Gaming machine

The gaming machine addresses disruptive sound interruptions by controlling sound output relative to video playback, ensuring a smoother gaming experience.

JP7872521B2Active Publication Date: 2026-06-10ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2024-10-09
Publication Date
2026-06-10

AI Technical Summary

Technical Problem

In gaming machines, skipping from one video to another can cause unpleasant sound interruptions, leading to discomfort for players.

Method used

A gaming machine that controls sound output based on video playback status, determining whether to output sound data relative to the video's playback time, thereby preventing disruptive sound interruptions.

Benefits of technology

The solution effectively suppresses sound output that may cause discomfort to players, enhancing the gaming experience by maintaining seamless audio-visual continuity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a gaming machine that can suppress sound output that may cause discomfort to players. [Solution] The slot machine 1 is capable of performing the following: a video production process that plays video based on video data 51; a sound production process that outputs sound based on sound data (55, 56) for which the timing to be output relative to the playback time of the video data 51 is set; and a decision process that determines whether or not to output the sound data (55, 56) before output, depending on the playback status of the video data 51, which may change as the game progresses.
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Description

Technical Field

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

Background Art

[0002] In a gaming machine, an effect corresponding to the progress of the game is executed. For example, Patent Document 1 discloses that by displaying image data such as characters, numerical values, figures, characters, backgrounds, etc., and outputting sound data stored such as sound effects and character voices at timings and in an order programmed in advance for each scene, it is possible to execute an effect in which the effect mode changes with the passage of time.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above-described process, sound data associated with the first video is output along with the playback of the first video, and sound data associated with the second video is output along with the playback of the second video after the first video. Here, it is conceivable to execute a so-called skip operation in which, while the first video is being played back, an operation unit such as a stop switch is operated to interrupt the playback of the first video and shift to the playback of the second video. However, when the skip operation is executed, the sound that is actually being output in association with the first video will be interrupted in the middle, and in that case, there is a possibility of giving an unpleasant feeling to the player.

[0005] The present disclosure provides a gaming machine capable of suppressing sound output that gives an unpleasant feeling to a player.

Means for Solving the Problems

[0006] The first aspect is a gaming machine capable of performing a video production process that plays video based on video data, a sound production process that outputs sound based on sound data for which the output time is set relative to the playback time of the video data, and a decision process that determines whether or not to output the sound data before output, depending on the playback status of the video data which may change as the game progresses. [Effects of the Invention]

[0007] According to this disclosure, it is possible to provide a gaming machine that can suppress sound output that may cause discomfort to players. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of the slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions in the first game state. [Figure 5] This diagram illustrates the state transitions in the second game state. [Figure 6] This diagram illustrates the state transitions within the gameplay period. [Figure 7] This diagram illustrates the connection / communication relationships between the main control board, the game value control board, and the sub-control board. [Figure 8] This figure shows a first example of video effects displayed on the LCD screen and sound effects output from the speaker, controlled by the performance control unit. [Figure 9] This figure shows an example of video data and audio data used to implement the video and audio processing shown in Figure 8. [Figure 10] This figure shows an example of the first pattern in the first example of performance control. [Figure 11] This figure shows an example of the second pattern in the first example of performance control. [Figure 12]This figure shows an example of the first case in the second example of performance control. [Figure 13] This figure shows an example of the second case in the second example of performance control. [Modes for carrying out the invention]

[0009] [Embodiment] A slot machine 1 according to an embodiment of the gaming machine of this disclosure will be described with reference to the drawings. In the following description, "connection" includes cases where the connected objects are directly connected to each other, and cases where the connected objects are indirectly connected to each other via other circuit boards, devices, etc.

[0010] In this embodiment, we illustrate a case where slot machine 1 is a type of revolving game machine that handles the quantity of game value (number of tokens) as electronic data without using physically existing tokens. Unlike conventional slot machines, this slot machine 1 does not require the insertion and dispensing of physical tokens, and the game can proceed using a pseudo-game medium that has been converted into electronic data as data for game value. Such a slot machine 1 is called a tokenless machine, Smart Slot (registered trademark), or sealed revolving game machine.

[0011] The simulated game medium, or game value, increases or decreases as the game progresses. Therefore, players can play without actually holding physical tokens, and can also check the amount of game value they possess during gameplay through the credit display on slot machine 1.

[0012] Figure 1 is a front view of the slot machine 1 described above. As shown in Figure 2, this slot machine 1 is communicated with a card unit 9. The card unit 9 will be described first below.

[0013] The card unit 9 (corresponding to an external device) is a device capable of performing processes related to lending game value to slot machine 1 and returning it from slot machine 1.

[0014] Although not shown, on the outer surface of the card unit 9, in addition to the cash insertion opening and the card insertion / ejection opening, there are provided a display panel capable of displaying an input instruction for a personal identification number, loan balances, etc., a game value loan button, and a card ejection button. Inside the card unit 9, in addition to the I / F for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided.

[0015] The cash management mechanism 91 introduces, detects, and accumulates the banknotes inserted through the cash insertion opening into the card unit 9.

[0016] The card management mechanism 92 introduces and houses the card inserted through the card insertion / ejection opening, and ejects the card through the insertion / ejection opening when the card ejection button is operated.

[0017] The card unit side control unit 93 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 93 performs operation control of the cash management mechanism 91 and the card management mechanism 92 respectively, game value loan processing, card authentication processing, data reading and writing processing from and to the card, etc.

[0018] The operation processing of the cash management mechanism 91 includes processing for operating the cash management mechanism 91 so that the inserted banknotes are introduced into the card unit 9, processing for giving an error notification to that effect when the inserted banknotes are jammed in the cash management mechanism 91, processing for adding the game value corresponding to the inserted banknotes to the current loan balance and temporarily storing it in the RAM, etc.

[0019] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that the card is ejected in accordance with the operation of the card ejection button, etc.

[0020] The lending process for game value includes the process of sending data of the amount of game value to be lent to slot machine 1 in response to the operation of the lending button. During this transmission, the card unit 9 also performs a process of subtracting the amount of game value to be lent from the game value data of the loan balance that is temporarily stored in RAM.

[0021] The card authentication process includes determining whether the entered PIN matches the PIN written on the card when the card is inserted into the insertion / ejection slot and a PIN is entered via the display panel. If the card unit control unit 93 determines that they match, it allows the authenticated card to continue to be used; however, if it determines that they do not match, it may not allow the authenticated card to continue to be used (restrict its use).

[0022] The process of reading data from the card includes reading the game value data if it is written to the card, and temporarily storing it in RAM as the loan balance.

[0023] The process of writing to the card includes receiving game value data when it is transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card eject button. If game value data has already been written to the card when the card eject button is operated, the card unit control unit 93 adds the amount of game value received from the slot machine 1 to the data and writes it to the card (update process).

[0024] As a result, when the card ejection button is operated on the card unit 9, a card containing at least one of the game value and loan balance data owned by the player is ejected from the card insertion / ejection opening.

[0025] Furthermore, the card unit 9 is connected to devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown), and is capable of communicating with them. Various information related to the slot machine 1, such as the number of games played in advantageous game states (AT, CZ, special role (bonus) state, etc.), the change in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0026] <Slot machine configuration> As shown in Figure 1, the coinless slot machine 1 has a casing 10. A front door 100 is provided on the front of the casing 10.

[0027] A keyhole is provided near the right end of the front door 100 when viewed from the front. The keyhole allows a key to be inserted to lock or unlock the front door 100 and the cabinet 10. During gameplay, the front door 100 and the cabinet 10 remain locked, preventing players from accessing the inside of the cabinet 10. Furthermore, since the slot machine 1 is a coinless machine, there is no need to install a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish actual tokens during gameplay. Therefore, during gameplay, except in cases where an error occurs in the slot machine 1, store staff will generally not need to unlock the front door 100 and the cabinet 10. When store staff perform setting changes, setting value checks, maintenance work, etc., the front door 100 and the cabinet 10 are unlocked, and the front door 100 becomes rotatable relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.

[0028] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the player can see the multiple symbols displayed on the surfaces of the multiple rotating reels 20a, 20b, and 20c, which will be described later.

[0029] Above the reel window 200 are an LCD screen 3, a speaker 102, and an illuminated unit 103 for displaying various effects during gameplay. The LCD screen 3, speaker 102, and illuminated unit 103 constitute the notification unit.

[0030] LCD screen 3 displays various animation videos (animation screens) while the player is playing. A sub-LCD screen 30 capable of displaying various game-related animations is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touch.

[0031] Speaker 102 outputs predetermined background music (BGM), sound effects (SE), and voice.

[0032] The lighting unit 103 lights up or turns off in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0033] Below the reel window 200, an operating unit 4 is provided. The operating unit 4 is positioned so that it can be seen and touched by the player. The operating unit 4 includes multiple stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a media display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47, among others.

[0034] Each stop switch 40a, 40b, and 40c is provided corresponding to each rotating reel 20a, 20b, and 20c. Each stop switch 40a, 40b, and 40c accepts operation to stop the rotation of each rotating reel 20a, 20b, and 20c while they are rotating.

[0035] Lamps may be provided inside each stop switch 40a, 40b, 40c. The lamps can, for example, use color to indicate that the stop switches 40a, 40b, 40c are inoperable from the time the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a steady rotation state. The lamps can also use a different color to indicate that the stop switches 40a, 40b, 40c are operational from the time each rotating reel 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.

[0036] The bet switch 41 is used when betting game value. In this embodiment, an example is shown where pressing the bet switch 41 once automatically bets a predetermined number of game values ​​(for example, 3 coins) that can be used for one game.

[0037] Lever 42 functions as a start switch that accepts input to rotate each of the spinning reels 20a, 20b, and 20c. Note that for the spinning reels 20a, 20b, and 20c to start, a "wait condition" must be met, which is an interval of at least the minimum game time (approximately 4.1 seconds) between the start of the spinning reels 20a, 20b, and 20c in the previous game and the start of the spinning reels 20a, 20b, and 20c in the next game. Therefore, when lever 42 is operated, each of the spinning reels 20a, 20b, and 20c will start only after this wait condition has been met.

[0038] The media display unit 43 displays the quantity of game value (hereinafter also referred to as the number of credits) and the number of game value payouts managed by the media management unit 620 of the slot machine 1, and is composed of, for example, multiple 7 segments.

[0039] In this embodiment, "the number of game value payouts" does not refer to the action of dispensing actual tokens to the outside of slot machine 1, but rather to an increase in game value based on the winning combination determined by the internal lottery. In other words, the number of game value payouts is an increase in the numerical value of the digitized pseudo-game medium.

[0040] In this embodiment, a credit limit is set for the number of credits. This credit limit is unrelated to the operation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer game value to card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Media Management Unit-".

[0041] The game information display unit 44 displays information related to the game other than the information displayed on the media display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets for the game value in one game, whether or not a special role has been achieved, whether or not a replay (re-play) has been won, and if an operation type role is won during AT or ART, the code corresponding to the correct operation type of that operation type role, etc.

[0042] The cancel button 45 can accept an operation to change the game value that is currently bet to an unbetted state. For example, if the cancel button 45 is pressed while the game value is bet and is 1 or more, the media management unit 620 (described later) updates the bet game value to "0" and adds the amount of the game value that was bet just before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the bet game value. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process that returns the bet game value to the number of credits by transitioning from a bet state to an unbet state.

[0043] The bet cancellation process based on the operation of the cancel button 45 is effective when a bet is placed but the lever 42 has not yet been operated, and is ineffective from the time the lever 42 is operated until the game based on that lever 42 operation is completed. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0044] The counting button 46 can receive an operation to transfer game value data, which is managed by the media management unit 620 of the slot machine 1, from the media management unit 620 to the card unit 9. For example, if the counting button 46 is operated while the managed game value is 1 or greater, the media management unit 620 subtracts the managed game value towards 0. The data of the subtracted game value is then transmitted to the card unit 9.

[0045] The amount of the game value being managed that is deducted when the counting button 46 is operated once may be predetermined, for example, "1" or "50". Also, the game value being managed may continue to be deducted while the counting button 46 is operated continuously.

[0046] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until a card is ejected from the card unit 9 smoother.

[0047] Furthermore, the counting button 46 may be equipped with a lamp inside or around the button 46 that changes its illuminated color before and after operation.

[0048] The performance button 47 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 47 may also be pressed by the player during gameplay in response to the game's effects. If the performance button 47 is pressed during gameplay, the game's effects will change.

[0049] Furthermore, the performance button 47 may be equipped with a lamp capable of emitting light in various colors and patterns. This lamp lights up when the performance button 47 is operational and remains off when it is inoperable. Additionally, when the performance button 47 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can flash rapidly in a different color than when it is normally lit, such as red or rainbow colors.

[0050] Sensors are provided near each switch in these control units 4 to detect the player's actions and output an operation signal to the control unit 6.

[0051] As shown in Figure 2, the slot machine 1 comprises a rotating reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The rotating reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are located inside the housing 10, along with a power supply unit (not shown) that turns the main power of the slot machine 1 on and off.

[0052] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the rotary reels 20a, 20b, and 20c has multiple patterns (symbols) arranged at intervals along the circumferential direction of the rotary reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to each rotary reel 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0053] Stepping motors 21a, 21b, and 21c stop the rotation of the rotating reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds after the stop switch 40a, 40b, and 40c is operated while the rotating reels 20a, 20b, and 20c are rotating. Stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127.

[0054] The rotation and stopping of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by the rotating reel control unit 611 (described later) in the control unit 6.

[0055] The reset button 71 is operated to clear various errors and to initialize the RAM that makes up the control unit 6. For example, if the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the amount of game value managed by the media management unit 620 of the slot machine 1 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0056] The setting change button 72 is a button that is pressed by store staff when setting one of several setting values ​​for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 72 becomes operational, and by operating the setting change button 72 in this state, it becomes possible to set a setting value.

[0057] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, making it impossible for anyone other than those authorized to unlock them (e.g., store staff with a key) to access the reset button 71 and the setting change button 72. Unlocking is generally limited to cases where an error occurs in the slot machine 1. Therefore, players cannot access the reset button 71 and the setting change button 72.

[0058] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the setting value. The setting value is set by the store staff before the store opens.

[0059] <How the game is played by the player> The player can adjust the volume output from speaker 102 and the brightness of LCD screen 3 by pressing the effect button 47 as needed.

[0060] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. Once a predetermined number of game values ​​have been bet on the slot machine 1, the active line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0061] Figure 1 illustrates a case where the active line L consists of a single upward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, the active line L is activated when a MAX BET (3-coin bet) is made.

[0062] In the following, "winning" refers not only to the alignment of symbols that pay out medals, such as bells and watermelons, on the active payline L, but also to the alignment of symbols corresponding to specific roles, such as special replays, chance symbols, and special roles (bonuses), on the active payline L.

[0063] In this embodiment, one game (one play) refers to a series of actions by which a player operates the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c to obtain the result of a game, including internal drawing, prize determination processing, and processing to increase or decrease the game value.

[0064] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the rotation of each reel 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, or 40c is operated, the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, or 40c stop. Once all the reels 20a, 20b, and 20c have stopped, a predetermined amount of game value is paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.

[0065] The player repeatedly plays the above game. As the game is repeated, the game progresses, and the displays on LCD screen 3 and sub-LCD screen 30, the sound output from speaker 102, and the illumination of the lighting unit 103 change according to the progress of the game.

[0066] <Regarding the game status> During gameplay, various types of game intervals and game states are set, and internal draws are conducted based on the set types of game intervals and game states. As shown in Figures 4 and 5, the game states include the first game state and the second game state. Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the sake of explanation.

[0067] The first game state, as shown in Figure 4, includes the state where special roles are not carried over (non-internal bonus state), the state where special roles are carried over (internal bonus state), and the state where special roles are performed (bonus state). The state where special roles are not carried over, the state where special roles are carried over, and the state where special roles are performed are mutually exclusive.

[0068] The "no special role carryover" state refers to a state in which no special roles (Type 1 BB and Type 2 BB) have been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set when the setting value is changed, when the RAM is initialized, or when condition A is met, such as when the payout of game value exceeds a predetermined number after transitioning to the special role execution state.

[0069] The "special role carryover" state refers to a situation where a special role has been selected through an internal draw, but the award for that special role has been carried over. In other words, the "special role carryover" state means that the flag for a special role has been selected through an internal draw, but the symbols indicating that special role have not yet lined up on the active payline L, and therefore the special role has not yet been awarded.

[0070] Here, Type 1 BB is a continuous activation device for a Type 1 special prize, and Type 2 BB is a continuous activation device for a Type 2 special prize. For example, the number of bets required for Type 1 BB and Type 2 BB to become winning candidates may differ, such that Type 1 BB becomes a winning candidate when the number of bets is the maximum number "3", and Type 2 BB becomes a winning candidate when the number of bets is less than the maximum number. Also, there may be only Type 1 BB as a special prize. Furthermore, it is not possible to win another Type 1 BB while a Type 1 BB is being carried over.

[0071] If a special prize is won while the first game state is in the state where no special prizes are carried over, the first game state will transition from the state where no special prizes are carried over to the state where the winning special prize is carried over.

[0072] When a winning special role is achieved (Condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state is a state in which a special role (bonus) won through internal drawing has been achieved, and the payout of a predetermined number of game values ​​has not yet been completed. For example, if the first game state transitions to the special role implementation state due to the achievement of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of game values ​​paid out by the Type 1 BB or Type 2 BB exceeds a predetermined number.

[0073] More specifically, the special role implementation states include the Type 1 BB implementation state, the Type 2 BB implementation state, and the RB implementation state. If an RB is won through internal drawing while a Type 1 BB is being implemented, the special role implementation state transitions from the Type 1 BB implementation state to the RB implementation state. After 12 games have been played or a specific role has been won 8 times in the RB implementation state, the special role implementation state transitions to the Type 1 BB implementation state.

[0074] The second game state, as shown in Figure 5, includes the general game state, the chance zone (hereinafter sometimes referred to as CZ), and the AT state as a special game state. The special game state includes the AT state and the special role execution state. The general game state, CZ, and AT state (special game state) are mutually exclusive.

[0075] The general game state is a state that is neither an AT state nor a special game state such as a special role execution state, nor is it a CZ (Chance Zone), meaning that the assist function (instruction function) does not occur (or is unlikely to occur). For example, from the time after a RAM clear or the end of an AT until an AT lottery is won, the second game state is set to the general game state. As an example, when the game section is an advantageous section, the AT lottery is conducted according to the role (rare role, etc.) won by the internal lottery.

[0076] The AT state is a state in which the assist function (AT function) is active, which notifies the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than special roles that have been won by internal lottery, via the LCD screen 3, speaker 102, and illuminated unit 103. If an AT is won in the AT lottery while the game section is in the advantageous section, the second game state transitions from the general game state to the AT state. The second game state transitions from the AT state to the general game state when a predetermined number of games have elapsed since the start of the game in the AT state, when the total number of payouts of game value since the start of the game in the AT state reaches a predetermined number, when the AT state continuation lottery decides not to continue the AT, or when the transition from the AT state to the general game state lottery decides to transition to the general game state. At this point, the AT state ends.

[0077] CZ (Chance Zone) is a second game state in which the probability of transitioning to AT (Special Game State) is higher than in the normal game state. A higher probability of transitioning to AT state includes both direct factors such as a higher probability of transitioning to AT state from CZ, and indirect factors such as increasing the probability of subsequent transitions to AT state. Therefore, CZ can be said to be a state in which the game is more advantageous for the player than in the normal game state. While both CZ and AT state are states in which the game is more advantageous for the player than in the normal game state, the AT state is even more advantageous than CZ. CZ can be entered when certain conditions are met, such as winning the CZ lottery based on the winning combination in the internal lottery, reaching a predetermined number of games in the advantageous section, or reaching a predetermined value of points accumulated as the game progresses.

[0078] <About the gaming area> The aforementioned game section is a section for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game section has a normal section and a favorable section. The normal section and the favorable section are mutually exclusive, and the game section can be either a normal section or a favorable section.

[0079] Here, the processing related to the instruction function includes the processing of activating the instruction function (providing assistance), the drawing process for a mode in which the probability of winning the AT is determined, the processing of transitioning to the said mode, the drawing process for the CZ, the CZ processing, the drawing process for the AT, the AT continuation processing, the AT increase processing (including the increase in the number of AT continuation games, the increase in the difference in tokens, and the increase in the number of sets), the processing of transitioning from the AT state to the general game state, the AT processing, the processing of transitioning from the advantageous section to the normal section, and so on.

[0080] The normal section is a section in which processing related to instruction functions cannot be executed, but the section transition process to the advantageous section is performed. If certain conditions for transitioning to the advantageous section are met in the normal section, the game section transitions from the normal section to the advantageous section. Note that the game section can be in the normal section while the second game state is the general game state.

[0081] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period that proceeds when the second game state is the general game state, the advantageous period that proceeds in the CZ, and the advantageous period that proceeds in the AT state. The state in which the game period is an advantageous period is maintained from the time the game period transitions to the advantageous period until predetermined termination conditions are met. The predetermined termination conditions will be described later in "-Period Control Unit--".

[0082] Here, as a summary of the above, we will list the possible combinations of game intervals and second game states that can occur in slot machine 1. • Pattern 1: The game section is the normal section, and the second game state is the general game state. Pattern 2: The game section is the advantageous section, and the second game state is the general game state. Pattern 3: The game section is the advantageous section, and the second game state is the CZ (Chance Zone). • The game section is the advantageous section, and the second game state is the AT state (Pattern 4) As mentioned above, when the game is in a normal game mode, no processing related to the instruction function can be performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function can be performed, which broadens the range of game progression and can be said to be more advantageous for the player compared to a normal game mode.

[0083] <Configuration of each control unit> As shown in Figure 2, the control unit 6 mainly consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63. The main control unit 61 performs interrupt processing such as timer interrupts, and controls the internal lottery and the rotating reels 20a, 20b, and 20c to advance the game. The game value control unit 62 manages and processes game value and controls communication with the card unit 9. The sub-control unit 63 performs control related to the effects based on signals transmitted from the main control unit 61 and when the effect button 47 is pressed.

[0084] The main control unit 61, the game value count control unit 62, and the sub-control unit 63 each consist of a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs necessary for game progression, and the RAM of the main control unit 61 stores game data necessary for game progression. The game data includes the current number of games, data indicating the state or section of each game, and setting values. The ROM of the game value count control unit 62 stores programs necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value count control unit 62 stores the total number of game values ​​being managed. The ROM of the sub-control unit 63 stores programs necessary for controlling the effects, and the RAM of the sub-control unit 63 stores various data related to effect control.

[0085] Here, the connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained using Figure 7. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are each mounted on different circuit boards.

[0086] The main control board P1, on which the main control unit 61 is mounted, and the game value control board P2, on which the game value count control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet switch 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation processing request signal when the cancel button 45 is operated, and a transfer request for game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information regarding whether or not there is a communication abnormality between the card unit 9 and the slot machine 1, and various responses to requests from the main control unit 61.

[0087] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication takes place from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information related to game value (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, information related to various errors, and information related to the game status.

[0088] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value (described later), information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game value (e.g., that the transfer has started, that the transfer is in progress, that the transfer is complete, etc.), information indicating the number of credits and the number of acquired coins, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0089] <Main Control Unit> Returning to Figure 2, the CPU reads and executes the program in ROM, causing the main control unit 61 to function as the internal lottery unit 610, the rotating reel control unit 611, the game result determination unit 612, the game progress control unit 614, the section control unit 615, the game state control unit 616, and the error determination unit 617.

[0090] —Internal Lottery Department— The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of several winning flags as the winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. Based on the result of the internal lottery, the internal lottery unit 610 generates an internal lottery result signal. The internal lottery result signal can be used by the reel rotation control unit 611 and the game progress control unit 614, etc.

[0091] The internal lottery table shows information about possible winning combinations through internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state (not shown) when the lever 42 is operated, the type of special combination (during a bonus), and the setting value. The information about the winning combinations shown in the internal lottery table has one or more combinations of symbols associated with the winning combinations that match those combinations. These winning combinations include losing combinations that do not pay out any game value, as well as operation type combinations that pay out game value when the operation of the stop switches 40a, 40b, and 40c is in the correct operation type, and rare combinations.

[0092] The operation type roles include push-order roles in which the correct operation type is determined solely by the order in which stop switches 40a, 40b, and 40c are pressed; push-order roles that require precise timing of stopping a predetermined symbol in addition to the order of pressing the buttons; and precise timing roles in which the correct operation type is determined solely by the timing of stopping a predetermined symbol.

[0093] For example, if a button sequence combination is won and the stop switches 40a, 40b, and 40c are pressed in that order, the combination is awarded, and a payout of multiple game values ​​(e.g., 8 coins) corresponding to that combination is paid out. If a button sequence combination is won but the stop switches 40a, 40b, and 40c are not pressed in that order, the combination is not awarded, or another combination (such as a 1-coin combination) is awarded.

[0094] Furthermore, operational type wins, such as button-press sequence wins, can be won not only in AT mode but also in general gameplay mode and during CZ (Chance Zone). If an operational type win occurs in general gameplay mode, the correct operational type is not announced, so the win may be missed or only one coin may be paid out. In AT mode, the correct operational type is often announced, and if the stop switches 40a, 40b, and 40c are operated according to the correct operational type, multiple (for example, 8 coins) game values ​​will be paid out.

[0095] —Rotating Reel Control Unit— The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0096] Specifically, if the lever 42 is operated while all of the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start all of the rotating reels 20a, 20b, and 20c. If a stop switch 40a, 40b, or 40c corresponding to the rotating reel 20a, 20b, or 20c is operated while at least one of the rotating reels 20a, 20b, or 20c is rotating, the rotating reel control unit 611 will stop the rotation of the rotating reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.

[0097] In rotation stop control, the rotation reel control unit 611 can stop the rotation of the rotation reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, so that the combination of symbols corresponding to the winning combination indicated by the winning flag is placed on the active line L of the rotation reels 20a, 20b, and 20c, thereby resulting in a win.

[0098] Furthermore, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, and 20c when each stop switch 40a, 40b, and 40c is operated. Pull-in control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the rotation reels 20a, 20b, and 20c so that the symbols corresponding to the non-winning combination do not line up on the active line L.

[0099] Furthermore, while a special role is being carried over (in-bonus mode), the reel control unit 611 stops the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c. However, if the conditions for granting a special role are not met, it is possible to control the system so that the winning special role (bonus) is not awarded.

[0100] —Game Result Determination Unit— The game result determination unit 612 determines the game result based on the results of the internal lottery and the rotation stop control of the rotating reels 20a, 20b, and 20c. The game result refers to the result of determining whether or not a winning combination has been awarded based on the symbols that lined up on the active line L. Specifically, the game result determination unit 612 determines that a winning combination has been awarded when the combination of symbols that stopped on the active line L matches a predetermined combination of symbols.

[0101] —Game Progression Control Unit— The game progress control unit 614 controls the game progress based on the player's actions. In doing so, the game progress control unit 614 controls the game progress by the player based on settings set by the store staff.

[0102] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61, thereby clearing game data such as the first and second game states and game intervals. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0103] —Section Control Unit— The section control unit 615 sets one of several game sections (normal section and advantageous section) when a player is playing the game.

[0104] Specifically, when the game section is in a normal section, the section control unit 615 sets (transitions) the game section from a normal section to a favorable section when the conditions for transitioning to a favorable section are met.

[0105] Furthermore, the section control unit 615 decides whether to maintain the advantageous section state or transition to the normal section if the game section is in an advantageous section. For example, if the game section is in an advantageous section and predetermined conditions are met, such as the second game state transitioning from the AT state to the general game state, the section control unit 615 will transition the game section from the advantageous section to the normal section, even if the forced termination conditions described later are not met.

[0106] Furthermore, the section control unit 615 forcibly transitions the game section from the advantageous section to the normal section when a forced termination condition is met, including when the difference in game value during the advantageous section, based on the quantity of game value at the time of entering the advantageous section, reaches, for example, 2400 coins.

[0107] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous period. The difference is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. The limit on the difference in game value that can be obtained in the advantageous period is, as in the example of the forced termination condition of the advantageous period described above, when the difference in game value during the advantageous period, based on the amount of game value at the time of entering the advantageous period, reaches, for example, 2400 coins (a predetermined limit). Since the amount of game value at the time of entering the advantageous period is used as the basis (for example, the difference is indicated as "0"), the predetermined limit (2400 coins) can also be said to be the limit on the amount of increase that will result in a positive game value for players who have been playing continuously since entering the advantageous period. Let's explain using two specific examples. In the first example, suppose that the player remains in a losing state (the number of game value tokens bet is greater than the number of tokens paid out) from the start of the advantageous period, and the difference becomes negative, reaching a low point (for example, -1000 tokens). After that, suppose that the player remains in a winning state (the number of game value tokens bet is less than the number of tokens paid out), and the difference in game value from the start of the advantageous period returns to 0. Furthermore, if the winning state continues, the point at which the advantageous period is forcibly terminated, when the difference in game value from the start of the advantageous period reaches the predetermined limit of 2400 tokens, is when the difference in game value from the point at which the low point was reached reaches 3400 tokens. The player's remaining game value will temporarily become -1000 tokens, then become +3400 tokens, and the condition for the forced termination of the advantageous period is met when the total becomes +2400 tokens. On the other hand, in the second example, if the winning state continues from the time the advantageous period begins, the difference in game value from the time the advantageous period began will reach 2400 coins, and the advantageous period will be forcibly terminated. The condition for the forced termination of the advantageous period is met when the player's remaining game value never goes into the negative and reaches +2400 coins.

[0108] In this specification, the quantity of game value (e.g., the number of tokens) may be expressed as "number of tokens," and the difference between the quantity of game value bet and the quantity of game value obtained as a result of the game may be expressed as "difference in tokens." However, these expressions are not limited to gaming machines that use game media such as tokens, and for the sake of explanation, the term "number of tokens" is also used in gaming machines that use the quantity of digitized pseudo-game media as the quantity of game value.

[0109] Furthermore, if a setting value is changed or game data is cleared, the section control unit 615 sets the game section to the normal section, regardless of the game section immediately before the reset.

[0110] —Game State Control Unit— The game state control unit 616 sets the first game state and the second game state, respectively.

[0111] Specifically, the game state control unit 616 sets the first game state to one of the following: no special role carried over, special role carried over, or special role performed, and sets the second game state to one of the following: general game state, CZ (Chance Zone), or AT (Attack Time) state.

[0112] As an example, as shown in Figure 4, the game state control unit 616 sets the first game state to the no-special-win state when predetermined conditions such as RAM clearing or setting changes of the main control unit 61 are met. Immediately after a special win is won by internal lottery, the game state control unit 616 sets the first game state to the special-win-win-carry state. If that special win is awarded, the game state control unit 616 sets the first game state to the special-win-execution state.

[0113] Furthermore, as shown in Figure 5, the game state control unit 616 determines whether or not to set the second game state to the AT state (i.e., whether or not an AT has been won) based on the result of the AT lottery. If an AT lottery is won during the advantageous period, the game state control unit 616 sets the second game state to the AT state. Conversely, if an AT lottery is not won, the game state control unit 616 can set the second game state to the general game state or the CZ. Also, when the AT ends, the game state control unit 616 can transition the second game state from the AT state to the general game state or the CZ.

[0114] Although not shown in the diagram, the game state control unit 616 can control the transition between RT states. An RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 has multiple RT states in which the probability of winning the replay flag is different from each other, and when the transition conditions for RT are met in any RT state, the game transitions from that RT state to another RT state. For example, during a special role carryover state in which AT can be executed, no transition of RT states occurs, and one RT state is maintained. In states other than the special role carryover state, transitions of RT states may occur.

[0115] ―Error detection unit― The error determination unit 617 determines whether or not various errors occur. Examples of various errors include backup failures, communication failures between the main control board P1 and the game value control board P2, connection failures between the slot machine 1 and the card unit 9, and reaching the upper limit of the number of credits.

[0116] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that occurred is sent from the main control unit 61 to the game value control unit 62 and the sub-control unit 63 as information about the error. As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 performs processing to notify the content of the error that occurred on the LCD screen 3, the sub-LCD screen 30, the speaker 102, etc.

[0117] <Game Value Control Unit> When the CPU reads and executes the program in the ROM, the game value control unit 62 functions as a media management unit 620 and a complete operation control unit 621.

[0118] -Media Management Department- The media management unit 620 performs processing and management of increases and decreases in game value (number of credits). For example, the media management unit 620 increases the managed game value in response to the transfer of game value from the card unit 9. When it receives a bet request for game value from the main control unit 61, the media management unit 620 determines whether betting is possible based on the managed game value and the bet request. If the managed game value is equal to or greater than the number of bets, the media management unit 620 determines that betting is possible and subtracts the bet amount from the managed game value. If the managed game value is less than the number of bets, the media management unit 620 determines that betting is not possible and performs processing to send a message to the main control unit 61 to that effect. If betting is not possible, the amount of managed game value is maintained.

[0119] If a payout-generating combination is drawn through an internal lottery and that combination is awarded, the media management unit 620 performs a process to increase the game value being managed by an amount corresponding to the type of combination awarded.

[0120] Furthermore, if the cancel button 45 is pressed, the media management unit 620 increases the game value being managed by the amount that was bet. If the counting button 46 is pressed, the media management unit 620 transfers the game value data being managed to the card unit 9.

[0121] Furthermore, the media management unit 620 calculates the difference in game value, which is the cumulative value obtained by subtracting the number of bets from the number of game value payouts. Using this difference, the media management unit 620 calculates the following: (A) The difference in game value during each advantageous period. (B) The range (hereinafter referred to as MY value) which is the difference between the maximum and minimum values ​​of the difference after the power of slot machine 1 has been turned on.

[0122] The above (A) is used to determine whether the conditions for the forced termination of the advantageous period are met. The above (A) is calculated continuously from the time the game period transitions from the normal period to the advantageous period until it transitions back to the normal period. Therefore, the above (A) is cleared when the game transitions back to the normal period and calculation begins again when the game transitions back to the advantageous period.

[0123] The above (B) is used to control the operation of the following complete function. The above (B) is calculated as long as the power to slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power to slot machine 1 is turned off and calculation starts again when it is turned on again.

[0124] Furthermore, the media management unit 620 determines whether the game value being managed, i.e., the number of credits, has reached the credit limit. If the number of credits reaches the credit limit, this fact is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 uses the LCD screen 3, speaker 102, and illuminated unit 103 to perform notification processing, prompting the player to operate the counting button 46 to transfer the credit count data to the card unit 9. While this notification processing is in progress, the main control unit 61 performs game stop processing, such as disabling the bet switch 41 and lever 42, to halt the progress of the game. This notification processing and game stop processing can be released when the number of credits falls below the credit limit by transferring the credit count data through the operation of the counting button 46.

[0125] Furthermore, if the number of credits is lower than the credit limit but close to the credit limit, the game may not be stopped, and instead a notification prompting the player to operate the counting button 46 may be issued.

[0126] —Complete Operation Control Unit— The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes greater than or equal to the upper limit of MY (for example, 19000 or more).

[0127] The complete function is a stop function that renders slot machine 1 unplayable. When the complete function is activated, the parts of slot machine 1 necessary for playing, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, become unresponsive. Therefore, even if the bet switch 41 is operated while slot machine 1 is activated, no bet will be processed. This complete function remains active unless the power to slot machine 1 is turned off by store staff. After the power to slot machine 1 is turned on again, the complete function is deactivated (the complete function is inactive).

[0128] Furthermore, if the complete operation control unit 621 becomes lower than the MY upper limit but close to or greater than the MY upper limit (for example, 18500 or more), it performs processing to send a pre-notification command to the sub-control unit 63 indicating that the complete function is about to be activated.

[0129] <Sub-control Unit> The CPU reads and executes the program in ROM, thereby enabling the sub-control unit 63 to function as the performance control unit 630 (corresponding to the notification control unit).

[0130] —Production Control Unit— The performance control unit 630 displays a selected performance video from among several types of performance videos on the LCD screen 3 or sub-LCD screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the performance video from the speaker 102, and illuminates the lighting unit 103 with a lighting pattern corresponding to the performance video. For example, if an AT or bonus is won, the performance control unit 630 selects a performance pattern to display that fact on the LCD screen 3 or sub-LCD screen 30, and controls the display of the LCD screen 3 or sub-LCD screen 30, the sound output of the speaker 102, and the illumination of the lighting unit 103 according to the performance pattern.

[0131] The performance control unit 630 causes at least one of the LCD screen 3 and speaker 102 to notify the correct operation pattern of the winning operation pattern during AT (assist function, i.e., instruction function).

[0132] Furthermore, if the notification conditions for an effect that suggests the setting value are met during gameplay, the effect control unit 630 will cause at least one of the LCD screen 3, speaker 102, and illuminated unit 103 to display the notification for the effect. This effect can be used by the player as one of the means to understand what the setting value of the slot machine 1 currently being played is. Notification conditions include when a rare role is won, when a special role (bonus) is performed, and when the AT ends.

[0133] - An example of performance control - Figure 8 shows a first example of the video effects displayed on the LCD screen 3 and the sound effects output from the speaker 102 by the performance control unit 630. As shown in Figure 8, the explanation will take an example of an effect in which the first video is played, and the second video is played after the first video has finished playing. The first video includes footage of an ally character raising their sword and performing a charging motion (see the T1 time point of the first video shown in the upper left of Figure 8 and the T2 time point of the first video shown in the upper right of Figure 8). At this time, the voice of the ally character saying "Take this!!" and the sound of the charging motion (sound effect) are output from the speaker 102. After that, as shown in the lower left of Figure 8 (labeled as T3 time point of the first video), the continuation of the first video is played, and the first video includes footage of the ally character swinging their sword down and unleashing a slash. At this time, the voice of the allied character saying "Orya!" and the sound effect of the slash (whoosh!) are output from speaker 102. The second video, which is played after the first video, includes footage of the allied character's slash hitting the enemy character, as shown in the lower right of Figure 8 (labeled as the start time T4 of the second video). At this time, the sound effect of the slash hitting the enemy character is output from speaker 102.

[0134] Figure 9 shows an example of video and audio data used to implement the video and audio processing shown in Figure 8. As shown in Figure 9, there are two video data files: video data 51 for the first video and video data 52 for the second video, which are stored in the memory of the production control unit 630. There are multiple types of audio data, including BGM data, voice data, and sound effect data. The audio data has a set output time relative to the playback time of the video data. For example, as shown in Figure 9, the start time of BGM output is set to the start time of the first video. The start time of output for the audio data 53 that says "Take this!" is set to time T0 of the first video. The start time of output for the audio data 54 that says sound effect (charge sound) is set to time T0 of the first video. The start time of output for the audio data 55 that says "Here I go!" is set to time T3 of the first video. The start time of output for the audio data 56 that says sound effect "Bang! (slashing sound)" is set to time T3 of the first video. The output start time for sound data 57 of the sound effect "Bash! (sound of a slash hitting)" is set to the start time T4 of the second video. In other words, the sound data is configured to be output at a predetermined timing (output start time) depending on the playback status of the video data.

[0135] [Example of a malfunction in the first example of performance control] In gaming machines, the playback status of video data may change depending on the progress of the game. For example, the speed of gameplay may differ among players; players who play quickly will operate the first to third stop switches quickly, while players who play relatively slowly will operate the first to third stop switches slowly. The speed of gameplay differs according to the player's actions, and the playback status of the video data changes accordingly. As an example of performance control to enable this, for instance, when the third stop switch among stop switches 40a, 40b, and 40c is operated, a control may be implemented to immediately start playing the second video. In this case, as shown in the first example of the first pattern in the first example of the performance control shown in Figure 10, if the third stop switch is operated after the playback of the video (video of swinging the sword down) and the voice "Orya!" and sound effect "Bun!" from the first video starting at time T3 has finished, the player will not feel any discomfort even if the performance control unit 630 immediately starts playing the second video, because the output of the voice "Orya!" and sound effect "Bun!" has finished.

[0136] However, as shown in the second pattern example of the first example of performance control shown in Figure 11, if the third stop switch is operated while the video (video of the sword being swung down) and the audio data 55 of the voice "Orya!" and the audio data 56 of the sound effect "Bun!" are being played from time T3 of the first video, the performance control unit 630 interrupts the playback of the first video, which is currently being played, and immediately starts playing the second video. As a result, the output of the audio data (55, 56) associated with the first video is interrupted along with the interruption of the first video (the playback of the voice "Orya!" and sound effect "Bun!" is interrupted midway), causing the sound to be abruptly cut off, which may cause the player to feel uncomfortable.

[0137] [Second example of performance control: decision processing] Therefore, in the second example of the performance control of this embodiment, the performance control unit 630 is configured to execute video performance processing, sound performance processing, and decision processing. The video performance processing is the process of playing back video based on the video data 51 and 52 shown in Figure 9. The performance control unit 630 is capable of executing the process of playing back the first video based on the video data 51 related to the first video, the process of playing back the second video based on the video data 52 related to the second video, and the process of switching from the playback state of the first video to the start of playback of the second video based on the operation of the third stop switch. As a result, the playback status of the video data 51 and 52 changes as the game progresses. For example, there are at least the following three playback patterns. The first pattern is a pattern in which the playback of the second video begins when the third stop switch is operated after the first video has been played back in its entirety. The second pattern is a pattern accompanied by a skip operation in which the first video is interrupted and the playback of the second video begins when the third stop switch is operated after the first video has been played back up to a point before T3 of the first video. The third pattern involves a skip operation where the first video is played until a point later than T3 in the first video, at which point the third stop switch is operated, interrupting the first video and starting playback of the second video.

[0138] As shown in Figure 9, the sound effect processing is a process that outputs sound based on sound data (53, 54, 55, 56, 57), with the timing of output set relative to the playback time of the video data (51, 52). The decision processing is a process that determines whether or not to output the sound data before output, depending on the playback status of the video data. In this embodiment, the decision processing determines whether or not to output the sound data 55 for the voice "Orya!" and the sound data 56 for the sound effect "Bun!", which are set to be output from time T3 of the first video, depending on the playback status of the video data 51. This decision processing is performed before time T3 of the first video. The sound data 55 and 56 for the voice "Orya!" and sound effect "Bun!" have output timings set after time T3 (first playback time) in the first video. The decision processing determines whether or not to output the sound data based on the timing when the third stop switch (operation unit) is operated relative to time T3 (first playback time).

[0139] Specifically, as in the first case of the second example shown in Figure 12, if the third stop switch is operated before time T3 (first playback time), the performance control unit 630 decides in the decision process not to output the two sound data (55, 56) that are set to be output after time T3 (first playback time) in the first video. As a result, the first video is interrupted by the operation of the third stop switch, but the sound data 55 for the voice "Orya!" and the sound data 56 for the sound effect "Bun!" are not output, and the playback of the second video begins and the sound data 57 for the sound effect "Bash!" is output. The video of the sword being swung down, which is played from time T3 in the first video, is skipped, and the sound data 55 and 56 associated with it are not output, thus preventing the player from feeling any discomfort.

[0140] On the other hand, as in the second case of the second example shown in Figure 13, if the third stop switch is operated after time T3 (first playback time), in other words, if the third stop switch is not operated before time T3 (first playback time), the production control unit 630 decides in the decision process to output two sound data (55, 56) whose output timing is set to occur after time T3 (first playback time) in the first video. When the time (time T3) arrives at which the two sound data (55, 56) that the production control unit 630 has decided to output should be output, the two sound data (55, 56) are output from the speaker 102. The two sound data (55, 56) that have been decided to be output in the decision process and whose output has started are output until the end of these sound data (55, 56). As shown in Figure 13, even if the third stop switch is activated after the start of output of the two sound data (55, 56) (T3) but before the output of the two sound data (55, 56) is completed (at time T4 in Figure 13), interrupting the first video and starting playback of the second video, the production control unit 630 continues to output the two sound data (55, 56). From time T4, the production control unit 630 outputs the second video and the sound data (57) of the sound effect associated with the second video. Therefore, the sound data (55, 56) and sound data (57) are superimposed and output from the speaker 102.

[0141] In this embodiment, the decision process determines whether or not to output sound data (55, 56) (corresponding to Type 2 sound data) whose output timing is set to be after T3 (first playback time) in the first video, but does not determine whether or not to output sound data (53, 54) (corresponding to Type 1 sound data) whose output timing is set to be before T3 (first playback time) in the first video. In other words, the decision process is performed only for sound data (55, 56) that is highly likely to interrupt the first video. Sound data (53, 54) is output from a point in time that is unlikely to be skipped no matter how early the stop switch is operated, whereas sound data (55, 56) may be skipped if the stop switch is operated too early, so the decision process is performed for sound data that may be skipped.

[0142] [1] As in this embodiment, the slot machine 1 (gaming machine) may be capable of performing the following: a video production process that plays video based on video data 51; a sound production process that outputs sound based on sound data (55, 56) for which the timing to be output relative to the playback time of the video data 51 is set; and a decision process that determines whether or not to output the sound data (55, 56) before output, depending on the playback status of the video data 51, which may change as the game progresses.

[0143] <Effects of the invention> According to this embodiment, a process can be executed to determine whether or not to output pre-output sound data (55, 56) depending on the playback status of the video data 51, which may change as the game progresses. This makes it possible to decide not to output sound data that is likely to be skipped depending on the playback status, or sound data that has been decided to be skipped. This suppresses the cancellation of outputted sounds midway through, and makes it possible to suppress sound output that may cause discomfort to the player.

[0144] [2] In the gaming machine described in [1] above, the video presentation processing may be configured to switch from the playback state of the first video to the start of playback of the second video in response to an operation on the control unit (stop switch). In this way, by executing the above determination process when it is possible to switch from the playback state of the first video to the start of playback of the second video in response to an operation on the control unit (stop switch), it becomes easier to suppress the interruption of the sound data output during the playback state of the first video.

[0145] [3] In the gaming machine described in [2] above, the operation of the control unit may include operation of at least one of the control units: the lever 42, the stop switches 40a, 40b, 40c, and the performance button 47. In this way, the system switches from the first video to the second video in response to operations on the control unit that affects the game's progress (lever 42, stop switches 40a, 40b, 40c) and the control unit that affects the progression of the effects (effect button 47). By executing the above decision process, it becomes easier to suppress interruptions in the sound data output during playback of the first video.

[0146] [4] In the gaming machine described in [2] or [3] above, there may be sound data (55, 56) which has a set output time after the T3 time (first playback time) in the first video, and a decision process can be executed to determine whether or not to output the sound data (55, 56) based on the timing when the operation unit is operated relative to the T3 time (first playback time). This is a preferred example of a decision process and the audio data that the decision process targets.

[0147] [5] The gaming machine described in any of [2] to [4] above may have a first type of sound data (sound data 53, 54) which is set to be output before the T3 time (first playback time) in the first video, and a second type of sound data (sound data 55, 56) which is set to be output after the T3 time (first playback time) in the first video, and a decision process can be executed to determine whether or not to output the second type of sound data (sound data 55, 56). The decision process can select only some of the sound data (55, 56) to be considered, rather than all of it, thereby reducing the number of times the decision process is executed.

[0148] [6] In any of the gaming machines described in [1] to [5] above, sound data (55, 56) that has been determined to be output during the decision process and whose output has started may be output until the end of the sound data (55, 56). With this configuration, once sound data is output, it is output to the end, preventing the sound from being canceled midway and interrupting, as in the example above, which can cause discomfort to the player.

[0149] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.

[0150] (A) In the above embodiment, the image is displayed on the liquid crystal screen 3, but is not limited to this. For example, it may be displayed on a display unit including a sub-liquid crystal screen 30 or the like.

[0151] (B) In the above embodiment, speaker 102 is used as an example of sound output means, but the sound output means is not limited to this. For example, it may be earphones connected to the gaming machine by a wire, or earphones or headphones that can be connected by wireless communication such as Bluetooth®.

[0152] (C) In the above embodiment, a decision process is performed on the sound data 55 of the voice "Orya!" and the sound data 56 of the sound effect "Bun!", but the embodiment is not limited to this. For example, the decision process may be performed on the sound data of either the voice or the sound effect. The output of multiple sound data can be determined in a single decision process, or a decision process can be performed for each sound data. When outputting multiple types of sound data, such as voice and sound effects, for example, voice may always be output, but a decision process may be performed for sound effects, or conversely, sound effects may always be output, but a decision process may be performed for voice. The background music (BGM) does not have a cancellation process, and it is acceptable not to perform a confirmation process.

[0153] (D) The performance control unit 630 can utilize multiple channels to output sound data, and a fixed channel may be used for background music, while other sound data (sound effects and voice) may use available channels.

[0154] (E) In the above embodiment, the first playback time is set to the start time T3 of outputting the sound data (55, 56) that is subject to the decision process, but is not limited to this. It can be changed depending on the relationship with the video that is played back together with the sound data that is subject to the decision process. For example, the first playback time may be set slightly earlier than time T3.

[0155] (F) In the above embodiment, the video playback status changes as a result of operating the third stop switch, but the embodiment is not limited to this. For example, the video playback status may change as a result of operating the lever 42, the first stop switch, the second stop switch, or the effect button 47.

[0156] (G) In the above embodiment, the example given is that the decision process is performed in the actual game, but it may also be performed in a simulated game. The actual game displays the combination of symbols as the game result (the combination of symbols corresponding to the winning combination result). In other words, the actual game refers to a series of operations including betting game value, operating the lever 42, determining the internal winning combination, rotating the reels, stopping the reels by operating the stop switches 40a, 40b, and 40c, and paying out game value according to the winning combination when the combination of symbols related to the internal winning combination is displayed in the reel window (if a win occurs). A simulated game is a state in which the process of betting the game value held by the player, the cancellation process of returning the bet game value, and the process of assigning game value according to the combination of symbols displayed by the stopped reels (i.e., winning determination) cannot be performed. A simulated game is a state in which the player is neither in game waiting mode nor in the execution of the actual game.

[0157] The bet switch 41 may also be provided with a MAX bet switch for automatically betting a predetermined number of game values ​​(for example, 3 coins) and a separate bet switch for betting less than the predetermined number of game values ​​(for example, 1 or 2 coins).

[0158] In the above embodiment, the case in which the bed switch 41 and the lever 42 are provided separately was illustrated, but the lever 42 may also perform the function of the bed switch 41.

[0159] In the above embodiment, AT and bonus were given as examples of advantageous game states, but ART may also be included in advantageous game states. CZ is a game state in which the probability of entering AT and the probability of replay are higher than when it is not a CZ. ART is a game state in which the probability of replay is higher than in the normal game state and the correct operation pattern of the operation pattern role is notified. Furthermore, the probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.

[0160] In addition to visual cues, the presentation that suggests the setting value may also include, for example, when the rotation of the reels 20a, 20b, and 20c stops, the symbols visible through the reel window 200 become special symbols.

[0161] In the above embodiment, the case where the gaming machine is an AT-type slot machine was given as an example. However, the gaming machine can also be an ART-type slot machine or other types of machines other than AT machines. Furthermore, the gaming machine is not limited to slot machines, and can also be a pinball game machine such as a pachinko machine.

[0162] In the above embodiment, an example was given where the gaming machine is a coinless machine. However, the gaming machine is not limited to a coinless machine; it can also be a conventional slot machine that uses actual tokens.

[0163] In the above embodiment, the case where the card unit 9 and the slot machine 1 are separate was illustrated. However, at least some of the functions of the card unit 9 may be incorporated into the slot machine 1.

[0164] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of symbols]

[0165] 1: Slot machine (amusement machine) 630: Performance Control Unit

Claims

[Claim 1] Video processing that plays video based on video data, Sound production processing that outputs sound based on sound data set to output at a specific time relative to the playback time of the aforementioned video data, A decision process that determines whether or not to output the sound data before output, depending on the playback status of the video data which may change as the game progresses, This is feasible, The aforementioned video processing can perform a process that interrupts the playback of the first video and switches to the start of playback of the second video in response to an operation on the control unit. The system comprises: first sound data set to the point at which output should begin relative to the first playback point in the first video; and second sound data set to the point at which output should begin relative to the playback point in the second video. If the operation unit is operated before the first playback point, the decision process decides not to output the first sound data, and without outputting sound based on the first sound data, it executes a process to interrupt the playback of the first video and start playback of the second video, and executes a process to output sound based on the second sound data in conjunction with the playback of the second video. If the operation unit is not operated before the first playback time, the decision process determines to output the first sound data, and executes a process to output sound based on the first sound data from the first playback time. If the operation unit is operated after the first playback time but before the output of the first sound data is completed, the process of interrupting the playback of the first video and starting the playback of the second video is executed, and the process of outputting sound based on the second sound data superimposed on the sound based on the first sound data in conjunction with the playback of the second video is executed.