a condition for starting game control, limiting the risk of the RAM contents being unprotected. In other words, the gaming machine 10 achieves the effect of reducing the risk of program runaway while limiting the risk of the RAM contents being unprotected. Furthermore, by not prohibiting RAM access during the repeated execution of steps S31 and S32 until power is cut off, the control unit allows subroutines to be called in steps S31 and S32, thereby improving program efficiency.

[0132] Steps S33 to S36 are processes related to preparation for changing settings, and are executed when the detection signal of the setting key switch 127 is on and the detection signal of the RAM initialization switch 112 is on in step S27.

[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the control unit proceeds to step S34, and if the RAM abnormality flag is not on, the control unit proceeds to step S35.

[0134] In step S34, the control unit clears the set value because the RAM abnormality flag is on. The clearing of the set value may be done by setting an invalid value as the set value, or by setting a value that is most disadvantageous to the player from the viewpoint of preventing cheating.

[0135] In step S35, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is currently changing settings. The setting change mode flag is set when settings are currently being changed, and is cleared (reset) when settings are not currently being changed.

[0136] In step S36, the control unit transmits a command indicating that the settings are being changed to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command indicating that the settings are being changed. For example, upon receiving the command indicating that the settings are being changed, the performance control device 300 displays a message on the display device 41 informing the user that the settings are being changed, or outputs a sound from the speaker 19. Furthermore, upon receiving the command indicating that the settings are being changed, the performance control device 300 notifies the user that the settings are being changed via the frame decoration device 18, the board decoration device 46, and the board performance device 44.

[0137] Step S37 is a process executed after the setting change preparation (steps S33 to S36) or the setting confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128 ms. This causes the gaming machine 10 to output a security signal at least until the security signal control timer times out.

[0138] Steps S38 to S40 are processes related to waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37, so that the execution of the process related to waiting for the completion of the setting change or the completion of the setting confirmation can be grasped from the outside.

[0139] After permitting the interrupt (step S38), the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is off (step S39). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S55, and if the detection signal of the setting key switch 127 is not off, the control unit proceeds to step S40.

[0140] In step S40, the control unit determines whether a power outage has occurred. The control unit can determine whether a power outage has occurred by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41, and if a power outage has not occurred, the control unit proceeds to step S39. That is, the control unit waits for the setting key to be turned off until a power outage occurs, with interrupts permitted in step S38.

[0141] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S41) and a process of outputting off data to all output ports (step S42). Then, power outage inspection area check data 1 is saved in power outage inspection area 1 (step S43), and power outage inspection area check data 2 is saved in power outage inspection area 2 (step S44). Furthermore, after performing a checksum calculation process (step S45) to calculate a checksum at the time of power outage of the RWM and a process to save the calculated checksum in the checksum area (step S46), a process to prohibit access to RAM (step S47) is performed, and then the gaming machine waits for power to be cut off. In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power outage, it is possible to determine whether the information stored in the RWM before the power was cut off has been correctly backed up when the power is turned on again.

[0142] Step S48 is executed when it is determined in step S29 that the setting change mode flag is on. In step S48, the control unit refers to the second register (C register) to determine whether the detection signal of setting key switch 127 is on. If the detection signal of setting key switch 127 is on, the control unit proceeds to step S49, and if the detection signal of setting key switch 127 is not on, the control unit proceeds to step S51.

[0143] Steps S49 and S50 are processes related to setting confirmation preparation. In step S49, the control unit sets a setting confirmation mode flag. The setting confirmation mode flag indicates whether the gaming machine 10 is currently confirming settings. The setting confirmation mode flag is set when the gaming machine 10 is currently confirming settings, and is cleared (reset) when the gaming machine 10 is not currently confirming settings. In step S50, the control unit transmits a setting confirmation command to the performance control device 300. This causes the performance control device 300 to perform performance control corresponding to the setting confirmation command. For example, upon receiving the setting confirmation command, the performance control device 300 displays a message on the display device 41 indicating that setting confirmation is in progress or outputs a sound from the speaker 19. Furthermore, upon receiving the setting confirmation command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board presentation device 44 that setting confirmation is in progress. After this, the control unit proceeds to step S37.

[0144] On the other hand, if the control unit determines in step S48 that the detection signal of the setting key switch 127 is not on, it executes step S51. In step S51, the control unit refers to the second register (C register) and determines whether or not the detection signal of the RAM initialization switch 112 is on. The control unit proceeds to step S52 if the detection signal of the RAM initialization switch 112 is on, and proceeds to step S58 if the detection signal of the RAM initialization switch 112 is not on. That is, the gaming machine 10 proceeds to execute processing related to RAM initialization (RAM clear) when startup detection is accompanied by a pressing operation of the RAM initialization switch 112, and proceeds to execute processing related to power outage recovery when startup detection is not accompanied by a pressing operation of the RAM initialization switch 112.

[0145] Next, the process related to RAM initialization performed from step S52 onward will be described. In the process related to RAM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear) (step S52), and saves the initial value at the time of RAM initialization in the area to be initialized (step S53). For example, the control unit sets RAM clear start address 2 as the start address when clearing RAM, and clears data in the area to be cleared (game control work area) of the memory area (area not including the access prohibited area) of RWM (for example, RAM 111C) to zero.

[0146] The setting change mode flag and the setting check mode flag are included in the data in the clearing target area, and are therefore cleared by clearing the data in the clearing target area to zero.

[0147] In step S54, the control unit transmits a RAM initialization command to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the RAM initialization command. For example, upon receiving the RAM initialization command, the performance control device 300 displays a message on the display device 41 informing that the RAM has been initialized, or outputs a sound from the speaker 19. Furthermore, upon receiving the RAM initialization command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 that the RAM has been initialized.

[0148] Furthermore, after executing the process related to waiting for the completion of the setting change or waiting for the completion of the setting confirmation (steps S38 to S40), if the control unit detects that the detection signal of the setting key switch 127 is off, the control unit executes step S55. After prohibiting interrupts (step S55), the control unit transmits a command to end the notification to the performance control device 300 (step S56).

[0149] As a result, the performance control device 300 ends the notification that a setting change is in progress, which began upon receiving a command to change the setting, or the notification that a setting confirmation is in progress, which began upon receiving a command to confirm the setting.

[0150] Next, the control unit refers to the setting change mode flag to determine whether or not the device is in the setting change mode (step S57). If the device is in the setting change mode, the control unit proceeds to step S52 and executes processing related to RAM initialization. On the other hand, if the device is not in the setting change mode, the control unit proceeds to step S58 and executes processing related to power outage recovery.

[0151] In step S58, the control unit executes a power outage recovery process. The power outage recovery process includes saving the initial value at the time of power outage recovery in the area to be initialized, determining whether the special game is in a high probability state by referring to the special game status, and if the special game is in a high probability state, saving ON information in the high probability notification flag area and ON data of the high probability notification LED in the segment area.

[0152] The areas to be initialized in the power outage recovery process are the power outage inspection area, checksum area, setting change mode flag, setting confirmation mode flag, and error / fraud monitoring area. In the power outage recovery process, the busy signal status area that stores the state of the dispensing busy signal, which is a signal indicating whether the dispensing control device 200 is in a state where it can accept commands, is also cleared, and the state is set to an indeterminate state indicating that the state of the dispensing busy signal has not been determined. Similarly, the touch switch signal status monitoring area that stores the state of the touch switch signal is also cleared, and the state is set to an indeterminate state indicating that the state of the touch switch signal has not been determined.

[0153] Next, the control unit transmits a power outage recovery command corresponding to the special game processing number to the performance control board (performance control device 300) (step S59), and proceeds to step S60. In step S59, multiple commands are transmitted, such as a model designation command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a probability setting value information command, and a screen designation command. Depending on the model, in addition to these commands, information on the number of performances and high probability number of times may also be transmitted. In addition, the screen designation command is a command to display a customer waiting demo screen when the control status of the special game 1 variable display game and the special game 2 variable display game is in normal processing (a state that is not in normal processing, not in a jackpot (first special game state), or not in a small jackpot (second special game state)), and is a command to display a recovery screen otherwise.

[0154] In step S60, the control unit performs a process to start and set up the random number generation circuit. After that, it extracts the values of the predetermined registers (software random number registers 1 to n) in the random number generation circuit at the time of power-on, saves them in a predetermined area of the RWM as the initial values (start values) of the corresponding initial value random numbers (big win symbol initial value random number, small win symbol initial value random number, win initial value random number, win symbol initial value random number), and then allows an interrupt (step S62).

[0155] Next, the control unit performs an initial value random number update process (step S63) to update the values of various initial value random numbers and break the regularity of the random numbers. This initial value random number update process is a process of updating (incrementing) each initial value random number by, for example, "+1". In this way, the gaming machine 10 continues to update the initial value random numbers as long as time permits during the main process, thereby increasing the randomness of the random numbers.

[0156] Here, the control unit temporarily prohibits interrupts (step S64), executes the performance display editing process (step S65), and then permits interrupts after the performance display editing process is executed (step S66). The performance display editing process is a process related to the calculation and display of the base. Because the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to more quickly derive the processing results. This ensures that the gaming machine 10 derives the processing results of the performance display editing process before the game status is updated by the timer interrupt.

[0157] In step S67, the control unit determines whether a power outage has occurred. The control unit can determine whether a power outage has occurred by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41, and if a power outage has not occurred, the control unit proceeds to step S63.

[0158] That is, the control unit repeatedly executes the processes from step S63 to step S67 unless a power outage occurs. Specifically, if a power outage does not occur, the control unit repeatedly executes the initial value random number update process, the performance display edit process, and the power outage monitoring signal check (loop process).

[0159] By allowing interrupts (step S66) before the initial value random number update process (step S63), if a timer interrupt occurs during the initial value random number update process, the interrupt process will be executed with priority, thereby preventing the interrupt process from being overwhelmed by the timer interrupt being made to wait by the initial value random number update process.

[0160] Similarly, by prohibiting interrupts (step S64) before the performance display editing process (step S65), the performance display editing process is executed in priority over the timer interrupt, thereby preventing the performance display editing process from being overwhelmed.

[0161] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the game in an integrated manner, and secondary control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on and sets a predetermined standby time for waiting for the start-up of the secondary control means, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time.

[0162] In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.

[0163] In addition, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated externally, and initialization means (game control device 100) that initializes the data stored in RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation status of the initialization operation unit before the start of the standby time.

[0164] In addition, the game control device 100 has a function (first initialization means, second initialization means) that distinguishes between initialization processing when a data abnormality occurs (first initialization processing) and initialization processing when an initialization operation is performed (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation.

[0165] Furthermore, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and setting change means (game control device 100) that changes the setting value stored in RAM 111C based on the operation of the setting operation unit, thereby enabling setting changes, and is equipped with a setting display unit (probability setting value display device 136) that makes it possible to check the setting (setting value). Furthermore, the main control means (game control device 100) is configured to permit access to RAM 111C after a waiting time has elapsed.

[0166] In addition, the main control means (game control device 100) is capable of executing standby processing in the event of a power outage (loop after step S47), which prohibits access to RAM (RAM111C) (step S47) and waits for all processing to stop, and standby processing in the event of a RAM abnormality (loop of steps S31 and S32), which allows access to RAM (RAM111C) (step S17) and waits for all processing to stop.

[0167] Here, the standby process in the event of a power outage and the standby process in the event of a RAM abnormality will be described. The standby process in the event of a power outage is executed after access to the RAM is prohibited in step S47 of the main process, and is a loop process that waits for the execution of all processes to stop. Furthermore, since the standby process in the event of a power outage is executed after interrupts are prohibited in step S41 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that NMI interrupts may occur during the standby process in the event of a power outage because NMI interrupts cannot be prohibited. However, since the standby process in the event of a power outage is executed when a power outage occurs, there is little risk of an NMI interrupt occurring during the execution of this process. Furthermore, the standby process in the event of a power outage is a standby process that does not involve an abnormality notification. This allows the gaming machine 10 to allocate power used up until the power is shut off to the power outage process. Note that by prohibiting access to the RAM during the standby process in the event of a power outage, the gaming machine 10 reduces the risk of RAM storage contents being altered due to unstable voltage.

[0168] The RAM abnormality standby process is executed after access to RAM (RWM) is permitted in step S17 of the main process, and is a loop process that waits for the execution of all processes to stop. Furthermore, because the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the power outage standby process cannot prohibit NMI interrupts, so an NMI interrupt may occur. Because the RAM abnormality standby process waits for a power outage, the risk of an NMI interrupt occurring during execution of this process is greater than in the power outage standby process. However, since access to RAM is permitted even if an NMI interrupt occurs, the return address can be stored in RAM, and the risk of program runaway due to an NMI interrupt is low. Furthermore, because the gaming machine 10 sends a main abnormality error notification command to the presentation control device 300 in step S30, the presentation control device 300 can concurrently notify an abnormality while the RAM abnormality standby process is being executed. This allows the gaming machine 10 to be expected to restart quickly.

[0169] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be explained with reference to Fig. 11. Fig. 11 is a diagram showing a flowchart of the timer interrupt processing of the first embodiment. This timer interrupt processing is an interrupt processing that occurs during the above-mentioned main processing from when interrupt permission is issued until interrupt is prohibited (from step S38 to step S41, from step S38 to step S55, from step S66 to step S64, from step S66 to step S41). The timer interrupt processing is processing that is executed by the CPU 111A.

[0170] The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process is started.

[0171] When the timer interrupt process starts, first, register bank 1 is specified (step S71). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in a specified register (for example, the D register) (step S72). In step S72, the same process as in step S4 in the main process is performed, but the register bank is different.

[0172] Next, input processing (step S73) is performed to receive inputs and signals from various sensors and switches, i.e., to read the status of each input port. In step S74, the control unit references the setting change mode flag and the setting confirmation mode flag to determine whether the device is in setting change mode or setting confirmation mode. If the device is in setting change mode or setting confirmation mode, the control unit proceeds to step S75, executes setting change / confirmation processing, and ends timer interrupt processing. On the other hand, if the device is not in setting change mode or setting confirmation mode, the control unit proceeds to step S76.

[0173] In step S76, the control unit executes output processing for controlling the driving of actuators such as solenoids (big prize opening solenoid 38b, normal power solenoid 37c) based on the output data set in the various processes.

[0174] In addition, when a launch stop signal is output in step S5 of the main processing, this output process outputs a launch permission signal, and the launch permission signal is set to a state in which it can be set to an permitted state. This launch permission signal is output to the launch control device via the payout control device. At this time, no signal processing is performed on the signal. In addition, the launch permission signal is a first signal indicating the state of launch permission from the gaming control device 100, and a second signal (launch permission signal) indicating the state of launch permission from the payout control device 200 is also generated within the payout control device 200 and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the gaming ball is set to a state in which it can be launched.

[0175] Next, the control unit executes a payout command transmission process (step S77) that outputs commands set in the transmission buffer by various processes to the payout control device 200, a random number update process 1 (step S78), and a random number update process 2 (step S79). Here, the random number update process 1 is a process for updating the initial values (start values) of the big win symbol random number, small win symbol random number, win random number, and win symbol random number that are the targets of the initial value random number update process. Furthermore, the random number update process 2 is a process for updating the variation pattern random number that determines the variation pattern in the variation display game of the special symbol 1 and the special symbol 2. Note that the random number update process 1, or in addition to the random number update process 1, the random number update process 2 may be configured to stop the random number update during a setting change or change the update cycle.

[0176] Next, the control unit performs a prize gate switch / status monitoring process (step S80) that monitors whether normal signals are being input from start gate 1 switch 36a, start gate 2 switch 37a, normal gate switch 34a, prize gate switch 35a, special prize gate switch 38a, and specific area switch 38e, and monitors for errors (such as whether the front frame or glass frame is open). The control unit also performs a start gate switch monitoring process (step S81) that monitors whether start gate 1 switch 36a and start gate 2 switch 37a have won. In the start gate switch monitoring process, when a game ball enters start gate 36, which constitutes the first start gate, or normal variable winning device 37, which constitutes the second start gate, various random numbers (such as jackpot random numbers) are extracted, and a game result advance determination is performed to determine the game result based on the winning before the special variable display game begins.

[0177] Next, the control unit executes special chart 1 game processing (step S82) that performs processing related to the special chart 1 variable display game, special chart 2 game processing (step S83) that performs processing related to the special chart 2 variable display game, followed by type 2 game processing (step S830) that performs processing related to the so-called type 2 game, and then executes regular chart game processing (step S84) that performs processing related to the regular chart variable display game.

[0178] Next, a segment LED editing process (step S85) is performed to drive the segment LEDs (such as the LEDs in the special symbol 1 display section 53 of the collective display device 50) provided in the gaming machine 10 that display the special symbol variation display game and various information related to the game to display the desired content, a magnet fraud monitoring process (step S86) is performed to check the detection signal from the magnetic sensor 61 and determine whether there are any abnormalities, and a board radio wave fraud monitoring process (step S87) is performed to check the detection signal from the board radio wave sensor 62 and determine whether there are any abnormalities. Then, an external information editing process (step S88) is performed to set signals to be output to various external devices in an output buffer, and a performance display device control process (step S89) is performed, and the timer interrupt process is terminated.

[0179] In the first embodiment, the process of restoring the interrupt inhibited state (i.e., the process of allowing an interrupt) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (at the end of timer interrupt processing). Note that, depending on the CPU used, there are gaming machines that require commands to execute the process of restoring the interrupt inhibited state and the process of restoring the register bank designation.

[0180] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to Fig. 12. Fig. 12 is a diagram showing a flowchart of the main processing in the performance control device of the first embodiment.

[0181] The main processing is processing that is executed by the control unit (CPU 311) of the performance control device 300 when power supply to the pachinko machine 1 starts. [Step D11] The control unit prohibits interrupts.

[0182] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits the interrupt.

[0183] [Step D15] The control unit permits the generation of display data, i.e., the control unit permits the display circuit (not shown) in the VDP 312 to access the VRAM (not shown) in the VDP 312 and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is a process of setting a pseudo-random number generation sequence using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or may use a value created based on the ID value of the CPU or the like so that it is different for each gaming machine.

[0185] [Step D17] The control unit saves the initial value at power-on in an area to be initialized in the RWM (e.g., RAM 322) of the performance control device 300 (e.g., a performance flag area (a memory area used as various flags described later in the control processing of the performance control device 300)).

[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. The effect button input process is a process that performs editing when the effect button 25 (effect button switch 25a) is operated while it is enabled. Note that the effect button does not turn on and off quickly, so the control unit may perform the process of detecting the effect button input within the effect button input process, or may perform the process within a short-period timer interrupt (not shown).

[0187] [Step D20] The control unit executes hall / player setting mode processing. Hall / player setting mode processing is processing for setting the changeable range of the brightness and volume of the LED and display device 41, and accepting player operations for changing the brightness and volume of the LED and display device 41.

[0188] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates a pseudo-random number at least once per control cycle of the main process, for example, using the rand function. The rand function generates a random number based on a specified generation sequence each time a recalculation is performed, so the control unit can obtain a random number simply by executing the rand function. Note that a counter that increments by "1" like the main board (game control device 100) may also be used as the random number.

[0189] [Step D22] The control unit executes a received command check process, which is a process of analyzing commands received from the game control device 100 in units of a predetermined number.

[0190] [Step D23] The control unit executes a performance display editing process. The performance display editing process sets various commands and their parameters to instruct the VDP 312 on the content to be displayed on the display device 41. For example, the control unit sets the commands in a table format in the performance display editing process.

[0191] [Step D24] The control unit executes drawing command preparation completion setting, which is a process for setting that all commands set in the performance display editing process for the VDP 312 have been prepared.

[0192] [Step D25] The control unit determines whether it is frame switching timing. If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process waits for frame switching timing. Here, frame switching timing occurs at a time interval corresponding to a processing period (e.g., 1 / 30 seconds ≒ 33.333 ms) created based on the period (e.g., 1 / 60 seconds) of a V blank interrupt (also called a V sync interrupt). Note that a V blank interrupt occurs each time the VDP 312 completes one scan of the entire screen for drawing. As mentioned above, the generation period of this V blank interrupt is, for example, 1 / 60 seconds. In this embodiment, frame switching is performed when the same drawing is repeated twice and a V blank interrupt occurs twice. The period of the frame switching timing is twice the period (e.g., 1 / 60 seconds) of the V blank interrupt (e.g., 1 / 30 seconds ≒ 33.33 ms). However, this is not limited to this embodiment, and the frame switching timing can be changed as desired. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more, or at intervals of less than 1 / 30 seconds.

[0193] By the frame switching timing determination process, subsequent processes (steps D26 to D30, and subsequent steps D18 to D24) are executed at this frame switching timing for each of the above processing cycles. Time management, which needs to be synchronized with the presentation content, is performed in frame units (i.e., in processing cycle units). If the processing cycle is 1 / 30 seconds, for example, three frames will be 100 ms. This is similar to the main board (game control device) managing time values in 4 ms units, which is the timer interrupt cycle.

[0194] [Step D26] The control unit instructs the VDP 312 to draw on the screen in accordance with the command set in step D23. For example, the control unit instructs the VDP 312 to draw on the screen by sequentially transmitting commands set in a table.

[0195] [Step D27] The control unit executes a sound control process to control the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process to control various LEDs of the board decoration device 46, the frame decoration device 18, etc.

[0196] [Step D29] The control unit executes a movable body control process to control movable bodies (for example, the board effect device 44) including various motors and SOLs (solenoids).

[0197] [Step D30] The control unit executes the firing information control process. The firing information control process sets firing-related information based on the firing status flag and corrects the mode of the presentation according to the special symbol rotation status (the number of times the special symbol changes per game for a predetermined amount (i.e., a predetermined number of loaned balls)).

[0198] [Step D31] The control unit executes an information disclosure process, which discloses performance information relating to gaming performance to the player. After executing step D31, the control unit returns to step D18, and thereafter repeatedly executes the processes of steps D18 to D31. That is, steps D18 to D31 constitute a loop process (sometimes referred to as a main loop process) that is repeatedly executed at the above-mentioned processing cycle after the performance control device 300 is started.

[0199] The control unit executes the processes of steps D27 to D29 within the main loop process to match the screen presentation, but the process of actually outputting the signals and data (particularly signals for driving and controlling various LEDs and motors) generated or set in these control processes to the ports is performed within a short-cycle timer interrupt (not shown). However, when using an IC specialized for controlling various devices, it may only issue instructions via serial communication or the like and not output signals, etc., via a timer interrupt.

[0200] Next, the configuration of the sound source LSI 314 in the gaming machine 10 will be described with reference to Figure 13. Figure 13 is a diagram showing an example of the configuration of the sound source LSI of the first embodiment. The sound source LSI 314 (see Figure 4) controls sound output to reproduce audio data (various melodies, sound effects, etc.) stored in the audio ROM 327 from the speakers 19a1, 19a2, 19b1, and 19b2. The sound source LSI 314 makes it possible to adjust the volume of the sounds output from the speakers 19a1, 19a2, 19b1, and 19b2 using three volumes.

[0201] The sound source LSI 314 includes 32 decoders, a first volume 3145, a second volume 3146, a vertical localization section 3147, a horizontal localization section 3148, a mixer 3149, an effector 3150, and a third volume 3151. Each of the 32 decoders independently decodes audio data and enables audio to be played back from the corresponding channel. The 32 decoders are assigned channels 01 through 32, but for ease of explanation, only decoder (BGM_CH) 3141, decoder (sound effects_CH) 3142, decoder (dialogue_CH) 3143, and decoder (error_CH) 3144, which are functionally assigned to one or more channels, are shown in the figure.

[0202] Each of decoder (BGM_CH) 3141, decoder (sound effect_CH) 3142, decoder (dialogue_CH) 3143, and decoder (error_CH) 3144 may consist of one channel or may be a channel group consisting of two or more channels. Furthermore, decoder (BGM_CH) 3141, decoder (sound effect_CH) 3142, decoder (dialogue_CH) 3143, and decoder (error_CH) 3144 are merely examples of assignments, and the channel group configuration is not limited to this. For example, decoder (BGM_CH) 3141 is a channel group including multiple channels, each assigned to one musical instrument performance (e.g., a channel assigned to a guitar performance, a channel assigned to a piano performance, and a channel assigned to a drum performance).

[0203] The decoder (BGM_CH) 3141 is a channel assigned to play back sounds corresponding to background music. The decoder (sound effect_CH) 3142 is a channel assigned to play back sounds corresponding to sound effects. The decoder (dialogue_CH) 3143 is a channel assigned to play back sounds corresponding to dialogue, such as voice. The decoder (error_CH) 3144 is a channel assigned to play back sounds corresponding to error notifications.

[0204] Each channel outputs a UL signal, a UR signal, a DL signal, and a DR signal. The UL signal is a signal output from a speaker 19a1 located in the upper left of the gaming machine 10. The UR signal is a signal output from a speaker 19a2 located in the upper right of the gaming machine 10. The DL signal is a signal output from a speaker 19b1 located in the lower left of the gaming machine 10. The DR signal is a signal output from a speaker 19b2 located in the lower right of the gaming machine 10.

[0205] The UL signal, UR signal, DL signal, and DR signal output from each channel undergo a first volume adjustment in a first volume 3145. The UL signal, UR signal, DL signal, and DR signal that have undergone the first volume adjustment undergo a second volume adjustment in a second volume 3146. The UL signal, UR signal, DL signal, and DR signal that have undergone the second volume adjustment undergo vertical sound image localization adjustment in a vertical localization section 3147. The UL signal, UR signal, DL signal, and DR signal that have undergone vertical sound image localization adjustment undergo left-right sound image localization adjustment in a left-right localization section 3148.

[0206] In this way, the UL signal, UR signal, DL signal, and DR signal output from each channel are input to mixer 3149 after volume adjustment and position adjustment, and mixed by mixer 3149 to obtain mixed outputs (mixed UL signal, mixed UR signal, mixed DL signal, mixed DR signal). The mixed outputs mixed by mixer 3149 are subjected to various effect processing by effector 3150. The mixed outputs that have undergone various effect processing are subjected to a third volume adjustment by third volume 3151. The mixed outputs that have undergone the third volume adjustment are amplified by amplifier circuit 337 (see FIG. 4) and then output to speakers 19a1, 19a2, 19b1, and 19b2.

[0207] In this way, the gaming machine 10 adjusts the volume of the sound output from the speakers 19a1, 19a2, 19b1, and 19b2 using three volume adjustment means: the first volume 3145, the second volume 3146, and the third volume 3151. The first volume 3145 and the second volume 3146 function as volume adjustment means for the UL signal, UR signal, DL signal, and DR signal for each channel, and the third volume 3151 functions as volume adjustment means for the mixed UL signal, mixed UR signal, mixed DL signal, and mixed DR signal. Note that the volume adjustments in the first volume 3145, the second volume 3146, and the third volume 3151 may be linearly adjustable or nonlinearly adjustable.

[0208] The first volume 3145 is located at the front of the first volume 3145, second volume 3146, and third volume 3151 and is responsible for adjusting the volume of the UL signal, UR signal, DL signal, and DR signal for each channel, and therefore can control the volume ratio for each channel and the volume ratio for the UL signal, UR signal, DL signal, and DR signal for each channel without depending on the volume adjustment of the second volume 3146 or the third volume 3151. For example, when the volume is adjusted to mute by the first volume 3145, mute sound will be output regardless of the volume adjustment of the second volume 3146 or the third volume 3151 at the rear.

[0209] The second volume 3146 is located after the first volume 3145 and is responsible for adjusting the volume of the UL signal, UR signal, DL signal, and DR signal for each channel, so that it can adjust the volume within that channel without having to control the volume ratio for each channel. For example, the second volume 3146 can perform volume control such as fade-in and fade-out for each channel (CH 01 to CH 32). The up / down localization unit 3147 can perform localization control such as fade-in and fade-out for each channel (UL signal and UR signal, DL signal and DR signal). The left / right localization unit 3148 can perform localization control such as fade-in and fade-out for each channel (UL signal and DL signal, UR signal and DR signal).

[0210] The third volume 3151 is the last of the first volume 3145, second volume 3146, and third volume 3151, and is responsible for adjusting the volume of the mixed UL signal, mixed UR signal, mixed DL signal, and mixed DR signal, so it is not possible to control the volume for each channel, but it is possible to adjust the volume in a way that is noticeable to the listener.

[0211] Next, an example of the configuration of a channel group will be described with reference to Fig. 14 and Fig. 15. Fig. 14 is a diagram showing an example (part 1) of a channel group according to the first embodiment. Fig. 15 is a diagram showing an example (part 2) of a channel group according to the first embodiment.

[0212] The 32 decoders are assigned from 01CH to 32CH, and include a decoder (BGM_CH) 3141, a decoder (sound effect_CH) 3142, a decoder (dialogue_CH) 3143, and a decoder (error_CH) 3144, which are functionally assigned to one or more channels.

[0213] For example, since the number of channels required varies depending on the music used for background music, it is possible to flexibly change the number of channels assigned to the decoder (BGM_CH) 3141. The same is true for sound effects and dialogue; the number of channels assigned to the decoder (sound effects_CH) 3142 and the decoder (dialogue_CH) 3143 can also be flexibly changed. On the other hand, it is sufficient to provide a predetermined number of channels (for example, one or two) for the audio used for errors.

[0214] 14, the gaming machine 10 fixes the channel used by the decoder (error_CH) 3144 to 32CH, and allocates the remaining 01CH to 31CH to the decoder (BGM_CH) 3141, the decoder (sound effect_CH) 3142, and the decoder (dialogue_CH) 3143. This allows the gaming machine 10 to always reserve a channel to be used by the decoder (error_CH) 3144, thereby ensuring timely error notification.

[0215] Note that since the decoder (error_CH) 3144 is not required during normal times when no error sound is output, as shown in Fig. 15(1), normally no channel may be assigned to the decoder (error_CH) 3144. As a result, the gaming machine 10 can normally assign CH01 to CH32 to the decoder (BGM_CH) 3141, decoder (sound effect_CH) 3142, and decoder (dialogue_CH) 3143, thereby enabling game presentations with more expressive audio output.

[0216] 15(2), in an abnormal situation where an error sound needs to be output, 32CH may be assigned to the decoder (error_CH) 3144, and the remaining 01CH to 31CH may be assigned to the decoder (BGM_CH) 3141, the decoder (sound effect_CH) 3142, and the decoder (dialogue_CH) 3143. The channel assigned to the decoder (error_CH) 3144 may be assigned from among the available channels 01CH to 32CH, or may be assigned from among the channels assigned to the decoder (BGM_CH) 3141, the decoder (sound effect_CH) 3142, and the decoder (dialogue_CH) 3143 in accordance with a predetermined priority order.

[0217] Next, a setting means for giving setting values used for volume adjustment to each of the first volume 3145, the second volume 3146, and the third volume 3151 will be described with reference to Fig. 16. Fig. 16 is a diagram showing an example of a volume setting means used for volume adjustment in the first embodiment.

[0218] A setting value (adjustment value) used for volume adjustment is assigned to first volume 3145 by a first software setting. The first software setting is a value set by CPU 311 (see FIG. 4) based on data read from PROM 321 (see FIG. 4). The adjustment value ranges from 0 to 100, with 0 (0%) being set as silent (mute) and 100 (100%) being set as maximum volume.

[0219] A setting value (adjustment value) used for volume adjustment is given to second volume 3146 by the second software setting. The second software setting is also a value set by CPU 311 based on data read from PROM 321. The adjustment value ranges from 0 to 100, with 0 (0%) being set as silent (mute) and 100 (100%) being set as maximum volume for input.

[0220] The third volume 3151 is given a setting value used for adjusting the volume by the first operation input and the second operation input. The setting value can take on 10 levels from 1 to 10. The adjustment value ranges from 0 to 100, with 0 (0%) being set as silent (mute) and 100 (100%) being set as the maximum volume for the input. A specific adjustment value is associated with each setting value. For example, setting 1 is set as an adjustment value of 10, setting 2 is set as an adjustment value of 20, ... setting 10 is set as an adjustment value of 100.

[0221] The first operation input is a setting value that the CPU 311 sets based on a value input from a volume adjustment switch 335 (see FIG. 4) provided on the back side of the gaming machine 10. The volume adjustment switch 335 is located in a position that is difficult for a player to operate, and is an input device that is expected to be operated by a game center attendant. The second operation input is a setting value that the CPU 311 sets based on a value input from a setting switch 29n (see FIG. 4) provided in the option setting section 29 (see FIG. 1) on the front side of the gaming machine 10. The setting switch 29n is located in a position that is easy for a player to operate, and is an input device that is expected to be operated by a player or a game center attendant.

[0222] Next, the software setting of the first volume 3145 used for adjusting the volume of the gaming machine 10 will be described with reference to Fig. 17. Fig. 17 is a diagram showing an example (part 1) of the software setting of the first volume used for adjusting the volume of the first embodiment.

[0223] The software settings of the first volume 3145 are set for each channel group in accordance with the control state of the gaming machine 10. In the software settings of the first volume 3145, the control states of the gaming machine 10 are classified as follows: Power On A, Power On B, Power On C, Changing Settings / Checking Settings, Playing, Waiting for Customers A, Waiting for Customers B, Major Error, Minor Error, Safety Device Activation Notice, Safety Device Activated A, Safety Device Activated B, Safety Device Activated C, Safety Device Activated D, and Safety Device Activated E. Note that the "playing" state may overlap with the "major error," "minor error," "safety device activation notice," "safety device activated A," "safety device activated B," "safety device activated C," and "safety device activated D." These control states are prioritized during playing in the software settings of the first volume 3145.

[0224] Power-on A is the control state after power-on, before the initialization process (for example, steps D11 to D17: see FIG. 12) is executed after the RAM is cleared. At power-on A, decoder (BGM_CH) 3141 (hereinafter BGM_CH) has an adjustment value of 0, decoder (sound effect_CH) 3142 (hereinafter sound effect_CH) has an adjustment value of 0, decoder (dialogue_CH) 3143 (hereinafter dialogue_CH) has an adjustment value of 0, and decoder (error_CH) 3144 (hereinafter error_CH) has an adjustment value of 0. That is, at power-on A, silence is set in all channel groups.

[0225] Power-on B is the control state after initialization processing is executed and before processing is executed in accordance with instructions from the game control device 100 (for example, before a required command is received). At power-on B, BGM_CH has an adjustment value of 100, sound effects_CH has an adjustment value of 100, dialogue_CH has an adjustment value of 100, and error_CH has an adjustment value of 100. In other words, at power-on B, output at maximum volume is permitted for all channel groups.

[0226] Power-on C is the control state after execution of a process in accordance with an instruction from the game control device 100 (for example, the timing of announcing a RAM clear sound). At power-on C, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 100. In other words, at power-on C, output at maximum volume is permitted for error_CH, and silence is set for the remaining channel groups.

[0227] Changing settings / checking settings is the control state when settings are being changed or checked. When changing settings / checking settings, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 100. In other words, when changing settings / checking settings, error_CH is allowed to output at maximum volume, and the remaining channel groups are set to mute.

[0228] During play, the control state is the normal game state (excluding the waiting state), and is a game state in which a high performance effect is expected for the player. During play, BGM_CH has an adjustment value of 100, sound effects_CH has an adjustment value of 100, dialogue_CH has an adjustment value of 100, and error_CH has an adjustment value of 100. In other words, during play, error_CH is set to silent, and the remaining channel groups are allowed to output at maximum volume.

[0229] Waiting for Customers A is a control state before a predetermined time has elapsed since the transition to the waiting for customers state, and is a gaming state in which a high performance effect on the player is expected, similar to when playing a game. In Waiting for Customers A, BGM_CH has an adjustment value of 100, sound effects_CH has an adjustment value of 100, dialogue_CH has an adjustment value of 100, and error_CH has an adjustment value of 100. In other words, in Waiting for Customers A, silence is set in Error_CH, and maximum volume is permitted for the remaining channel groups.

[0230] Waiting for customers B is a control state after a predetermined time has elapsed since the transition to the waiting for customers state, and unlike during gaming, is a gaming state in which sound output is expected to be suppressed to reduce power consumption and improve the gaming facility environment. In waiting for customers B, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 0. In other words, during waiting for customers B, silence is set for all channel groups.

[0231] A strong error is a control state in which an error classified as a strong error has occurred. A strong error takes precedence over the control state before the strong error occurred. Errors classified as strong errors are errors with stronger notification intensity than errors classified as weak errors (for example, errors related to fraud monitoring such as magnet detection, vibration detection, and frame opening errors). In a strong error, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 100. In other words, in a strong error, output at maximum volume is permitted in error_CH, and silence is set in the remaining channel groups. During the occurrence of a strong error, there is a high probability that the player will not be able to continue playing. This setting in the first volume is suitable for improving the notification effect, which takes precedence over the presentation effect.

[0232] A weak error is a control state in which an error classified as a weak error has occurred. A weak error takes precedence over the control state before the weak error occurred. An error classified as a weak error is an error with weaker notification strength than an error classified as a strong error (for example, an error not related to fraud monitoring, such as a ball removal error). For a weak error, the BGM_CH has an adjustment value of 50, the sound effect_CH has an adjustment value of 50, the dialogue_CH has an adjustment value of 50, and the error_CH has an adjustment value of 70. In other words, for a weak error, output at approximately 70% volume is permitted in the error_CH, and output at approximately 50% volume in the remaining channel groups. During the occurrence of a weak error, there is a high probability that the player will continue playing. This setting in the first volume is suitable for maintaining a balance between the presentation effect and the notification effect.

[0233] The safety device activation warning is a control state similar to a weak error. The safety device activation warning takes precedence over the control state before the safety device activation warning. The safety device activation warning is a control state that warns the player of the impending activation of the safety device through audio and visual alerts. The safety device has the function of stopping play on the gaming machine 10 and notifying the player of the halt of play when the number of game balls acquired by the player reaches a predetermined number (e.g., 95,000) from a predetermined trigger (e.g., 0, the lower limit, but not a negative number). The safety device is realized by the game control device 100. The safety device activation warning is a control state that warns the player of the activation of the safety device when a predetermined condition (e.g., the number of acquired game balls reaches 90,000) is met. In the safety device activation warning, the BGM_CH is adjusted to 50, the sound effects_CH is adjusted to 50, the dialogue_CH is adjusted to 50, and the error_CH is adjusted to 70. In other words, the safety device activation warning is allowed to be output at about 70% volume on the error channel, and at about 50% volume on the remaining channel groups. While the safety device activation warning is occurring, there is a high probability that the player will continue playing. This setting on the first volume is suitable for maintaining a balance between the presentation effect and the notification effect.

[0234] The safety device activated state A is a control state in which a specific sound (e.g., danger sound, warning sound, repeating sound, etc.) is being output when a game is not winning. The safety device activated state A enables the specific sound to be output before the notification sound that notifies the player of the activation of the safety device is output. This allows the gaming machine 10 to inform the player of the timing of the activation of the safety device when a game is not winning. During the safety device activated state A, the BGM_CH has an adjustment value of 0, the sound effect_CH has an adjustment value of 0, the dialogue_CH has an adjustment value of 0, and the error_CH has an adjustment value of 100. In other words, during the safety device activated state A, the error_CH is allowed to be output at maximum volume, and the remaining channel groups are set to silent. During the safety device activated state A, there is a high probability that the player will not be able to continue playing. This setting in the first volume is suitable for improving the notification effect, which takes priority over the presentation effect. Furthermore, while the safety device is in operation A, if the specific sound is related to an error, sound output is guaranteed, and if the specific sound is not related to an error, sound output is suppressed. This allows the warning sound that notifies the driver of the operation of the safety device to be output before the warning sound is output, thereby enhancing the warning effect of the warning sound.

[0235] Safety device activated B is a control state in which a specific sound is not output when the game is not in a winning state. Safety device activated B provides an optimal environment for enhancing the notification effect of the notification sound that notifies the player of the activation of the safety device. In safety device activated B, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 0. In other words, safety device activated B is set to silent in all channel groups. This allows safety device activated B to enhance the notification effect of the notification sound that notifies the player of the activation of the safety device before it is output.

[0236] The safety device activated C is a control state in which a predetermined sound output (e.g., sound output related to a winning effect, all sound output) is muted during a game state during a win. The safety device activated C provides an optimal environment for enhancing the notification effect of the alarm sound that notifies the player of the activation of the safety device. During the safety device activated C, the BGM_CH is adjusted to a value of 50, the sound effects_CH is adjusted to a value of 50, the dialogue_CH is adjusted to a value of 50, and the error_CH is adjusted to a value of 70. That is, during the safety device activated C, the error_CH is set to a reduced sound output, and the remaining channel groups are set to an even more reduced sound output. This allows the safety device activated C to enhance the notification effect of the alarm sound that notifies the player of the activation of the safety device before it is output. Furthermore, if a specific sound is output during a game state during a win, the safety device activated C ensures a reduced sound output if the specific sound is error-related, and ensures an even more reduced sound output if the specific sound is not error-related.

[0237] The safety device activated D is a control state in which a predetermined sound output (for example, sound output related to a winning effect, all sound outputs) is provided during a game state during a win. The safety device activated D provides an optimal environment for enhancing the winning effect, prioritizing the notification effect of the alarm sound that notifies the player of the activation of the safety device. In the safety device activated D, the BGM_CH has an adjustment value of 100, the sound effect_CH has an adjustment value of 100, the dialogue_CH has an adjustment value of 100, and the error_CH has an adjustment value of 0. In other words, in the safety device activated D, the error_CH is set to silent, and the remaining channel groups are permitted to be output at maximum volume. This allows the safety device activated D to enhance the winning effect before the alarm sound that notifies the player of the activation of the safety device is output.

[0238] The safety device activation state E is a control state in which the safety device is activated, stopping gameplay and informing the player of the game's suspension. The safety device activation state E enables the output of the safety device activation notification sound while an alarm sound for notifying the player of the activation of the safety device is being output. This allows the gaming machine 10 to inform the player of the activation of the safety device. During the safety device activation state E, the BGM_CH has an adjustment value of 0, the sound effects_CH has an adjustment value of 0, the dialogue_CH has an adjustment value of 0, and the error_CH has an adjustment value of 100. That is, during the safety device activation state E, the error_CH is allowed to output at maximum volume, and the remaining channel groups are set to silent. Since the player cannot continue playing during the safety device activation state E, sound output from channel groups other than the error channel group is suppressed to clearly inform the player that game play is not possible. Furthermore, during the safety device activation state E, sound output from the BGM_CH, sound effects_CH, and dialogue_CH is suppressed to clearly inform the player that game play is not possible. In addition, the safety device operation E can increase the notification effect of the notification sound from the error_CH.

[0239] In addition, if a specified recovery condition occurs during safety device operation E (for example, power is turned back on with RAM cleared), the software setting of the first volume 3145 of each channel group may be restored to a predetermined value (for example, 0, 90, 100, etc.).

[0240] Next, a modified example of the software setting of the first volume 3145 used for adjusting the volume of the gaming machine 10 will be described with reference to Fig. 18. Fig. 18 is a diagram showing an example (part 2) of the software setting of the first volume used for adjusting the volume of the first embodiment.

[0241] The software setting of the first volume 3145 shown in FIG. 18 differs from the software setting of the first volume 3145 shown in FIG. 17 in the following points. In BGM_CH, Sound Effects_CH, and Dialogue_CH, Power On B, In Game, Waiting for Customers A, and Safety Device Activated D have an adjustment value of 90. Also, in Error_CH, Safety Device Activated A and Safety Device Activated E have an adjustment value of 90.

[0242] Such software settings are intended to prevent the gaming machine 10 from outputting sounds at excessively high volumes (for example, volumes exceeding 85 dB) during business hours in the gaming center from the viewpoint of preventing noise interference. Note that, from the viewpoint of preventing fraud, the adjustment value is 100 for power-on B, power-on C, setting change / setting confirmation in error_CH, and strong error. Note that, from the viewpoint of more thorough noise interference prevention, the adjustment value may be set to 90 as the upper limit for all settings, or any other appropriate adjustment value may be used.

[0243] Next, the software setting of the second volume 3146 used for adjusting the volume of the gaming machine 10 will be described with reference to Fig. 19. Fig. 19 is a diagram showing an example (part 1) of the software setting of the second volume used for adjusting the volume of the first embodiment.

[0244] The software settings of the second volume 3146 are set for each channel group in accordance with the control state of the gaming machine 10. In the software settings of the second volume 3146, the control states of the gaming machine 10 are categorized as follows: Power On A, Power On B, Power On C, Changing Settings / Checking Settings, Playing, Waiting for Customers A, Waiting for Customers B, Major Error / Minor Error, Safety Device Activation Notice, Safety Device Activated A, B, D, and E. Note that during play, the Major Error / Minor Error, Safety Device Activated A, B, C, and D may overlap. These control states are prioritized during play in the software settings of the first volume 3145. Furthermore, during play, the control states are further categorized as: Before Reach, Reach Call, Reach Call + Push Button, SP Reach, Win / Loss Notification, Win Fanfare, Win Round, Win Promotion, Win V Prize Win, and Normal Power Support.

[0245] At power-on A, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 0. That is, at power-on A, silence is set in all channel groups.

[0246] At power-on B, BGM_CH has an adjustment value of 100, sound effects_CH has an adjustment value of 100, dialogue_CH has an adjustment value of 100, and error_CH has an adjustment value of 100. In other words, at power-on B, maximum volume is set for output in all channel groups.

[0247] At power-on C, BGM_CH has an adjustment value of 100, sound effects_CH has an adjustment value of 100, dialogue_CH has an adjustment value of 100, and error_CH has an adjustment value of 100. In other words, at power-on C, maximum volume is set for output in all channel groups.

[0248] While changing settings / checking settings, BGM_CH has an adjustment value of 100, sound effects_CH has an adjustment value of 100, dialogue_CH has an adjustment value of 100, and error_CH has an adjustment value of 100. In other words, when power is turned on B, the output is set to maximum volume for all channel groups.

[0249] Before reach, the BGM_CH has an adjustment value of 30, the sound effect_CH has an adjustment value of 50, the dialogue_CH has an adjustment value of 40, and the error_CH has an adjustment value of 100.

[0250] Reach call is a control state during reach performance. In reach call, BGM_CH has an adjustment value of 20, sound effect_CH has an adjustment value of 60, dialogue_CH has an adjustment value of 50, and error_CH has an adjustment value of 100.

[0251] Reach Call + Push Button is a control state during reach performance accompanied by push button performance. In Reach Call + Push Button, BGM_CH has an adjustment value of 10, sound effect_CH has an adjustment value of 70, dialogue_CH has an adjustment value of 20, and error_CH has an adjustment value of 100.

[0252] SP Reach is a control state during execution of a special reach effect. In SP Reach, BGM_CH has an adjustment value of 30, sound effect_CH has an adjustment value of 50, dialogue_CH has an adjustment value of 60, and error_CH has an adjustment value of 100.

[0253] The winning / losing notification effect is a control state during execution of the winning / losing notification effect. In the winning / losing notification, the BGM_CH has an adjustment value of 10, the sound effect_CH has an adjustment value of 80, the dialogue_CH has an adjustment value of 10, and the error_CH has an adjustment value of 100.

[0254] The hit fanfare is the control state during the execution of the fanfare effect in the hit effect. In the hit fanfare, the BGM_CH has an adjustment value of 10, the sound effect_CH has an adjustment value of 70, the dialogue_CH has an adjustment value of 40, and the error_CH has an adjustment value of 100.

[0255] The hit round is the control state during the execution of the round effect in the hit effect. In the hit round, the BGM_CH has an adjustment value of 60, the sound effect_CH has an adjustment value of 40, the dialogue_CH has an adjustment value of 10, and the error_CH has an adjustment value of 100.

[0256] The hit promotion is a control state during the execution of the promotion effect in the hit promotion. In the hit promotion, the BGM_CH has an adjustment value of 10, the sound effect_CH has an adjustment value of 100, the dialogue_CH has an adjustment value of 10, and the error_CH has an adjustment value of 100.

[0257] The V-winning is the control state during the execution of the V-winning effect in the winning effect. In the V-winning, the BGM_CH is adjusted to 10, the sound effect_CH is adjusted to 100, the dialogue_CH is adjusted to 10, and the error_CH is adjusted to 100.

[0258] Normal power support is the control state during normal power support. Note that the control state during normal power support may be limited to before a reach. During normal power support, BGM_CH has an adjustment value of 30, sound effect_CH has an adjustment value of 50, dialogue_CH has an adjustment value of 40, and error_CH has an adjustment value of 100.

[0259] In this way, the control state during a game can be adjusted in detail for each channel group to achieve a dramatic effect. Also, regardless of the detailed control state classification during a game, the error_channel is set to output at maximum volume, and the volumes of the background music channel, sound effects channel, and dialogue channel are set relative to the error_channel volume of 100.

[0260] During waiting for customers A, BGM_CH has an adjustment value of 30, sound effects_CH has an adjustment value of 50, dialogue_CH has an adjustment value of 40, and error_CH has an adjustment value of 100. In other words, during waiting for customers A, the volumes of BGM_CH, sound effects_CH, and dialogue_CH are set to the same level as during game play. This allows the gaming machine 10 to create an environment in which the player's volume change operation during waiting for customers A is similar to the player's volume change operation during game play.

[0261] During waiting for customers B, BGM_CH has an adjustment value of 0, sound effects_CH has an adjustment value of 0, dialogue_CH has an adjustment value of 0, and error_CH has an adjustment value of 100. In other words, during waiting for customers B, BGM_CH, sound effects_CH, and dialogue_CH are set to lower volumes (silence) than during play or during waiting for customers A.

[0262] In the strong error / weak error, safety device activation notice, and safety device activation ABC, BGM_CH, sound effect_CH, and dialogue_CH are the values during gameplay, and error_CH is an adjusted value of 100. In other words, in the strong error / weak error, safety device activation notice, and safety device activation ABC, BGM_CH, sound effect_CH, and dialogue_CH can exert the same presentation effect as during gameplay, even though they are restricted by the first volume.

[0263] During the safety device activation D, BGM_CH has an adjustment value of 60, sound effects_CH has an adjustment value of 40, dialogue_CH has an adjustment value of 10, and error_CH has an adjustment value of 100. In other words, during the safety device activation D, BGM_CH, sound effects_CH, and dialogue_CH can exert the same dramatic effect as during a win.

[0264] During the safety device activation E, BGM_CH, sound effects_CH, and dialogue_CH are at their previous values (values in the control state before the transition to the safety device activation E), and error_CH is at an adjusted value of 100. In other words, during the safety device activation E, BGM_CH, sound effects_CH, and dialogue_CH can exert the same dramatic effect as in the control state before the transition to the safety device activation E, despite being restricted by the first volume.

[0265] In addition, if a specified recovery condition occurs during safety device operation E (for example, power is turned back on with RAM cleared), the software setting of the second volume 3146 of each channel group may be restored to a predetermined value (for example, 0, 90, 100, etc.).

[0266] Next, a modified example of the software setting of the second volume 3146 used for adjusting the volume of the gaming machine 10 will be described with reference to Fig. 20. Fig. 20 is a diagram showing an example (part 2) of the software setting of the second volume used for adjusting the volume of the first embodiment.

[0267] The software setting of the second volume 3146 shown in FIG. 20 differs from the software setting of the second volume 3146 shown in FIG. 19 in the following points. For BGM_CH, sound effects_CH, and dialogue_CH, the adjustment values for strong error / weak error, safety device activation notice, safety device activation ABC, and safety device activation E are 0. In this way, the silence output timing in the software settings does not have to be left to the first volume 3145 alone, but may be ensured by the second volume 3146.

[0268] Next, the software setting of the third volume 3151 used for adjusting the volume of the gaming machine 10 will be described with reference to Fig. 21. Fig. 21 is a diagram showing an example (part 1) of the software setting of the third volume used for adjusting the volume of the first embodiment.

[0269] The software setting of the third volume 3151 is set to mixed output in accordance with the control state of the gaming machine 10. That is, the third volume 3151 functions as a total volume that determines the final volume. The software setting of the third volume 3151 is determined by the control state of the gaming machine 10, the first operation input, and the second operation input.

[0270] In the software settings of the third volume 3151, the control states of the gaming machine 10 are classified as follows: power on A, power on B, power on C, changing settings / checking settings, playing, waiting for customers A, waiting for customers B, strong error, weak error, safety device activation notice, safety device activated A, safety device activated B, safety device activated C, safety device activated D, and safety device activated E. Note that the state during play may overlap with strong error, weak error, safety device activation notice, safety device activated A, safety device activated B, safety device activated C, and safety device activated D. These control states are the control states that take priority during play in the software settings of the third volume 3151.

[0271] At power-on A, the total volume is set to an adjustment value of 0, and mute is set regardless of either the first or second operation input. At power-on B, the total volume is operation-input dependent and is determined by the first and second operation inputs. Note that at power-on B, the second operation input is not expected, so the total volume is essentially determined by the first operation input.

[0272] In power-on C, changing settings / checking settings, strong error, weak error, safety device activation warning, safety device activated A, safety device activated B, safety device activated C, and safety device activated E, the total volume is adjusted to 100, and the maximum volume is set regardless of either the first operation input or the second operation input.

[0273] During gaming, during waiting for customers A, during waiting for customers B, and during safety device operation E, the total volume depends on the operation input and is determined by the first operation input and the second operation input. Note that the gaming machine 10 can transition to waiting for customers A by inputting the second operation during waiting for customers B, thereby making the environment in which the player changes the volume during waiting for customers the same as the environment in which the player changes the volume during gaming.

[0274] In this way, the gaming machine 10 can set the total volume to silent, maximum volume, or operation input dependent by switching between validity and invalidity of the first operation input and the second operation input according to the control state of the gaming machine 10. This allows the gaming machine 10 to provide a fair and safe gaming environment while meeting the needs of gaming facilities and players.

[0275] Next, a modified example of the software setting of the third volume 3151 used for adjusting the volume of the gaming machine 10 will be described with reference to Fig. 22. Fig. 22 is a diagram showing an example (part 2) of the software setting of the third volume used for adjusting the volume of the first embodiment.

[0276] The software settings of the third volume 3151 shown in FIG. 22 differ from the software settings of the third volume 3151 shown in FIG. 21 in the following points. In power-on C, changing settings / checking settings, strong error, weak error, safety device activation notice, safety device activated A, safety device activated B, safety device activated C, and safety device activated E, the total volume is dependent on the operation input and is determined by the first operation input and the second operation input. In this way, the dependence of the total volume on the operation input may be widely permitted.

[0277] Furthermore, regardless of whether the total volume is dependent on operational input, the software settings of the first volume 3145, or the software settings of the second volume 3146, the maximum volume of the total volume may be limited to an adjustment value of 90 in order to prevent noise interference, or may be limited to any other appropriate adjustment value.

[0278] Next, switching between enabling and disabling the first operation input and the second operation input according to the control state will be described with reference to Fig. 23. Fig. 23 is a diagram showing an example of a switching state between enabling and disabling the first operation input and the second operation input used for adjusting the volume in the first embodiment.

[0279] The software settings of the third volume 3151 have states A, B, C, and D as combinations of enabled / disabled states of the first operation input and the second operation input. State A is a state in which both the first operation input and the second operation input are enabled. State B is a state in which the first operation input is enabled and the second operation input is disabled. State C is a state in which the first operation input is disabled and the second operation input is enabled. State D is a state in which both the first operation input and the second operation input are disabled.

[0280] Specific control states are assigned to state A, state B, state C, and state D. For example, power-on A, power-on C, changing settings / checking settings, strong error, weak error, safety device activation notice, safety device activated A, safety device activated B, safety device activated C, and safety device activated E shown in FIG. 21 are assigned to state D because the total volume is fixed at a predetermined value. Also, power-on B, playing, waiting for customers A, waiting for customers B, and safety device activated D are assigned to state A. Note that power-on B may be assigned to state B because a second operation input is not expected.

[0281] Also, power-on A shown in FIG. 22 is assigned to state D because the total volume is fixed at a predetermined value. Power-on B, power-on C, changing settings / checking settings, playing, waiting for customers A, waiting for customers B, strong error, weak error, safety device activation notice, safety device activated A, safety device activated B, safety device activated C, safety device activated D, and safety device activated E are assigned to state A. Note that power-on B and power-on C may be assigned to state B because a second operation input is not expected. Also, strong error and safety device activated E may be assigned to state B because a player operation is not desirable even if a second operation input is expected. Also, during play, state C may be assigned because a player operation is desirable.

[0282] Note that the allocation of state A, state B, state C, and state D to control states is just one example, and any combination can be made taking into account the needs of both the gaming facility and the players, and a fair and safe gaming environment.

[0283] Next, the volume adjustment switch 335 used for adjusting the volume as the first operation input will be described with reference to Figures 24 and 25. Figure 24 is an exploded perspective view showing an example of the arrangement of the game board and cover member of the first embodiment. Figure 25 is a diagram showing an example of the arrangement of the volume adjustment switch of the first embodiment.

[0284] The volume adjustment switch 335 is provided on the presentation control device 300, which is disposed on the back side of the gaming machine 10 and behind the gaming board 30. The presentation control device 300 is disposed on the back side of the gaming board 30, and the gaming control device 100 is disposed below it. The cover member 830 covers the connector connection portion between the presentation control device 300 and the gaming control device 100. In this way, the cover member prevents game balls and the like from colliding with the presentation control device 300 and the gaming control device 100, and makes it difficult for malicious third parties to commit fraud. In addition, the cover member 830 is made of transparent resin, which makes it possible to view the component mounting surface of the control board provided in the presentation control device 300 through the cover member 830, facilitating maintenance. The volume adjustment switch 335 is provided on the component mounting surface of the control board provided in the presentation control device 300, and the volume adjustment switch 335 is also visible through the cover member 830. The cover member 830 has multiple slits 831 and contributes to heat dissipation from the performance control device 300.

[0285] As shown in enlarged area CA, the volume adjustment switch 335 is exposed to the outside through one of the slits 831. The volume adjustment switch 335 is a 10-position rotary dip switch that can accept 10 levels of volume adjustment as a first operation input by rotating the knob. The volume adjustment switch 335 has a driver groove on the top of the knob, allowing volume adjustment with a driver through the slit 831 without removing the cover member 830. As such, the volume adjustment switch 335 is located on the back side of the gaming machine 10, which is difficult for players to access, and while it is covered by the cover member 830, it requires operating a tool through the slit 831, making it multiple times more difficult for players to operate. On the other hand, the volume adjustment switch 335 does not hinder operation by game parlor attendants because it allows operation of a tool through the slit 831. Furthermore, the cover member 830 has a tongue piece 832 that covers the connector connection portion of the game control device 100, making it difficult for a malicious third party to commit fraud regarding the input and output of the game control device 100.

[0286] Next, the effect button and option setting section provided on the upper tray unit will be described with reference to Fig. 26. Fig. 26 is a diagram showing an example of the effect button and option setting section provided on the upper tray unit of the first embodiment.

[0287] First, the effect button 25 and the option setting section 29 will be explained using the plan view of the upper tray unit 807 shown in Figure 26(1) and the enlarged view of the option setting section 29 shown in Figure 26(2).

[0288] The upper tray unit 807 has an approximately semicircular shape in a plan view, and is connected to the front frame base 806 by a surface corresponding to a chord, with the surface corresponding to an arc facing the player. The upper tray unit 807 has an effect button 25 arranged in the center, an upper tray 21 arranged to the left of the effect button 25 on the front frame base 806 side, and a ball ejection lever 808 and a smartphone placement section 809 arranged to the right of the effect button 25 on the front frame base 806 side. The ball ejection lever 808 is an operating lever used to eject game balls from the upper tray 21 to the lower tray 23. The smartphone placement section 809 allows a smartphone placed on the placement surface to be held on the upper tray unit 807. The smartphone placement section 809 has three ribs of different angles and lengths protruding from the placement surface to accommodate smartphones of different shapes. In addition, the gaming machine 10 may be provided with a display device at a position corresponding to the camera of the smartphone placed on the smartphone placing section 809, so that required information can be read from the smartphone placed on the smartphone placing section 809.

[0289] In addition, the upper tray unit 807 has a card balance display section 810 that can display the balance of the prepaid card, a lending button 811 that can accept gaming lending operations within the balance of the prepaid card, and a return button 812 that can accept prepaid card return operations, all located to the right of the performance button 25.

[0290] Additionally, the upper tray unit 807 has an option setting section 29, where the player can set various options, located to the right of the effect button 25. The option setting section 29 includes cross cursor switches 29a, 29b, 29c, and 29d that can accept input operations in four directions, a center switch 29e in the center of the option setting section 29 that can accept operations such as a confirm operation, a plus adjustment button 29f that can accept an adjustment operation to increase the volume, and a minus adjustment button 29g that can accept an adjustment operation to decrease the volume. The plus adjustment button 29f and the minus adjustment button 29g function as second operation inputs.

[0291] The option setting unit 29 has a cross cursor integrally molded from a hard material, allowing for the selection of a four-way input operation or a confirmation operation. This also makes it easier for the central switch 29e to detect an operation when the player presses the entire option setting unit 29 without paying attention.

[0292] The option setting unit 29 may be configured such that the cross cursor is integrally molded from a soft material, or each operation unit is molded separately, allowing simultaneous input of two or more of the four-direction input operation and the decision operation.

[0293] The upper tray unit 807 has an operation panel 813 arranged to surround the circular effect button 25. The operation panel 813 is plated to reflect the decorative light that decorates the effect button 25. In this way, the operation panel 813 contributes to improving the decorative effect of the effect button 25.

[0294] The gaming machine 10 may be configured so that the cross cursor switch 29a functions as a second operation input capable of accepting an adjustment operation to increase the volume, similar to the plus adjustment button 29f. The gaming machine 10 may be configured so that the cross cursor switch 29b functions as a second operation input capable of accepting an adjustment operation to decrease the volume, similar to the minus adjustment button 29g.

[0295] The gaming machine 10 may also configure the cross cursor switch 29d to function as a light intensity control input that can accept an adjustment operation to increase the light intensity. The gaming machine 10 may also configure the cross cursor switch 29c to function as a light intensity control input that can accept an adjustment operation to decrease the light intensity. The gaming machine 10 may also configure the pressing of the effect button 25 as a condition for accepting volume or light intensity adjustment using the cross cursor switches 29a, 29b, 29c, and 29d. The plus adjustment button 29f and the minus adjustment button 29g enable volume adjustment without requiring the pressing of the effect button 25.

[0296] Next, the setting contents and default values of the first operation input will be described with reference to FIG. 27. FIG. 27 is a diagram showing an example of the setting contents and default values of the first operation input used for volume adjustment in the first embodiment. The default value in the software setting of the third volume 3151 is determined by the first operation input. The setting contents of the first operation input include a default setting and an upper limit setting. The default setting is a setting in which the setting range of the third volume 3151 is fixed to 10 levels and the setting value is set as the default value. For example, a setting value of 5 in the default setting is a setting range of the third volume 3151 with a default value of 5 out of 10 levels. The upper limit setting is a setting in which the setting range of the third volume 3151 is variable with the setting value set as the upper limit. For example, a setting value of 5 in the upper limit setting is a setting range of the third volume 3151 from 1 to 5. Furthermore, the default values in the upper limit setting include an upper limit value and a predetermined value. In the upper limit setting, the default value is the upper limit value (maximum value) of the setting range of the third volume 3151. For example, the set value 5 in the default value (upper limit value) is the default value 5. Furthermore, in the upper limit value setting, the default value may be a predetermined value that is determined in advance.

[0297] In this way, the default value of the setting value of the third volume 3151 is determined by operation reception from the first operation input. Note that the default value of the setting value of the third volume 3151 can be changed to another value by operation reception from the second operation input. Note that the default value of the setting value of the third volume 3151 can be changed by operation reception from the first operation input.

[0298] Next, the timing of setting the set value will be described with reference to FIG. 28. FIG. 28 is a diagram showing an example and another example of the timing of setting the set value in the first embodiment. The timing of setting the set value based on the reception of an operation from the first operation input is different from the timing of setting the set value based on the reception of an operation from the second operation input. The reception of an operation from the first operation input is read out at a predetermined cycle as an input signal from the volume adjustment switch 335. The reception of an operation from the second operation input is also read out at a predetermined cycle as an input signal from the plus adjustment button 29f and the minus adjustment button 29g. However, the timing at which the read input signals are set as the set value is limited. Note that the signal read out from the first operation input is a level signal, and the signal read out from the second operation input is an edge signal. Therefore, an operation can be received from the first operation input even if no operation is performed, but an operation cannot be received from the second operation input if no operation is performed.

[0299] The timing for setting the setting value includes when the initialization process is executed, when a setting operation is performed from the first operation input, when a setting operation is performed from the second operation input, and when a return condition is detected. The initialization process shown in FIG. 28(1) is executed when the performance control device 300 executes the initialization process. The input value from the volume adjustment switch 335, which can accept a level signal during the initialization process, is set as the setting value for the third volume 3151. Note that no operation is accepted from the plus adjustment button 29f or the minus adjustment button 29g, which do not accept edge signals during the initialization process. Therefore, the input value accepted from the first operation input during the initialization process is set as the setting value. Note that the input value accepted from the first operation input during the initialization process is retained in a designated memory area until the power is turned off. Therefore, the input value accepted from the first operation input after the initialization process is not used as the setting value. This prevents the gaming machine 10 from changing settings due to erroneous operation of the volume adjustment switch 335 during maintenance work while the gaming facility is in operation.

[0300] When a setting operation is performed from the second operation input, that is, when there is a change in the input value accepted from the second operation input, a change in the plus adjustment button 29f is accepted as an increment operation that increments the current setting value within a range that does not exceed the upper limit value, and a change in the minus adjustment button 29g is accepted as a decrement operation that decrements the current setting value within a range that does not fall below the lower limit value.

[0301] The gaming machine 10 detects a predetermined return condition (for example, a transition of the gaming state to waiting for customers B, or a transition of the gaming state to safety device activated E), and returns the setting value changed based on the second operation input to the default value based on the input value received from the first operation input during the initialization process. The predetermined return condition is intended to reset the default value when a player is replaced, and is preferably a condition that can be considered as the end of play for the player who requested the setting change.

[0302] When the initialization process shown in FIG. 28(2) is executed, the effect control device 300 executes the initialization process, and the input value from the volume adjustment switch 335, which can accept a level signal when the initialization process is executed, is set as the setting value of the third volume 3151. Note that no operation is accepted from the plus adjustment button 29f and the minus adjustment button 29g, which do not accept edge signals when the initialization process is executed. Therefore, when the initialization process is executed, the input value accepted from the first operation input is set. Note that the input value accepted from the first operation input when the initialization process is executed is stored in a specified memory area, but is updated as soon as the input value changes. This allows the gaming machine 10 to change the setting value as soon as a gaming center attendant changes the setting, making confirmation easier.

[0303] When a setting operation is performed from the second operation input, that is, when there is a change in the input value accepted from the second operation input, a change in the plus adjustment button 29f is accepted as an increment operation that increments the current setting value within a range that does not exceed the upper limit value, and a change in the minus adjustment button 29g is accepted as a decrement operation that decrements the current setting value within a range that does not fall below the lower limit value.

[0304] The gaming machine 10 detects a predetermined return condition (for example, a transition of the game state to waiting for customers B, or a transition of the game state to safety device activated E), and returns the setting value changed based on the second operation input to the default value based on the input value received from the first operation input.

[0305] Next, the relationship between the setting values of the first operation input, the setting values of the second operation input, and the adjustment values will be described with reference to Figs. 29 to 32. Fig. 29 is a diagram showing an example (part 1) of a correspondence table showing the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the first embodiment. Fig. 30 is a diagram showing an example (part 2) of a correspondence table showing the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the first embodiment. Fig. 31 is a diagram showing an example (part 3) of a correspondence table showing the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the first embodiment. Fig. 32 is a diagram showing an example (part 4) of a correspondence table showing the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the first embodiment.

[0306] 29 shows the correspondence relationship between the setting value of the first operation input, the setting value of the second operation input, and the adjustment value when the setting content of the first operation input is the default setting. The setting range of the first operation input is from 1 to 10. The setting range of the second operation input is also from 1 to 10.

[0307] The correspondence table allows the adjustment value to be determined from the combination of the setting value of the first operation input and the setting value of the second operation input. When the setting of the first operation input is 1, the adjustment value is 0 regardless of the setting of the second operation input. This is because setting 1 of the first operation input functions as a mute setting. When the setting of the first operation input is 2 to 10, the adjustment value is 10 when the setting of the second operation input is 1, the adjustment value is 20 when the setting of the second operation input is 2, the adjustment value is 30 when the setting of the second operation input is 3, the adjustment value is 40 when the setting of the second operation input is 4, the adjustment value is 50 when the setting of the second operation input is 5, the adjustment value is 60 when the setting of the second operation input is 6, the adjustment value is 70 when the setting of the second operation input is 7, the adjustment value is 80 when the setting of the second operation input is 8, the adjustment value is 85 when the setting of the second operation input is 9, and the adjustment value is 90 when the setting of the second operation input is 10.

[0308] The shaded areas in the correspondence table indicate default values for each setting value of the first operation input. That is, when the first operation input is set to setting 1, the second operation input is set to setting 1 when the first operation input is set to setting 2, when the first operation input is set to setting 3, the second operation input is set to setting 3 when the first operation input is set to setting 4, the second operation input is set to setting 4 when the first operation input is set to setting 5, the second operation input is set to setting 5 when the first operation input is set to setting 6, the second operation input is set to setting 6 when the first operation input is set to setting 8, the second operation input is set to setting 7 when the first operation input is set to setting 9, and the second operation input is set to setting 8 when the first operation input is set to setting 9.

[0309] The correspondence table shown in Fig. 30 shows the correspondence relationship between the setting value of the first operation input, the setting value of the second operation input, and the adjustment value when the setting content of the first operation input is an upper limit value setting and the default value is the upper limit value setting. The setting range of the first operation input is from 1 to 10. The setting range of the second operation input is from 1 to a maximum of 9, corresponding to the setting range of the first operation input.

[0310] The correspondence table allows the adjustment value to be determined from the combination of the setting value of the first operation input and the setting value of the second operation input. When the setting of the first operation input is 1, the setting of the second operation input can only be 1, and the adjustment value is 0. This is because setting 1 of the first operation input functions as a mute setting. When the setting of the first operation input is 2, the setting of the second operation input can only be 1, and the adjustment value is 10. This is because setting 2 of the first operation input functions as a quiet setting. When the setting of the first operation input is 3, the setting of the second operation input can be set to 1 or 2. When the setting of the first operation input is 4, the setting of the second operation input can be set in the range of 1 to 3. When the setting of the first operation input is 5, the setting of the second operation input can be set in the range of 1 to 4. When the setting of the first operation input is 6, the setting of the second operation input can be set in the range of 1 to 5. When the setting of the first operation input is 7, the setting of the second operation input can be set in the range of 1 to 6. When the first operation input is set to 8, the second operation input can be set to a value in the range of 1 to 7. When the first operation input is set to 9, the second operation input can be set to a value in the range of 1 to 8. When the first operation input is set to 10, the second operation input can be set to a value in the range of 1 to 9.

[0311] When the first operation input is set to any of 2 to 10, the adjustment value is 10 when the second operation input is set to 1, 20 when the second operation input is set to 2, 30 when the second operation input is set to 3, 40 when the second operation input is set to 4, 50 when the second operation input is set to 5, 60 when the second operation input is set to 6, 70 when the second operation input is set to 7, 80 when the second operation input is set to 8, and 85 when the second operation input is set to 9.

[0312] The shaded areas in the correspondence table indicate default values for each setting value of the first operation input. That is, when the first operation input is set to setting 1, the second operation input is set to setting 1 when the first operation input is set to setting 2, when the first operation input is set to setting 3, the second operation input is set to setting 3 when the first operation input is set to setting 4, the second operation input is set to setting 4 when the first operation input is set to setting 5, the second operation input is set to setting 5 when the first operation input is set to setting 6, the second operation input is set to setting 6 when the first operation input is set to setting 8, the second operation input is set to setting 7 when the first operation input is set to setting 9, and the second operation input is set to setting 8 when the first operation input is set to setting 9.

[0313] The gaming machine 10 detects a predetermined return condition (for example, a transition of the game state to waiting for customers B, or a transition of the game state to safety device activated E), and returns the setting value changed based on the second operation input to the default value based on the input value received from the first operation input.

[0314] The correspondence table shown in Figure 31(1) shows the correspondence relationship between the setting value of the first operation input, the setting value of the second operation input, and the adjustment value when the setting content of the first operation input is the default setting. However, the adjustment value is not expressed as a percentage but is expressed using the sound intensity level in dB. The setting range of the first operation input is from 1 to 10. The setting range of the second operation input is also from 1 to 10.

[0315] The correspondence table allows the adjustment value to be determined from the combination of the setting value of the first operation input and the setting value of the second operation input. When the setting of the first operation input is 1, the adjustment value is 0 dB regardless of the setting of the second operation input. This is because setting 1 of the first operation input functions as a mute setting. When the setting of the first operation input is 2 to 10, the adjustment value is 73 dB when setting 1 of the second operation input, 76 dB when setting 2 of the second operation input, 79 dB when setting 3 of the second operation input, 82 dB when setting 4 of the second operation input, 85 dB when setting 5 of the second operation input, 88 dB when setting 6 of the second operation input, 91 dB when setting 7 of the second operation input, 93 dB when setting 8 of the second operation input, 95 dB when setting 9 of the second operation input, and 97 dB when setting 10 of the second operation input.

[0316] The shaded areas in the correspondence table indicate default values for each setting value of the first operation input. That is, when the first operation input is set to setting 1, the second operation input is set to setting 1 when the first operation input is set to setting 2, when the first operation input is set to setting 3, the second operation input is set to setting 3 when the first operation input is set to setting 4, the second operation input is set to setting 4 when the first operation input is set to setting 5, the second operation input is set to setting 5 when the first operation input is set to setting 6, the second operation input is set to setting 6 when the first operation input is set to setting 8, the second operation input is set to setting 7 when the first operation input is set to setting 9, and the second operation input is set to setting 8 when the first operation input is set to setting 9.

[0317] The adjustment value corresponding to each setting value defines the maximum total volume, but serves only as a guideline for the volume. Therefore, even if the maximum total volume is measured precisely, the maximum total volume may contain measurement errors due to the measurement method, measurement environment, individual differences in the gaming machine 10, etc. However, the adjustment value corresponding to each setting value is designed so that the measurement error falls within a predetermined tolerance range.

[0318] The table shown in FIG. 31(2) defines the allowable range of the maximum volume for each adjustment value. For example, an adjustment value of 73 dB is designed to fall within the allowable range of 70 to 76 dB, an adjustment value of 76 dB is designed to fall within the allowable range of 74 to 79 dB, an adjustment value of 79 dB is designed to fall within the allowable range of 76 to 82 dB, an adjustment value of 82 dB is designed to fall within the allowable range of 79 to 85 dB, an adjustment value of 85 dB is designed to fall within the allowable range of 82 to 88 dB, an adjustment value of 88 dB is designed to fall within the allowable range of 85 to 91 dB, an adjustment value of 91 dB is designed to fall within the allowable range of 88 to 94 dB, an adjustment value of 93 dB is designed to fall within the allowable range of 91 to 95 dB, an adjustment value of 95 dB is designed to fall within the allowable range of 93 to 97 dB, and an adjustment value of 97 dB is designed to fall within the allowable range of 95 to 99 dB. Although there is a range where the allowable ranges of adjustment values with different set values overlap, the gaming machine 10 is designed so that the magnitude relationship between the set values and the adjustment values is not reversed.

[0319] The correspondence table shown in Fig. 32 shows the correspondence relationship between the setting value of the first operation input, the setting value of the second operation input, and the adjustment value when the setting content of the first operation input is the upper limit setting and when the default value is the upper limit setting and the setting content of the first operation input is the default setting. However, the adjustment value is not expressed as a percentage but is expressed using the sound intensity level in dB. The setting range of the first operation input is from 1 to 10. The setting range of the second operation input is from 1 to a maximum of 9, corresponding to the setting range of the first operation input.

[0320] The correspondence table allows the adjustment value to be determined from the combination of the setting value of the first operation input and the setting value of the second operation input. When the setting of the first operation input is 1 or 2, only the setting of 1 can be set for the second operation input. When the setting of the first operation input is 3, the setting of 1 or 2 can be set for the second operation input. When the setting of the first operation input is 4, the setting of the second operation input can be set in the range of 1 to 3. When the setting of the first operation input is 5, the setting of the second operation input can be set in the range of 1 to 4. When the setting of the first operation input is 6, the setting of the second operation input can be set in the range of 1 to 5. When the setting of the first operation input is 7, the setting of the second operation input can be set in the range of 1 to 6. When the setting of the first operation input is 8, the setting of the second operation input can be set in the range of 1 to 7. When the setting of the first operation input is 9, the setting of the second operation input can be set in the range of 1 to 8. When the setting of the first operation input is 10, the setting of the second operation input can be set in the range of 1 to 9.

[0321] When the first operation input is set to any of 2 to 10, the adjustment value is 73 dB when the second operation input is set to 1, 76 dB when the second operation input is set to 2, 79 dB when the second operation input is set to 3, 82 dB when the second operation input is set to 4, 85 dB when the second operation input is set to 5, 88 dB when the second operation input is set to 6, 91 dB when the second operation input is set to 7, 93 dB when the second operation input is set to 8, and 95 dB when the second operation input is set to 9.

[0322] The shaded areas in the correspondence table indicate default values for each setting value of the first operation input. That is, when the first operation input is set to setting 1, the second operation input is set to setting 1 when the first operation input is set to setting 2, when the first operation input is set to setting 3, the second operation input is set to setting 3 when the first operation input is set to setting 4, when the first operation input is set to setting 5, the second operation input is set to setting 4 when the first operation input is set to setting 6, when the first operation input is set to setting 7, the second operation input is set to setting 7 when the first operation input is set to setting 8, the second operation input is set to setting 8 when the first operation input is set to setting 9, and the second operation input is set to setting 9 when the first operation input is set to setting 10. The maximum volume tolerance range for each adjustment value is defined in the same way as in the table shown in FIG. 31(2).

[0323] Next, specific examples of sound output for sound effects and errors will be described with reference to FIGS. 33 to 36. For ease of explanation, the sound output here refers to a volume level ranging from 0 to 100, with 0 being the minimum and 100 being the maximum. The volume level may vary linearly or nonlinearly within the range of 0 to 100. FIG. 33 is a diagram showing an example of sound output during play for sound effects and errors in the first embodiment (first operation input is the default setting). FIG. 34 is a diagram showing an example of sound output during a strong error for sound effects and errors in the first embodiment (first operation input is the default setting). FIG. 35 is a diagram showing an example of sound output during a weak error for sound effects and errors in the first embodiment (first operation input is the default setting). FIG. 36 is a diagram showing an example of sound output during play for sound effects and errors in the first embodiment (first operation input is the upper limit setting).

[0324] First, the sound output during gameplay for sound effects and errors (first operation input is the default setting) will be explained using Figure 33. When there is a channel output from sound effect_CH with a volume (volume level) of 80 and the first volume is set to 100% output, the adjusted output from the first volume will be a volume of 80, and when the second volume is set to 50% output, the adjusted output from the second volume will be a volume of 40. Also, when the first operation input is set to 50% output as the default, if the second operation input also sets the output to 50%, the adjusted output as the total volume (third volume) will be a volume of 20.

[0325] Also, if there is a channel output of volume 100 from Error_CH and the first volume is set to 0% output, the adjusted output from the first volume will be volume 0, and if the second volume is set to 100% output, the adjusted output from the second volume will be volume 0. Also, even if the first operation input is set to 50% output as default and the second operation input is used to set the output to 50%, the adjusted output as a total volume will be volume 0.

[0326] Next, the sound output during a strong error (first operation input is the default setting) for sound effects and errors will be explained using Fig. 34. When there is a channel output of volume 80 from sound effect_CH and the first volume is set to 0% output, the adjusted output from the first volume will be volume 0, and even if the second volume is set to 50% output, the adjusted output from the second volume will also be volume 0. Also, when the first operation input is set to 50% output as the default, even if the second operation input sets the output to 50%, the adjusted output as a total volume will be volume 0.

[0327] Also, if there is a channel output of volume 100 from Error_CH and the first volume is set to 100% output, the adjusted output from the first volume will be volume 100, and when the second volume is set to 100% output, the adjusted output from the second volume will be volume 100. Also, when the first operation input is set to 50% output as default, even if the second operation input sets the output to 50% but sets the output to 100% independent of the operation input, the first and second operation inputs will be disabled and the 100% output setting will be enabled, so the adjusted output as a total volume will be volume 100.

[0328] Next, the sound output during a weak error for sound effects and errors (first operation input is the default setting) will be described using Figure 35. When there is a channel output of volume 80 from sound effect_CH and the first volume is set to 50% output, the adjusted output from the first volume will be volume 40, and when the second volume is set to 30% output, the adjusted output from the second volume will be volume 12. Also, when the first operation input is set to 50% output as the default, even if the second operation input sets the output to 50%, if the output is set to 100% independent of the operation input, the first and second operation inputs will be disabled and the 100% output setting will be enabled, so the adjusted output as a total volume will be volume 12.

[0329] Also, if there is a channel output of volume 100 from Error_CH and the first volume is set to 70% output, the adjusted output from the first volume will be volume 70, and when the second volume is set to 100% output, the adjusted output from the second volume will be volume 70. Also, when the first operation input is set to 50% output as default, even if the second operation input sets the output to 50%, if the output is set to 100% independent of the operation input, the first and second operation inputs will be disabled and the 100% output setting will be enabled, so the adjusted output as a total volume will be volume 70.

[0330] Next, the sound output during gameplay for sound effects and errors (first operation input sets the upper limit) will be explained using Figure 33. When there is a channel output from sound effect_CH with a volume (volume level) of 80 and the first volume is set to 100% output, the adjusted output from the first volume will be a volume of 80, and when the second volume is set to 50% output, the adjusted output from the second volume will be a volume of 40. Also, if the first operation input sets the upper limit to 85 dB output and the second operation input sets the upper limit to 79 dB output, the adjusted output as a total volume will be a volume of 40, with the maximum volume adjusted to 79 dB.

[0331] Also, if there is a channel output of volume 100 from Error_CH and the first volume is set to 0% output, the adjusted output from the first volume will be volume 0, and when the second volume is set to 100% output, the adjusted output from the second volume will be volume 0. Also, if the first operation input sets the upper limit to 85dB output and the second operation input sets the upper limit to 79dB output, the adjusted output as a total volume will be volume 0, with the maximum volume adjusted to 79dB.

[0332] In addition to adjusting the volume of the speaker 19, the gaming machine 10 can also adjust the light intensity (brightness) of the LEDs (light-emitting devices) of the frame decoration device 18 and the board decoration device 46. Next, a setting means for providing a set value used for adjusting the light intensity will be described with reference to FIG. 37. FIG. 37 is a diagram showing an example of a volume setting means used for adjusting the light intensity in the first embodiment. The volume setting means used for adjusting the light intensity also has a first volume, a second volume, and a third volume. A setting means for providing a set value used for adjusting the light intensity for each of the first volume, the second volume, and the third volume will be described with reference to FIG. 37. FIG. 37 is a diagram showing an example of a volume setting means used for adjusting the light intensity in the first embodiment.

[0333] The first volume is given a setting value (adjustment value) used for adjusting the light intensity by a first software setting. The first software setting is a value set by the CPU 311 (see FIG. 4) based on data read from the PROM 321 (see FIG. 4). The adjustment value ranges from 0 to 100, with 0 (0%) being set to off and 100 (100%) being set to maximum light intensity.

[0334] The second volume is given a setting value (adjustment value) used to adjust the light intensity by a second software setting. The second software setting is also a value set by the CPU 311 based on data read from the PROM 321. The adjustment value ranges from 0 to 100, with 0 (0%) being set to off and 100 (100%) being set to the maximum light intensity for the input.

[0335] The third volume does not have an operation input corresponding to the first operation input used for adjusting the volume, but does have an operation input corresponding to the second operation input used for adjusting the volume. The third volume also has a setting value used for adjusting the light intensity given by the second operation input. Each setting value is associated with a specific adjustment value. The adjustment value ranges from 0 to 100, with 0 (0%) being set to off and 100 (100%) being set to the maximum light intensity for the input.

[0336] The operation input is a setting value set by the CPU 311 based on a value input from a setting switch 29n (see FIG. 4) provided in an option setting section 29 (see FIG. 1) on the front side of the gaming machine 10. The setting switch 29n is located in a position that is easy for a player to operate, and is an input device that is expected to be operated by the player or a game center attendant.

[0337] Although the gaming machine 10 has not been described as having an operation input equivalent to the first operation input used for adjusting the volume, it may have one. In this case, the operation input equivalent to the first operation input is a setting value set by the CPU 311 based on a value input from a light intensity adjustment switch provided on the back side of the gaming machine 10, and the light intensity adjustment switch is located in a position that makes it difficult for a player to operate it, and is an input device that is expected to be operated by a gaming facility attendant.

[0338] Next, the software setting of the first volume used for adjusting the light intensity of the gaming machine 10 will be described with reference to Fig. 38. Fig. 38 is a diagram showing an example of the software setting of the first volume used for adjusting the light intensity of the first embodiment.

[0339] The software settings of the first volume are set for each light-emitting effect that is controlled in accordance with the control state of the gaming machine 10. The light-emitting effects include, for example, normal effects, event notifications, and error notifications. The normal effects are a series of light-emitting effects that follow game control, the event notifications are light-emitting effects that are executed in a spot manner in response to a predetermined input, and the error notifications are light-emitting effects that notify an error in an error state.

[0340] In the software settings of the first volume, the control states of the gaming machine 10 are classified as follows: Power On A, Power On B, Power On C, Changing Settings / Checking Settings, Playing, Waiting for Customers A, Waiting for Customers B, Major Error, Minor Error, Safety Device Activation Notice, Safety Device Activated A, Safety Device Activated B, Safety Device Activated C, Safety Device Activated D, and Safety Device Activated E. Note that the "playing" state may overlap with the "major error," "minor error," "safety device activation notice," "safety device activated A," "safety device activated B," "safety device activated C," and "safety device activated D." These control states are prioritized during play in the software settings of the first volume. Note that each control state is the same as the control state described using FIG. 17.

[0341] At power-on A, the normal effect is adjusted to an adjustment value of 0, the event notification is adjusted to an adjustment value of 0, and the error notification is adjusted to an adjustment value of 0. That is, at power-on A, all light-emitting effects are set to be turned off.

[0342] At power-on B, the normal effect is adjusted to a value of 100, the event notification is adjusted to a value of 100, and the error notification is adjusted to a value of 100. In other words, at power-on B, maximum light output is permitted for all light-emitting effects.

[0343] For power-on C, settings being changed / settings being checked, strong error, safety device in operation A, and safety device in operation E, the normal effect is adjusted to a value of 0, the event notification is adjusted to a value of 0, and the error notification is adjusted to a value of 100. In other words, for power-on C, settings being changed / settings being checked, strong error, safety device in operation A, and safety device in operation E, maximum light output is permitted for error notifications, and the remaining light-emitting effects are set to off.

[0344] During play, while waiting for customers A, and while the safety device is activated D, the normal effect has an adjustment value of 100, the event notification has an adjustment value of 100, and the error notification has an adjustment value of 0. In other words, during play, while waiting for customers A, and while the safety device is activated D, the light is set to be off during error notification, and the maximum light output is permitted for the remaining light-emitting effects.

[0345] Waiting for customers B is a control state after a predetermined time has elapsed since the transition to the waiting for customers state, and unlike during play, is a gaming state in which light output is expected to be suppressed to reduce power consumption and improve the gaming facility environment. In waiting for customers B, normal effects are adjusted to a value of 70, event notifications are adjusted to a value of 70, and error notifications are adjusted to a value of 0. In other words, during play, waiting for customers A, and safety device activated D, the lights are set to off during error notifications, and maximum light output is permitted for the remaining light-emitting effects.

[0346] For weak error, safety device activation notice, and safety device activated C, the normal effect is adjusted to 70, the event notification is adjusted to 70, and the error notification is adjusted to 70. In other words, for weak error, safety device activation notice, and safety device activated C, output at approximately 70% light intensity is permitted for all light-emitting effects. For weak error, safety device activation notice, and safety device activated C, there is a high probability that the player is continuing to play. This setting in the first volume is suitable for maintaining a balance between the effect of the effect and the notification effect.

[0347] Next, the software setting of the second volume used for adjusting the light intensity of the gaming machine 10 will be described with reference to Fig. 39. Fig. 39 is a diagram showing an example of the software setting of the second volume used for adjusting the light intensity of the first embodiment.

[0348] The software settings in the second volume are set for each light-emitting effect controlled in response to the control state of the gaming machine 10. In the software settings in the second volume, the control states of the gaming machine 10 are categorized as follows: Power On A, Power On B, Power On C, Setting Change / Setting Check, Playing, Waiting for Customers A, Waiting for Customers B, Strong Error / Weak Error, Safety Device Activation Notice, Safety Device Activated A, B, C, and E. Note that during play, Strong Error / Weak Error, Safety Device Activated A, B, C, and D may overlap. These control states are prioritized during play in the software settings in the first volume. Furthermore, during play, the states are further categorized as: Pre-Reach, Reach Call, Reach Call + Push Button, SP Reach, Win / Loss Notification, Win Fanfare, Win Round, Win Promotion, Win V Prize, and Normal Power Support.

[0349] At power-on A, the normal effect has an adjustment value of 0, the event notification has an adjustment value of 0, and the error notification has an adjustment value of 0. In other words, at power-on A, all light-emitting effects are set to off. At power-on B, power-on C, and during setting changes / setting confirmation, the normal effect has an adjustment value of 100, the event notification has an adjustment value of 100, and the error notification has an adjustment value of 100. In other words, at power-on B, power-on C, and during setting changes / setting confirmation, maximum light output is permitted for all light-emitting effects.

[0350] Before a reach and during normal power support, the normal effect has an adjustment value of 70, the event notification has an adjustment value of 80, and the error notification has an adjustment value of 100. During reach call and winning rounds, the normal effect has an adjustment value of 80, the event notification has an adjustment value of 80, and the error notification has an adjustment value of 100. During reach call + push button, SP reach, win / loss notification effect, win promotion, and winning V prize, the normal effect has an adjustment value of 90, the event notification has an adjustment value of 80, and the error notification has an adjustment value of 100. During winning fanfare, the normal effect has an adjustment value of 100, the event notification has an adjustment value of 80, and the error notification has an adjustment value of 100.

[0351] In this way, the control state during gameplay can be adjusted in detail to each light-emitting effect so that the desired effect can be achieved. Also, regardless of the detailed control state classification during gameplay, the maximum light output is set for error notification, and the light output for normal effects and event notification is set relative to the light output of 100 for error notification.

[0352] When waiting for customers A and when the safety device is activated D, the normal effect has an adjustment value of 60, the event notification has an adjustment value of 60, and the error notification has an adjustment value of 100. When waiting for customers B, the normal effect has an adjustment value of 0, the event notification has an adjustment value of 0, and the error notification has an adjustment value of 100.

[0353] In the strong error / weak error, safety device activation notice, and safety device activated ABC, the normal effects and event notifications are the values during gameplay, and the error notification is an adjusted value of 100. In other words, in the strong error / weak error, safety device activation notice, and safety device activated ABC, the normal effects and event notifications can exert the same effect as during gameplay, despite being restricted by the first volume.

[0354] When the safety device is in operation E, the normal effects and event notifications are at their immediately preceding values (values in the control state before the transition to when the safety device is in operation E), and the error notification is at an adjusted value of 100. In other words, when the safety device is in operation E, the normal effects and event notifications can exert the same effect as in the control state before the transition to when the safety device is in operation E, despite being restricted by the first volume.

[0355] In addition, if a specified recovery condition occurs during safety device operation E (for example, power is turned back on with RAM cleared), the software setting of the second volume 3146 of each channel group may be restored to a predetermined value (for example, 0, 90, 100, etc.).

[0356] Next, the software setting of the third volume used for adjusting the light intensity of the gaming machine 10 will be described with reference to Fig. 40. Fig. 40 is a diagram showing an example of the software setting of the third volume used for adjusting the light intensity of the first embodiment.

[0357] The software setting of the third volume is set to a mixed output in accordance with the control state of the gaming machine 10. In other words, the third volume functions as a total volume that determines the final light intensity. The software setting of the third volume is determined by the control state of the gaming machine 10 and the second operation input. The mixed output can be a combined light emission mode of normal effects, event notification, and error notification. Instead of a mixed output, a priority light emission mode may be used in which event notification takes priority over normal effects, and error notification takes priority over event notification.

[0358] In the software settings of the third volume, the control states of the gaming machine 10 are classified as follows: Power On A, Power On B, Power On C, Changing Settings / Checking Settings, Playing, Waiting for Customers A, Waiting for Customers B, Strong Error, Weak Error, Safety Device Activation Notice, Safety Device Activated A, Safety Device Activated B, Safety Device Activated C, Safety Device Activated D, and Safety Device Activated E. Note that the playing state may overlap with Strong Error, Weak Error, Safety Device Activation Notice, Safety Device Activated A, Safety Device Activated B, Safety Device Activated C, and Safety Device Activated D. These control states are the control states that take priority during playing in the software settings of the third volume.

[0359] At power-on A, the total volume is set to an adjustment value of 0, and the light is turned off without the second operation input. At power-on B, the total volume is set to an adjustment value of 100, and the maximum light intensity is set without the second operation input.

[0360] In power-on C, changing settings / checking settings, strong error, weak error, safety device activation notice, safety device activated A, safety device activated B, safety device activated C, and safety device activated E, the total volume is adjusted to 100, and the maximum light intensity is set regardless of the second operation input.

[0361] The total volume is dependent on the operation input and is determined by the second operation input during gaming, during customer waiting A, during customer waiting B, and during safety device operation E. By transitioning to customer waiting A by the second operation input during customer waiting B, the gaming machine 10 can make the light intensity change operation by the player during customer waiting the environment similar to the light intensity change operation by the player during gaming.

[0362] In this way, the gaming machine 10 can switch between enabling and disabling the second operation input according to the control state of the gaming machine 10, and can set the total volume to off, set to maximum light intensity, or set to depend on the operation input. This allows the gaming machine 10 to provide a fair and safe gaming environment while meeting the needs of gaming facilities and players.

[0363] Next, a correspondence table between the setting value of the second operation input used for adjusting the light intensity and the adjustment value will be described with reference to Fig. 41 and Fig. 42. Fig. 41 is a diagram showing an example (part 1) of a correspondence table between the setting value of the second operation input used for adjusting the light intensity of the first embodiment and the adjustment value. Fig. 42 is a diagram showing an example (part 2) of a correspondence table between the setting value of the second operation input used for adjusting the light intensity of the first embodiment and the adjustment value.

[0364] The correspondence table shown in Figure 41(1) shows the correspondence between the setting value of the second operation input and the adjustment value when the light intensity adjustment by the second operation input can be performed in 10 steps. The setting range of the second operation input is from 1 to 10. The adjustment value is set as an output ratio when the maximum light intensity is 100.

[0365] The correspondence table allows the adjustment value (from 10 to 100 in increments of 10) to be specified from the setting value (1 to 10) of the second operation input. The adjustment value is 10 when the second operation input is set to setting 1, 20 when the second operation input is set to setting 2, 30 when the second operation input is set to setting 3, 40 when the second operation input is set to setting 4, 50 when the second operation input is set to setting 5, 60 when the second operation input is set to setting 6, 70 when the second operation input is set to setting 7, 80 when the second operation input is set to setting 8, 90 when the second operation input is set to setting 9, and 100 when the second operation input is set to setting 10. The shaded areas in the correspondence table indicate default values. That is, the default value is 60, which corresponds to setting 6 of the second operation input. The minimum adjustment value of the total volume is 10 when set to setting 1, and it is not possible to turn off the light-emitting device when it is on.

[0366] The correspondence table shown in Figure 41 (2) shows another example of the correspondence relationship between the setting value of the second operation input and the adjustment value when the light intensity adjustment by the second operation input can be performed in five stages. The setting range of the second operation input is from 1 to 5. The adjustment value is set as an output ratio when the maximum light intensity is 100.

[0367] The correspondence table makes it possible to specify an adjustment value (from 20 to 100 in increments of 20) from the setting value (1 to 5) of the second operation input. The adjustment value is 20 when the second operation input is set to setting 1, 40 when the second operation input is set to setting 2, 60 when the second operation input is set to setting 3, 80 when the second operation input is set to setting 4, and 100 when the second operation input is set to setting 5. The shaded areas in the correspondence table indicate default values. That is, the adjustment value 60 corresponding to setting 3 of the second operation input is the default value. The minimum adjustment value of the total volume is 20 when set to setting 1, and it is not possible to turn off the light-emitting device when it is on.

[0368] The correspondence table shown in Figure 42(1) shows another example of the correspondence relationship between the setting value of the second operation input and the adjustment value when the light intensity adjustment by the second operation input can be performed in 10 steps. The setting range of the second operation input is from 1 to 10. The adjustment value is set as a duty ratio when the maximum light intensity is 255.

[0369] The correspondence table allows the adjustment value to be specified from the setting value (1 to 10) of the second operation input. When the second operation input is set to setting 1, the adjustment value is 10; when the second operation input is set to setting 2, the adjustment value is 35; when the second operation input is set to setting 3, the adjustment value is 60; when the second operation input is set to setting 4, the adjustment value is 85; when the second operation input is set to setting 5, the adjustment value is 110; when the second operation input is set to setting 6, the adjustment value is 135; when the second operation input is set to setting 7, the adjustment value is 160; when the second operation input is set to setting 8, the adjustment value is 185; when the second operation input is set to setting 9, the adjustment value is 210; and when the second operation input is set to setting 10, the adjustment value is 255. The shaded areas in the correspondence table indicate default values. That is, the adjustment value 135 corresponding to setting 6 of the second operation input is the default value. The minimum adjustment value for the total volume is 10 when set to setting 1, and it is not possible to turn off the light-emitting device when it is on.

[0370] The correspondence table shown in Figure 42 (2) shows another example of the correspondence relationship between the setting value of the second operation input and the adjustment value when the light intensity adjustment by the second operation input can be performed in 10 steps. The setting range of the second operation input is from 1 to 10. The adjustment value is set as a duty ratio when the maximum light intensity is 255.

[0371] The correspondence table enables the adjustment value to be specified from the setting value (1 to 5) of the second operation input. When the second operation input is set to 1, the adjustment value is 10; when the second operation input is set to 2, the adjustment value is 70; when the second operation input is set to 3, the adjustment value is 130; when the second operation input is set to 4, the adjustment value is 190; when the second operation input is set to 5, the adjustment value is 255. Also, the shaded display shown in the correspondence table is the default value. That is, the adjustment value 130 corresponding to the setting 3 of the second operation input is the default value. Note that the minimum adjustment value of the total volume is 10 when set to 1, and the light emitting device cannot be turned off until the light emitting device is lit.

[0372] So far, the volume adjustment and light quantity adjustment in the gaming machine 10 have been described. Similarly, output adjustment may be performed on other effect devices (for example, a vibration device, a movable device, etc.).

[0373] Next, the volume change during the variable display will be described using FIGS. 43 to 45. FIG. 43 is a diagram showing an example (volume change example A) of the volume change during the variable display in the first embodiment. FIG. 44 is a diagram showing an example (volume change example B) of the volume change during the variable display in the first embodiment. FIG. 45 is a diagram showing an example (volume change example C) of the volume change during the variable display in the first embodiment.

[0374] In volume change example A, during the variable display that starts at timing t01 and ends at timing t03, the volume (total volume) setting is changed from 100 to 50 based on the second operation input at timing t02. When the danger sound A is being output across timing t02, the volume of the danger sound A is changed from v1 to v2 (<v1) along with the change in the volume setting at timing t02. The danger sound A is an alarm sound that repeatedly outputs a specific sound and is one of the specific sounds that are easy for the player to perceive the volume change. Note that the danger sound A is a sound whose volume can be changed depending on the operation input and is, for example, one aspect of the effect sound during the game (such as SP reach, etc.).

[0375] Volume change example B shows that during the variable display that starts at timing t11 and ends at timing t13, the volume (total volume) setting is changed from 100 to 50 based on the second operation input at timing t12. When the danger sound B is being output across timing t12, despite the change in the volume setting at timing t12, the volume of the danger sound remains at v1. The danger sound B is also an alarm sound that repeatedly outputs a specific sound and is one of the specific sounds that is easy for the player to perceive a volume change. Note that the danger sound B is a sound whose volume cannot be changed depending on the operation input and is, for example, one aspect of the alarm sound during an error or when the safety device is operating.

[0376] Volume change example C shows that during the variable display that starts at timing t21 and ends at timing t25, the volume (total volume) setting is changed from 100 to 50 based on the second operation input at timing t23. When the danger sound A and the danger sound B are being output across timing t23 and the danger sound A is being output prior to the danger sound B, the volume of the danger sound A decreases from v1 to v2 with the start of the output of the danger sound B at timing t22. For example, due to the control state of the gaming machine 10 transitioning from during the game to a strong error due to the occurrence of a strong error, there has been a change in the settings of the first volume 3145 and the second volume 3146. The volume of the danger sound A is changed from v2 to v3 (<v2) with the change in the volume setting at timing t23. Also, the volume of the danger sound A is changed from v3 to v2 with the recovery from the strong error at timing t24. Note that the volume of the danger sound B is fixed at v1 across timing t23.

[0377] The gaming machine 10 may use a danger sound as the confirmation sound to be output when the volume is changed by the third volume 3151. For example, the first pressing of the plus adjustment button 29f and the minus adjustment button 29g may not be accepted as a setting change operation, but may output a danger sound at the currently set volume as a setting confirmation operation, and the second or subsequent pressing may accept the setting change and output a danger sound at the volume after the setting change.

[0378] Here, the game display screen when the gaming machine 10 performs a variable display will be described with reference to FIG. 46. FIG. 46 is a diagram showing an example of a game display screen of the first embodiment. The display screen 500 shown in FIG. 46(1) is a display screen during symbol stop, and displays the symbol that is the result of the variable display game for a predetermined period after the variable display in the special symbol 1 game (variable display game) has ended. The display screen 500 is an example of a display screen in game state A (normal game state). The display screen 500 displays a large symbol group 501 that is a decorative symbol, a small symbol group 502 that is also a decorative symbol, a special symbol 1 hold number display (special symbol 1 small hold, special symbol 1 standby hold number display) 503, a special symbol 2 hold number display (special symbol 2 small hold, special symbol 2 standby hold number display) 504, a hold display (large hold, standby hold image display) 505, and a hold consumption display (consumption hold image display) 506.

[0379] The special symbol in the special symbol 1 game or the special symbol 2 game is a symbol (LED lighting state) displayed on the special symbol 1 symbol display unit 53 or the special symbol 2 symbol display unit 54 of the collective display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to the special symbol. Although not shown, the gaming machine 10 has a fourth symbol as a symbol in the special symbol 1 game or the special symbol 2 game, which indicates a variable state and a stopped state, for example, by flashing and lighting an LED, without indicating a distinction between the result state of the variable display game.

[0380] The large symbol group 501 is responsible for game presentation to enhance interest. Therefore, the large symbol group 501 is displayed large in a variable display area set in the approximate center of the display device 41. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol.

[0381] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", the middle symbol indicates that the symbol has stopped at "5", and the right symbol indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 indicates that the special symbol variable display game is in a stopped state (symbols are stopped).

[0382] The large symbol group 501 and the small symbol group 502 are displayed stopped at the same timing (a timing determined in advance when the fluctuation starts, or a timing determined based on the reception of a command instructing the fluctuation to end).

[0383] The small symbol group 502 is responsible for informing the player of the variable display status in order to make it easier for the player to grasp the game status. Therefore, the small symbol group 502 is displayed small on the periphery of the display device 41 so as to ensure visibility without interfering with the display effect of the large symbol group 501. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol that make up the small symbol group 502 all indicate that the corresponding special symbol variable display game is in a stopped state.

[0384] Furthermore, the small symbol group 502 fluctuates (constant speed fluctuation display) at a predetermined speed (constant speed) from the start of fluctuation, and is displayed as stopped without a temporary stop when the fluctuation ends. The small symbol group 502 may be displayed with or without a predetermined acceleration fluctuation period from the stopped display until it reaches the predetermined speed. The small symbol group 502 may be displayed with or without a predetermined deceleration fluctuation period from the constant speed fluctuation display until it is displayed as stopped, or without a predetermined deceleration fluctuation period.

[0385] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, has a high degree of freedom in its display position, and its display mode can be changed greatly. Conversely, the small symbol group 502 is displayed smaller than the large symbol group 501, and has a low degree of freedom in its display position (for example, a fixed position).

[0386] The special chart 1 reserved number display 503 displays the number of reserved memories for the special chart 1 game. On the display screen 500, the special chart 1 reserved number display 503 indicates that the number of reserved memories for the special chart 1 game is "0". The special chart 2 reserved number display 504 displays the number of reserved memories for the special chart 2 game. On the display screen 500, the special chart 2 reserved number display 504 indicates that the number of reserved memories for the special chart 2 game is "0".

[0387] The hold display (standby hold display) 505 displays either the hold number for the special chart 1 game or the hold number for the special chart 2 game using a hold icon 507 depending on the game status. The display screen 500 indicates the hold number for the special chart 1 game by displaying a hold icon. The hold consumption display (consumption hold display) 506 is a display screen for the game status (game status A) that indicates that the special chart game is changing by displaying a hold consumption icon. The display screen 500 indicates that the hold memory number for the special chart 1 game or the hold memory number for the special chart 2 game is "0" using the hold display 505. The display screen 500 also indicates that the special chart 1 game or the special chart 2 game is not changing using the hold consumption display 506, particularly by the absence of a hold consumption icon on the consumption hold base.

[0388] The display screen 510 shown in FIG. 46(2) is the display screen after the variable display game has started. The display screen 510 is the screen after the display screen 500, and shows the screen during variable display (during three symbol fluctuation). The display screen 510 is an example of a display screen in game state A (normal game state). On the display screen 510, the left symbol, middle symbol, and right symbol of the large symbol group 501 are fluctuating, indicating that the special symbol variable display game is fluctuating. Also, on the display screen 510, the left symbol, middle symbol, and right symbol of the small symbol group 502 are fluctuating, indicating that the special symbol variable display game is fluctuating.

[0389] On the display screen 510, the special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0", the special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0", and the reserved display 505 is a game status that indicates the reserved number for the special chart 1 game, and indicates that the reserved memory number for the special chart variable display game (special chart 1 game) is "0". Also, on the display screen 510, the reserved consumption display 506 displays the reserved memory display that is being consumed, and indicates that the special chart variable display game is being displayed as a variable.

[0390] In addition, display screen 500 and display screen 510 may include display elements such as background display, character display, and text display (not shown), and the display elements may also be capable of producing a display with movement using animation, etc.

[0391] In addition, the reserved consumption display 506 shows how the reserved consumption icon 508 corresponding to the reserved consumption of the special game is displayed. The reserved consumption icon 508 is, for example, spherical, and the reserved consumption icon 508 can also be animated (for example, deformation, color change, up and down movement, etc.) to produce a display with movement.

[0392] The reserved display 505, depending on its display mode (reserved memory display displayed on the reserved display 505), can clearly indicate the number of reserved memories of the special chart variable display game and can also notify the expectation for the game result for each reserved memory. Note that the reserved number or the number of reserved memories means the number of start memories in which the special chart variable display game has not yet been executed.

[0393] The pending consumption display 506, depending on its display mode, can indicate whether the special chart variable display game is in a variable display state and can also notify the degree of expectation for the game result. On the display screen 500, the pending consumption display 506 leaves the frame blank to indicate that the special chart variable display game is in a stopped state. After this, the gaming machine 10 starts the variable display when the number of pending memories for the special chart 1 game or the special chart 2 game becomes 1 or more.

[0394] The display screen 512 shown in Figure 46 (3) is a display screen during the stop of the pattern after the display screen 510. The display screen 512 displays the pattern that is the result state of the variable display game for a predetermined period after the variable display in the special chart 1 game has ended. In addition, the display screen 512 sets the number of reserved memories to "0" in both the special chart 1 game and the special chart 2 game.

[0395] Since the number of reserved memories is "0" in both the special chart 1 game and the special chart 2 game, the gaming machine 10 displays the screen for a predetermined time and then starts the customer waiting performance. Then, the gaming machine 10 starts the variable display of the special chart 2 game when the number of reserved memories in the special chart 2 game becomes "1" or more, and starts the variable display of the special chart 1 game when the number of reserved memories in the special chart 2 game is "0" and the number of reserved memories in the special chart 1 game becomes "1" or more.

[0396] Next, a display screen displayed when setting the volume or the light intensity will be described with reference to Fig. 47. Fig. 47 is a diagram showing an example of a display screen displayed when setting the volume or the light intensity in the first embodiment.

[0397] Screen 521 shown in Fig. 47(1) is one of the display screens of display device 41, and is the display screen during the volume setting operation. Screen 521 is superimposed on the currently displayed screen (for example, a variable display screen, a winning screen, a waiting screen, etc.) by the volume setting operation (for example, detection of a pressing operation of plus adjustment button 29f, minus adjustment button 29g, or cross cursor switches 29a, 29b, which function as the second operation input). Screen 521 may be displayed by switching the currently displayed screen.

[0398] Screen 521 includes a volume setting display 522, an operation unit image display 523, and an operation guide display 524. Volume setting display 522 is a display related to the volume setting, and displays the volume setting value using a numerical display (character display) and a graph display (image display). Volume setting display 522 displays the title "Volume Setting," a horizontal graph display, and numerical display alongside the graph display in a horizontally long rectangular display area. Note that volume setting display 522 may also display the default setting and upper limit setting in addition to displaying the current setting. Operation unit image display 523 displays an image of option setting unit 29, which is an operation unit for changing settings. Operation guide display 524 displays operation guides and explanations for changing settings corresponding to setting items (volume setting, light intensity setting).

[0399] The screen 525 shown in Fig. 47(2) is one of the display screens of the display device 41, and is the display screen during the light intensity setting operation. The screen 525 is superimposed on the currently displayed screen (for example, a variable display screen, a winning screen, a waiting screen, etc.) by the light intensity setting operation (for example, detection of the pressing operation of the cross cursor switches 29c, 29d that function as the second operation input). The screen 525 may be displayed by switching the currently displayed screen.

[0400] Screen 525 includes light intensity setting display 526, operation unit image display 523, and operation guide display 524. Light intensity setting display 526 is a display related to the light intensity setting, and displays the light intensity setting value in a numerical display (character display) and a graph display (image display). Light intensity setting display 526 displays the title "Light intensity setting," a horizontal graph display, and numerical display alongside the graph display within a horizontally long rectangular display area. Note that light intensity setting display 526 may also display the default setting or the upper limit setting in addition to displaying the current setting.

[0401] Screens 521 and 525 function as guidance displays that guide the setting change operator through the setting change operation. The guidance displays are intended for operations based on the second operation input, but may be intended for operations based on the first operation input.

[0402] Next, the target operation and the display period in the guidance display will be described with reference to Fig. 48. Fig. 48 is a diagram showing an example of the target operation and the display period in the guidance display of the first embodiment. Guidance display example 1 shown in Fig. 48(1) displays a guidance display when a second operation input (for example, a setting change operation) is made, but does not display a guidance display when a first operation input (for example, a setting change operation) is made. The display period for the guidance display in guidance display example 1 starts from the start of acceptance of the second operation input and is the period from the end of acceptance until a predetermined period of time has elapsed (for example, 5 seconds have elapsed). This allows guidance display example 1 to provide a suitable operating environment for the operator making the second operation input.

[0403] Guidance display example 2 shown in FIG. 48(2) displays a guidance display when a second operation input (for example, a setting change operation) is made, and displays a guidance display conditionally when a first operation input (for example, a setting change operation) is made. The display period of the guidance display based on the second operation input in guidance display example 2 starts from the start of acceptance of the second operation input and is a period from the end of acceptance until a predetermined period (for example, 5 seconds) has elapsed. The display period of the guidance display based on the first operation input in guidance display example 2 also starts from the start of acceptance of the second operation input and is a period from the end of acceptance until a predetermined period (for example, 5 seconds) has elapsed. In other words, the guidance display based on the first operation input is displayed during a period overlapping with the guidance display based on the second operation input, and is not displayed without the second operation input. This allows guidance display example 2 to provide a preferable operating environment for the operator performing the second operation input. Furthermore, although the guidance display example 2 requests that the second operation input also be performed, it is possible to provide a suitable operating environment for the operator who performs the first operation input.

[0404] In guidance display example 3 shown in FIG. 48(3), a guidance display is displayed when a second operation input (for example, a setting change operation) is made, and a guidance display is also displayed when a first operation input (for example, a setting change operation) is made. The display period of the guidance display based on the second operation input in guidance display example 2 starts from the start of acceptance of the second operation input and is a period from the end of acceptance until a predetermined period has elapsed (for example, 5 seconds have elapsed). The display period of the guidance display based on the first operation input in guidance display example 2 is a period from the trigger for changing the setting value of the first operation input until a predetermined period has elapsed (for example, 30 seconds have elapsed). Note that the display period of the guidance display based on the first operation input is set longer than the display period of the guidance display based on the second operation input because it may take time to confirm it. As a result, guidance display example 3 can provide a preferable operating environment for both the operator who makes the first operation input and the operator who makes the second operation input.

[0405] Furthermore, the gaming machine 10 (including modified examples) of the first embodiment described above has the following characteristics in one aspect. Conventional gaming machines can only perform uniform adjustments, which can reduce interest. The gaming machine 10 of the first embodiment provides a gaming machine that can increase interest.

[0406] (1) A gaming machine (e.g., gaming machine 10) is capable of adjusting the output amount (e.g., volume, light intensity) of an effect device (e.g., speaker 19, frame effect device 18, board effect device 44), and includes a first operation means, a second operation means, and a control means. The first operation means (e.g., second operation input) is capable of accepting an operation to adjust the output amount from everyone, including the player. The second operation means (e.g., first operation input) is capable of accepting an operation to adjust the output amount from everyone, excluding the player. The control means is capable of adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means when the output amount is adjusted to a first adjustment value, and is capable of adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means (e.g., see FIG. 28(2)).

[0407] (2) A gaming machine (e.g., gaming machine 10) is capable of adjusting the output amount (e.g., volume, light intensity) of a presentation device (e.g., speaker 19, frame presentation device 18, board presentation device 44), and includes a first operation means, a second operation means, and a control means. The first operation means (e.g., second operation input) is capable of accepting an adjustment operation of the output amount from everyone, including the player. The second operation means (e.g., first operation input) is capable of accepting an adjustment operation of the output amount from everyone, excluding the player. The control means, when the output amount is adjusted to a first adjustment value, is capable of adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means, and is capable of adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means. The presentation device includes a sound output device capable of outputting a specific sound multiple times during one variable display in a variable display game (e.g., see Figures 43 to 45).

[0408] (3) A gaming machine (e.g., gaming machine 10) is capable of adjusting the output amount (e.g., volume, light intensity) of an effect device (e.g., speaker 19, frame effect device 18, board effect device 44), and includes a first operation means, a second operation means, and a control means. The first operation means (e.g., second operation input) is capable of accepting an operation to adjust the output amount from everyone, including the player. The second operation means (e.g., first operation input) is capable of accepting an operation to adjust the output amount from everyone, excluding the player. The control means, when the output amount is adjusted to a first adjustment value, is capable of adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means, and is capable of adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means. The effect device includes a light output device capable of adjusting the light intensity, and a sound output device capable of adjusting the volume. The first operating means includes a first operating unit (for example, a first operation input) and a second operating unit (for example, a second operation input) different from the first operating unit. The control means makes the volume adjustable by either the first operating unit or the second operating unit, and makes the light intensity adjustable by the second operating unit (for example, see FIGS. 16 and 37).

[0409] (4) A gaming machine (e.g., gaming machine 10) is capable of adjusting the output amount (e.g., volume, light intensity) of an effect device (e.g., speaker 19, frame effect device 18, board effect device 44), and includes a first operation means, a second operation means, and a control means. The first operation means (e.g., second operation input) is capable of accepting an operation to adjust the output amount from everyone, including the player. The second operation means (e.g., first operation input) is capable of accepting an operation to adjust the output amount from everyone, excluding the player. The control means is capable of adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means when the output amount is adjusted to a first adjustment value, and is capable of adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means. The control means includes a first output control unit (e.g., decoder (BGM_CH)) capable of controlling the first output of the performance device (e.g., UL signal, UR signal, DL signal, DR signal of BGM_CH), a second output control unit (e.g., decoder (error_CH)) capable of controlling the second output of the performance device (e.g., UL signal, UR signal, DL signal, DR signal of error_CH), a mixed output control unit (e.g., mixer 3149) capable of controlling the mixed output (e.g., mixed UL signal, mixed UR signal, mixed DL signal, mixed DR signal) obtained by mixing the first output and the second output, and a pre-mixing adjustment means (e.g., first volume 3145, second volume 3146) capable of adjusting the output amount of the first output and the output amount of the second output before mixing, and the object of adjustment by the first operating means and the second operating means is the output amount of the mixed output (e.g., see Figure 13).

[0410] (5) A gaming machine (e.g., gaming machine 10) is capable of adjusting the output amount (e.g., volume, light intensity) of an effect device (e.g., speaker 19, frame effect device 18, board effect device 44), and includes a first operation means, a second operation means, and a control means. The first operation means (e.g., second operation input) is capable of accepting an operation to adjust the output amount from everyone, including the player. The second operation means (e.g., first operation input) is capable of accepting an operation to adjust the output amount from everyone, excluding the player. When the output amount is adjusted to a first adjustment value, the control means is capable of adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means, and is capable of adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means. The effect device includes a light output device capable of adjusting the light intensity, and a sound output device capable of adjusting the volume. The first operating means includes a first operating unit (for example, a first operation input) and a second operating unit (for example, a second operation input) different from the first operating unit. The second operating means has an operating unit (for example, a volume adjustment switch 335) covered by a cover member (for example, a cover member 830) (see, for example, FIGS. 24 and 25).

[0411] The above processing functions can be realized by a computer. In this case, a program is provided that describes the processing details of the functions that the gaming machine of the embodiment should have. By executing the program on a computer, the above processing functions are realized on the computer. The program describing the processing details can be recorded on a computer-readable recording medium. Examples of computer-readable recording media include magnetic storage devices, optical disks, magneto-optical recording media, and semiconductor memories. Examples of magnetic storage devices include hard disk drives (HDDs), flexible disks (FDs), and magnetic tapes. Examples of optical disks include DVDs (Digital Versatile Disks), DVD-RAMs, and CDs (Compact Disks)-ROM / RWs (ReWritable). Examples of magneto-optical recording media include MOs (Magneto-Optical Disks).

[0412] When distributing a program, for example, the program is recorded on a portable recording medium such as a DVD or CD-ROM and sold. Alternatively, the program can be stored in a storage device of a server computer and transferred from the server computer to other computers via a network.

[0413] A computer that executes a program stores, for example, a program recorded on a portable recording medium or a program transferred from a server computer in its own storage device. The computer then reads the program from its own storage device and executes processing in accordance with the program. Note that the computer can also read the program directly from a portable recording medium and execute processing in accordance with that program. The computer can also execute processing in accordance with the program received each time a program is transferred from a server computer connected via a network.

[0414] At least a part of the above processing functions can also be realized by electronic circuits such as a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), or a PLD (Programmable Logic Device).

[0415] The gaming machine of the present invention is not limited to a pachinko gaming machine as shown in the disclosed embodiment, but can be applied to all gaming machines that use gaming balls, such as other pachinko gaming machines, arrange ball gaming machines, mahjong ball gaming machines, and slot machines that use medals.

[0416] Furthermore, the disclosed embodiments are illustrative in all respects and should not be considered limiting. Furthermore, the configurations of the above-described embodiments and modifications may be combined and applied. The scope of the present invention is defined by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0417] 10 Gaming machines 30 Game Board 41 Display device 100 Game control device 300 Production control device

Claims

[Claim 1] A gaming machine capable of adjusting the output amount of a performance device, a first operating means capable of accepting an operation to adjust the output amount by a player or other person; a second operating means capable of accepting an adjustment operation of the output amount from a person other than the player; a control means for adjusting the output amount to a second adjustment value different from the first adjustment value by the first operation means when the output amount is adjusted to a first adjustment value, and for adjusting the second adjustment value adjusted by the first operation means to a third adjustment value different from the second adjustment value by the second operation means; a game stopping means for stopping the game when the number of game balls acquired by the player reaches a predetermined number, and not releasing the stop of the game until a predetermined power supply is turned on; Including, The control means a first output control unit capable of controlling a first output of the effect device; a second output control unit capable of controlling a second output of the performance device; a mixed output control unit capable of controlling a mixed output obtained by mixing the first output and the second output; a pre-mixing adjustment means for adjusting the output amount of the first output and the output amount of the second output before mixing them, an output amount of the mixed output is adjusted by the first operating means and the second operating means; the first output control unit, when the game is stopped by the game stop means, suppresses the first output without notifying the game stop by the first output; the second output control unit, when the game stop means stops the game, notifies the game stop by the second output; Gaming machine.

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