Gaming machine
The gaming machine addresses player discomfort by using a counting operation mode with interval-based counting processes and sound management to ensure clear and consistent counting sounds, reducing sound interference and circuit stress.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2023-12-12
- Publication Date
- 2026-07-16
Smart Images

Figure 0007891459000001 
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Figure 0007891459000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a pachinko gaming machine equipped with a gaming area where gaming balls (gaming values) move, a launching device for launching gaming balls into the gaming area, etc. is known. The pachinko gaming machine has a start port provided in the gaming area, and when the entry of a gaming ball into the start port is detected, a special symbol lottery is performed. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of gaming balls into the large winning port.
[0003] In addition, some gaming machines of this type have a counting switch that is operated when transmitting a gaming value to an external unit (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in gaming machines, it is required to suppress giving a sense of discomfort to players.
[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine in which the sense of discomfort given to players is suppressed.
Means for Solving the Problems
[0007] In order to achieve the above object, the gaming machine of the present invention A counting operation means (counting button 212) that can be pressed, A game value control means (game value control means 203) capable of performing a counting process based on the pressing of the aforementioned counting operation means, A performance control means (performance control means 300) that controls the execution of the performance, It includes a sound output means (speaker 14) capable of outputting sound, The aforementioned performance control means is capable of outputting performance sounds in accordance with the progress of the game, The operation mode of the counting operation means includes a specific operation mode in which the press is continued for a certain period of time or longer. The game value control means is capable of performing the counting process at predetermined intervals based on the fact that the counting operation means has been operated in the specific operation mode. The aforementioned performance control means is capable of playing the material related to the counting sound and outputting the counting sound each time the counting process is executed. When the aforementioned performance control means outputs the counting sound while the performance sound is being output, it reduces the volume of the performance sound. The material related to the counting sound includes a first material and a second material. The aforementioned first material has a silent section during which no sound is output for a predetermined period after playback begins. The second material does not have the silent section, The performance control means, when the counting operation means is operated in the specific operation mode and the counting process is executed at predetermined intervals, plays the first material based on the first execution of the counting process and plays the second material based on the second and subsequent executions of the counting process.
[0008] When counting sound material is played continuously at predetermined intervals (e.g., 300ms), and only the first material is provided, the first material has silent sections, which makes the counting sound seem interrupted and difficult to hear, causing discomfort to the player. In this invention, the first material (with silent sections) is played based on the first counting process, but the second material (without silent sections) is played based on the second and subsequent counting processes. Therefore, the interruption in the counting sound is suppressed (making the counting sound easier to hear), and discomfort to the player is suppressed. Furthermore, because the volume of the sound effects decreases when the counting sound is output, the counting sound will sound relatively louder, which helps to prevent the counting sound from becoming difficult to hear (preventing the counting sound from being drowned out by the sound effects). Also, if the volume of the sound effects decreases gradually, the decrease in the volume of the sound effects will be completed during the silent section of the first material. In other words, the counting sound will be output after the volume of the sound effects has decreased. Therefore, it is possible to prevent the counting sound from becoming difficult to hear due to the sound effects. Furthermore, the first material includes a silent section, during which the volume of the sound effects decreases, and a counting tone is output after the silent section ends. In other words, the sound effects and the counting tone are never output at a high volume (100%) simultaneously. This suppresses excessive current values on the circuit board and reduces component failures. [Effects of the Invention]
[0009] According to the present invention, it is possible to suppress the feeling of discomfort experienced by the player. [Brief explanation of the drawing]
[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention, illustrating its external configuration. [Figure 2] This is a front view showing the external configuration of the gaming machine. [Figure 3] This is a front view showing the external configuration of the game board. [Figure 4] This is a block diagram showing the general configuration of a gaming machine. [Figure 5] It is a view of the lower part of the front frame as seen from above. [Figure 6] It is a schematic cross-sectional view taken along line A-A shown in FIG. 5. [Figure 7] It is a schematic cross-sectional view taken along line B-B shown in FIG. 5. [Figure 8] It is a schematic cross-sectional view taken along line C-C shown in FIG. 5. [Figure 9] It is a timing chart for explaining the flow of the counting process (first counting process) when the counting button is pressed briefly in the gaming machine according to the second embodiment of the present invention. [Figure 10] It is a timing chart for explaining the flow of the counting process (second counting process) when the counting button is pressed long in the gaming machine according to the second embodiment of the present invention. [Figure 11] It is a timing chart for explaining another flow of the counting process (second counting process) when the counting button is pressed long in the gaming machine according to the second embodiment of the present invention. [Figure 12] It is a view for explaining the case of outputting a counting sound and an effect sound. [Figure 13] It is a view for explaining the data related to the counting sound. [Figure 14] It is a view for explaining the case where a short press is executed during the output of the effect sound. [Figure 15] It is a view for explaining the case where a long press is executed during the output of the effect sound. [Figure 16] It is a view for explaining the types of data related to the counting sound and the types of data related to the counting completion voice. [Figure 17] It is a view for explaining the volume reduction of the effect sound when each sound (voice) is output. [Figure 18] It is a view for explaining the case where the output of an error sound, the output of a counting sound, and the output of an effect sound overlap.
Mode for Carrying Out the Invention
[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In the following description, "front and back" basically means that when a player is in front of the gaming machine, the player's side is "front" and the gaming machine side is "back". "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down". "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right".
[0012] Unlike conventional pachinko machines, the gaming machine 1 of this embodiment allows players to play without touching the game balls. The gaming machine 1 is a sealed circulation type in which a certain number of game balls (game mediums) circulate within the machine. Furthermore, the gaming machine 1 uses game value as electronic information, and the game value is consumed or dispensed through gameplay. In the gaming machine 1, the dispensing of game value means electronically dispensing (granting) the game value. It should be noted that the invention according to this embodiment is not limited to the gaming machine 1 but can also be applied to conventional pachinko machines, that is, pachinko machines in which players can physically touch the game balls and the game balls are dispensed into a tray based on their entry into predetermined prize slots.
[0013] Figure 1 is a perspective view showing the external configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment comprises an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 provided inside the gaming machine that forms a game area 4 on which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible to the player but inaccessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that blocks the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a light-transmitting translucent material, and multiple front frame lamps 12 that emit special effects lights to enhance the game are provided inside the translucent portion. In addition, speakers 14 (sound output means) that emit special effects sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10. When a player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated, and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).
[0016] The front frame 10 is equipped with a performance button 26 (performance control means), and when the player operates the performance button 26, the performance displayed on the game machine changes.
[0017] As shown in Figure 2, a dedicated unit 400 (game value lending device, predetermined device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a banknote slot 406 into which banknotes can be inserted, a card insertion / discharge slot 402 into which cards (game value management media) can be inserted / discharged, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values using cards may be carried out by storing the number of game values on the card itself, or by storing the number of game values in a designated management device installed in the gaming hall, etc., and linking the number of game values stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).
[0018] In the dedicated unit 400, an operation (press operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the lending button 403 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 406 is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In addition, in the dedicated unit 400, an operation (press operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the replay button 404 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In other words, in this embodiment, an operation on the loan button 403 or the replay button 404, which are loan operation means, is received as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values are transferred (loaned) from the dedicated unit 400 to the game machine 1.
[0019] As shown in Figure 1, the left side (dedicated unit 400 side) of the front frame 10 is provided with a game value display device (game ball count display device) 211 and a counting button (counting operation means) 212. Based on the lending operation in the dedicated unit 400, the gaming machine 1 executes a lending acceptance process, and a value corresponding to a predetermined number of game values is stored in the game value storage area of the frame control board 201, which will be described later. Hereinafter, the value shown in the game value storage area (stored value) will be called the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values (game balls) that can be used for playing. The number of balls held is displayed on the game value display device 211. The game value display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed on the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see Figure 4), which controls the value (number of balls held) stored in the game value memory area. The frame control board 201 decreases the number of balls held based on the detection of a game ball being launched. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. Furthermore, when game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of balls held by the amount of game value being transferred. Furthermore, when game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of balls held by the amount of game value being transferred. The frame control board 201 also controls the display of the number of balls held on the game value display device 211, and changes the display content of the game value display device 211 according to the increase or decrease in the number of balls held.
[0021] The counting button 212 is operated when sending (returning, transferring) all or part of the number of balls held (game value stored in the game value memory area) to the dedicated unit 400. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, they operate (press) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values are transferred from the game machine 1 to the dedicated unit 400. After the game values have been transferred to the dedicated unit 400, when the card return button 405 of the dedicated unit 400 is operated (pressed), a card that allows the player to know the number of game values they possess is ejected from the dedicated unit 400 (card insertion / discharge port 402).
[0022] Figure 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with a circular outer rail 31, and the area enclosed by the outer rail 31 is the game area 4 on which the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 31 at the left end of the game area 4, and the outer rail 31 and inner rail 30 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.
[0023] In the center of the game board 6, there is a performance unit 36 which includes a liquid crystal display 32 (performance display device, display means) that displays performance images and the like to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is a lighting device 38 (lighting means) which constitutes the performance unit 36 and outputs performance lights and the like to enhance the game.
[0024] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launcher fall into either the game area 4a on the left side of the liquid crystal display 32 or the game area 4b on the right side. In addition, numerous game pins (not shown) are driven into the game area 4 so as to intersect with the surface of the game board 6, causing the direction of movement of the game balls as they move through the game area 4 to change randomly.
[0025] Furthermore, an opening 40 is formed on the left side of the display frame 34, through which game balls falling from the game area 4a to the left of the liquid crystal display 32 can pass. Game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 located below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downwards from the stage 44. Game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downwards from near the center of the stage 44.
[0026] Below the center of the stage 44, there is a first start opening 46 (first area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 4) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. The main control board 200 also executes a payout of prize balls (for example, 1 ball) based on the detection signal input from the first start opening switch 100. Game balls that have entered the first start opening 46 are collected inside the game machine.
[0027] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 4) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 3 balls) based on the detection signal input from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.
[0028] A passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 4) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred, based on the input of the detection signal from the gate switch 102.
[0029] In the game area 4b to the right of the liquid crystal display 32, a second start port 49 (second area) is provided below the passage gate 48. A second start port switch 103 (see Figure 4) is also installed inside the second start port 49 to detect game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 200 also executes the payout of prize balls (for example, 1 ball) based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.
[0030] The second starting opening 49 is provided with a standard mechanism 54 (first movable part) that can operate between a reduced state (closed state) (a state in which it is difficult for game balls to enter the second starting opening 49) and an enlarged state (open state) (a state in which it is easy for game balls to enter the second starting opening 49). The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.
[0031] Furthermore, a large prize slot 50 (third area, predetermined area) is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 4) for detecting game balls that have entered the large prize slot 50 is also installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.
[0032] The large prize opening 50 is equipped with a special mechanism 56 (second movable part, specific movable part) that can operate between a closed state (impossible entry state) in which game balls cannot enter the large prize opening 50 and an open state (impossible entry state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state which is started when a big win is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery). The special mechanism 56 is also controlled to be in the open state under predetermined conditions in the minor win game state which is started when a minor win is achieved in the special symbol lottery (second special symbol lottery).
[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see Figure 4) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The distribution means can be switched between a specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passage state, game balls that enter the large prize opening 50 are distributed to the specific area. As a result, it becomes impossible for game balls that enter the large prize opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to a non-specific area passage state, game balls that enter the large prize opening 50 are sorted to the discharge area. This makes it impossible for game balls that enter the large prize opening 50 to pass through the specific area. The sorting means is displaced by the specific area solenoid. Game balls that enter the large prize opening 50 are first detected by the count switch 104, and then sorted by the sorting means to either the specific area or the discharge area, and after passing through that area, are discharged to the discharge path. At this time, game balls sorted to the specific area are detected by the specific area switch 107.
[0034] At the bottom of the game area 4, there is an outlet 62 for collecting game balls that fall out of the game area 4 without entering any of the prize winning holes 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning holes 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each prize winning hole 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning hole, and then guided into the outlet passage. Furthermore, the game balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see Figure 4) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.
[0035] The game ball launching device is configured such that the launch output of the game balls changes by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game balls are launched so that they fall into the game area 4a (first game area 4a, left-handed area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game balls are launched so that they fall into the game area 4b (second game area 4b, right-handed area) on the right side of the liquid crystal display 32.
[0036] The player adjusts the amount of rotation of the grip unit 20 according to the game situation to launch the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42, and stage 44 and enters the first starting opening 46 (left-handed shot), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed shot). In this embodiment, left-handed shot may be called the first game method, and right-handed shot may be called the second game method.
[0037] In the gaming machine of this embodiment, when a game ball falls through the left-side game area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side game area 4b, the game ball does not enter the first starting opening 46 or the general prize opening 47.
[0038] As shown in Figure 3, a status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates the various states of the game machine by turning on and off lamps or the like.
[0039] Let's return to Figure 4 for explanation. The main control board 200 controls the dispensing of a number of game balls (electronically) corresponding to a predetermined number of prize balls for each detection signal, based on the detection signals received from the first start switch 100, the second start switch 103, the general prize slot switch 101, and the count switch 104.
[0040] Furthermore, the main control board 200 controls the transmission of various commands generated according to the results of various calculations to the sub-control board 202 and the frame control board 201. In this embodiment, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is such that the sub-control board 202 cannot transmit information to the main control board 200.
[0041] The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0042] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button 26, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302. By controlling the performance device, it makes the performance device execute performances to enhance or assist the game, such as turning on or flashing the front frame lamp 12 (Figure 1) or lighting device 38 (Figure 3), displaying performance images on the liquid crystal display 32 (Figure 3), controlling the sound device to output performance sounds from the speaker 14 (Figure 1), or driving the performance object drive device to operate the performance objects (mechanisms).
[0043] The performance control means 300 determines the performance content to be executed based on various commands transmitted from the main control board 200 and input signals from the performance buttons 26. The performance control means 300 also controls, for example, the display on the liquid crystal display 32 based on the determined performance content. The performance control means 300 performs liquid crystal drawing processing at a predetermined cycle (for example, 60 times per second = 60 FPS frame rate). In the liquid crystal drawing processing, drawing commands (information) are constructed that instruct the VDP on the content to be drawn. The VDP then performs drawing according to the drawing commands, and the drawn content is displayed in the display area 32a of the liquid crystal display 32.
[0044] The display area 32a of the liquid crystal display 32 displays still images, for example, 60 frames per second, thereby displaying the animated sequence. Hereafter, one frame will be referred to as a "frame". For example, in the case of an animated sequence (animation pattern) with an animation duration of 60 seconds, the animation sequence is composed of a total of 3600 frames (60 seconds x 60 frames).
[0045] Figure 5 is a view from above of the lower part (operation unit) of the front frame 10. An operation unit equipped with performance buttons 26 is provided on the lower part of the front frame 10, and above the operation unit is a table-shaped (approximately flat) section. On the right side of this section are a directional pad 27, a volume adjustment button 28, and a light intensity adjustment button 29. On the left side of this section are a game value display device 211 and a counting button 212. Here, the unit equipped with the game value display device 211 and the counting button 212 is referred to as the counting unit 213. The counting unit 213 is equipped with a cover 214 that covers the outside.
[0046] The directional pad 27 (directional buttons) comprises at least an up button (upper pressable part), a down button (lower pressable part), a left button (left pressable part), and a right button (right pressable part) that are formed to be pressable.
[0047] The volume adjustment button 28 and the light intensity adjustment button 29 each have an elongated pressing portion in the front-to-back direction, and are designed to allow pressing on the front and rear sides of the pressing portion. The directional pad 27, volume control buttons 28, and brightness adjustment buttons 29 may be collectively referred to as the "effect settings buttons."
[0048] The directional pad 27, volume control buttons 28, and brightness control buttons 29 are configured so that the pressable portion protrudes (pops out) from the surface surrounding the button. Because the pressable portion protrudes, it is easy for the player to touch and press. Also, because the pressable portion protrudes, the player can press the pressable portion even while looking at the LCD display 32, etc. (without looking at the pressable portion) (blind operation is possible).
[0049] Figure 6 is a schematic cross-sectional view of line AA shown in Figure 5. Line AA is the line that passes through the counting button 212. The cover 214 of the counting unit 213 has an inclined surface 214a. The inclined surface 214a is inclined in the front-to-back direction, and is inclined relative to the horizontal plane such that the rear side (back side) is higher (the back side rises). In other words, the inclined surface 214a is inclined upward from the front to the rear in the front-to-back direction. The inclined surface 214a is inclined at an angle of approximately 40° to 50° relative to the horizontal plane. Looking at the counting unit 213 as a whole, it can be said that the rear side protrudes higher than the front side.
[0050] Hereinafter, the game value display device 211 will be referred to as the game value display unit 211. As previously described, the game value display unit 211 has a 7-segment display capable of displaying the number of balls held (number of balls held). The game value display unit 211 (7-segment display) is installed on the inclined surface 214a. If the game value display unit 211 is installed on a horizontal surface (the substantially flat part above the operation unit) (and not on the inclined surface 214a), the player would need to peer over from above. However, in this embodiment, the game value display unit 211 is installed on the inclined surface 214a and faces the player, making it easy for the player to see the display (they do not need to peer over). This reduces the burden on the player.
[0051] Furthermore, the counting button 212 is located on the inclined surface 214a. When viewed from the front (above) (see Figure 5), the counting button 212 is located on the lower right side of the inclined surface 214a. If the counting button 212 were located on a horizontal surface (the approximately flat upper part of the operating unit) (and not on the inclined surface 214a), the visibility of the counting button 212 to the player would be reduced, and the player would need to press the button (pressing part) from top to bottom (vertically). In this embodiment, since the counting button 212 is located on the inclined surface 214a, the player can easily see (notice) the counting button 212. In addition, the player can press the button (pressing part) diagonally downward from front to back, making it easy to operate. This reduces the burden on the player.
[0052] The counting button 212 has a pressing portion 212a, which is formed to be pressable. Here, if we define the position of the pressing portion 212a in the non-operated state as the initial position, then in Figure 6, the pressing portion 212a is in the initial position. When pressed, the pressing portion 212a is pushed inward by a predetermined amount from the initial position, and returns to the initial position when the pressure is released.
[0053] The pressing portion 212a is configured (positioned) so that it does not protrude above the surface surrounding the button (in this case, the slope 214a) at all times (even in its initial position). Note that "not protruding" means that it may be at the same height as the surface surrounding the button, or it may be recessed (concave) below the surface surrounding the button. The counting button 212 can also be called a concave button.
[0054] As shown in Figure 5, the counting unit 213 (specifically its inclined surface 214a) has a predetermined width V in the left-right direction. The width V is approximately 79 mm.
[0055] Furthermore, as shown in Figure 6, the counting unit 213 has a predetermined width W (height W) in the vertical direction (height direction). The height W is approximately 22.8 mm.
[0056] Since the width V and height W are ensured, a portable device (e.g., a smartphone) can be placed (leaned) on the inclined surface 214a. The device has a predetermined weight (e.g., 200g). When the device is placed (leaned) on the inclined surface 214a, the display surface of the device faces the player, making it easier for the player to see the display surface than when the device is placed on a horizontal surface.
[0057] In this embodiment, the pressing portion 212a of the counting button 212 does not protrude beyond the surface surrounding the button. Therefore, it is possible to prevent the player's hand or portable terminal from coming into contact with the pressing portion 212a and pressing it, causing the counting button 212 to be turned ON unintentionally and the counting (transfer of game value to the dedicated unit 400) to be performed. In other words, it is possible to prevent the counting from being performed based on an unintentional press (misoperation) of the counting button 212.
[0058] Figure 7 is a schematic cross-sectional view of the BB line shown in Figure 5. The BB line passes through the volume control button 28. The vertical positional relationship of the counting unit 213 (cover 214), the counting button 212, and the volume control button 28 will be explained. Note that the height (maximum height) of the volume control button 28 and the light intensity control button 29 are the same or approximately the same, so "maximum height of the volume control button 28" may be read as "maximum height of the light intensity control button 29". "Maximum height" refers to the height of the highest position (uppermost position) of the component (button). "Maximum height" may also be called "highest point".
[0059] The maximum height of the counting unit 213 (height of point P) is higher than the maximum height of the volume control button 28 (height of point R). In other words, the position of point P is higher than the position of point R.
[0060] The maximum height of the counting button 212 (height of point Q) is higher than the maximum height of the volume adjustment button 28 (height of point R). In other words, the position of point Q is higher than the position of point R. Point Q may also be referred to as the upper end of the counting button 212. If the lower end of the counting button 212 is called point Q', then the position of point Q' is higher than the position of point R. In this embodiment, the counting button 212 (as a whole) is positioned higher than the volume adjustment button 28 (light intensity adjustment button 29).
[0061] Furthermore, the upper end of the game value display unit 211 (7-segment display) is denoted as T, and the lower end as T'. The positions of the upper end T and the lower end T' are higher than the position of point R. The game value display unit 211 (entire unit) is positioned higher than the volume adjustment button 28 (brightness adjustment button 29).
[0062] Figure 8 is a schematic cross-sectional view of the CC line shown in Figure 5. The CC line passes through the directional pad 27.
[0063] The maximum height of the counting unit 213 (height of point P) is higher than the maximum height of the directional pad 27 (height of point S). In other words, the position of point P is higher than the position of point S.
[0064] The maximum height of the counting button 212 (height of point Q) is higher than the maximum height of the directional pad 27 (height of point S). In other words, the position of point Q is higher than the position of point S. Also, the position of point Q', which is the lower end of the counting button 212, is higher than the position of point S. Furthermore, the positions of the upper end T and lower end T' of the game value display unit 211 (7-segment display) are higher than the position of point S. In this embodiment, the counting button 212 (as a whole) is positioned higher than the directional pad 27. Also, the game value display unit 211 (as a whole) is positioned higher than the directional pad 27.
[0065] By positioning the counting button 212 higher than the volume adjustment button 28 (light intensity adjustment button 29) and the directional pad 27, it becomes relatively easier for players to see, improving visibility. Furthermore, it becomes relatively easier for players to operate, improving operability. This provides players with a more comfortable gaming environment.
[0066] The counting button 212 is positioned higher than the volume adjustment button 28 (light intensity adjustment button 29) and the directional pad 27, but unlike those buttons, the pressable portion 212a does not protrude beyond the surface surrounding the button. This suppresses accidental operation of the counting button 212. Counting is a process related to the value of the game (the player's benefit), and it is necessary to prevent it from being executed due to accidental operation. In other words, it is necessary to prioritize the suppression of accidental operation. On the other hand, the processes based on the operation of the volume adjustment button 28 (light intensity adjustment button 29) and the directional pad 27 are related to setting the effects, etc., and it is not necessary to prioritize the suppression of accidental operation. Therefore, the pressable portion of these buttons protrudes to make them easier for the player to touch and improve operability.
[0067] As shown in Figure 5, in the left-right direction, the directional pad 27, volume control buttons 28, and light intensity control buttons 29 are located on the right side, while the counting unit 213 is located on the left side. Alternatively, these components may be grouped together on one side rather than being separated on the left and right.
[0068] The volume control button 28 and the light intensity control button 29 are positioned so that at least a portion of them is in front of (towards the player) the counting button 212. For example, the volume control button 28 and the light intensity control button 29 may be positioned in front of (towards the player) the counting button 212. The volume control button 28 and the light intensity control button 29 are operated relatively frequently at the start of gameplay or during gameplay. In contrast, the counting button 212 is a button that can basically be operated at the end of gameplay, and is therefore operated relatively infrequently. For this reason, by positioning the volume control button 28 and the light intensity control button 29 in front of the counting button 212, it is possible to make the buttons that are operated more frequently easier to operate.
[0069] Furthermore, the operating force of the counting button 212 (for example, about 1.0N) may be equivalent to that of the volume adjustment button 28 and the light intensity adjustment button 29. By making them equivalent, it is possible to suppress the feeling of discomfort the player experiences when operating them.
[0070] Furthermore, although the gaming machine according to this embodiment is a gaming machine that allows players to play without touching the game balls, a conventional gaming machine in which players can touch the game balls may be installed next to (near) this gaming machine. The counting button 212 may be configured such that even if a game ball that falls from above comes into contact with the pressing part 212a, the pressing part 212a is not pressed by the impact, that is, the counting button 212 does not turn ON. In this case, it is possible to prevent the counting button 212 from turning ON due to unintended contact with a game ball and the execution of counting.
[0071] In this embodiment, both the game value display unit 211 and the counting button 212 are provided on the inclined surface 214a. However, this is not the only option; at least the game value display unit 211 must be provided on the inclined surface 214a. For example, the counting button 212 may be provided on a horizontal surface (the substantially flat upper part of the operation unit), and the game value display unit 211 at the back may be provided on the inclined surface 214a. In other words, only the portion on which the game value display unit 211 is provided may be raised. Even in this case, the pressing portion 212a of the counting button 212 should not protrude beyond the surface surrounding the button.
[0072] The gaming machine of this embodiment is A counting unit (for example, counting unit 213), It is equipped with volume control buttons (for example, volume control button 28), The counting unit includes a game value display unit (e.g., game value display unit 211) capable of displaying the game value, and a counting button (e.g., counting button 212) equipped with a pressable part (e.g., pressable part 212a) that can be pressed. The counting unit has a slope (for example, slope 214a) that slopes upward from front to rear, The uppermost point in the counting unit is positioned higher than the uppermost point in the volume adjustment button. At least the game value display unit is provided on the slope, The counting button is formed such that the pressing portion does not protrude beyond the surrounding surface of the counting button.
[0073] The counting unit has a slope that inclines upward from front to back, with the highest point on the counting unit being higher than the highest point on the volume control buttons. At least the game value display section is located on this slope. Because the game value display section is raised and facing the player, the player does not need to lean in to see it, making it easy to view. This reduces the burden on the player. In addition, because the pressing part of the counting button does not protrude beyond the surrounding surface of the button, it is possible to prevent fingers or other objects from coming into contact with the pressing part and unintentionally pressing it. In other words, it is possible to prevent counting from being performed based on incorrect operation. This provides the player with a comfortable gaming environment.
[0074] (Application to slot machines) In this embodiment, an example of applying the present invention to a pachinko game machine in which the player can play without touching the game balls has been described. However, the present invention can also be applied to a medalless game machine (slot machine) in which the player can play without using game tokens. The game machine is equipped with components corresponding to a counting unit 213, a directional pad 27, a volume control button 28, and a light intensity control button 29, etc. The game machine sets the number of bets using game value (electronic information), rotates the reels by operating the start lever to start the game, stops the rotating reels by operating the stop button, and a predetermined winning combination can be achieved depending on the type of symbols and combination of symbols when the reels stop. Furthermore, when a predetermined winning combination is achieved, a game value corresponding to that combination is awarded.
[0075] (Second Embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the configuration which is the same as that of the first embodiment will be omitted or simplified.
[0076] As previously described, the counting button 212 (see Figure 1) is operated when transmitting (transferring) part or all of the number of balls held (the number of game balls stored in the game machine) to the dedicated unit 400. When the counting button 212 is operated, a predetermined number of game values are transferred from the game machine to the dedicated unit 400 (see Figure 2).
[0077] The frame control board 201 transmits and receives information with the dedicated unit 400. The information transmitted by the frame control board 201 to the dedicated unit 400 includes counting notifications related to counting. A counting notification is a notification that includes the number of game balls (game value) to be transferred to the dedicated unit 400. The frame control board 201 transmits counting notifications to the dedicated unit 400 at 300 msec intervals from the completion of startup. Hereafter, the timing at which counting notifications are transmitted at a fixed interval (300 ms interval) will be referred to as the "counting timing".
[0078] The counting button 212 can be operated in two ways: a "short press" based on the ON time (ON detection time) being less than a certain period (500ms), and a "long press" (specific operation mode) based on the ON state being continuously ON for a certain period (500ms) or longer. With a short press, only one game ball is transferred (counted) with each operation. With a long press, 250 game balls are transferred (counted) at the timing of counting notifications (counting timing) every 300ms after the ON time has exceeded 500ms. If the remaining number of game balls is less than 250, the entire remaining number of game balls is transferred (counted).
[0079] The frame control board 201 is equipped with a game value control means 203 that controls the execution of the counting process (see Figure 4). The game value control means 203 may be provided on the main control board 200, or on both the main control board 200 and the frame control board 201.
[0080] (Short press) Figure 9 is a timing chart illustrating the flow of the counting process (first counting process) when the counting button 212 is briefly pressed. The game value control means 203 determines (monitors) the operation state of the counting button 212 at predetermined intervals (e.g., 1ms intervals) and can perform counting processing based on whether the counting button 212 is ON or OFF, and the duration of the ON state. Here, the ON edge refers to the rising edge from OFF to ON, and the OFF edge refers to the falling edge from ON to OFF.
[0081] When a player turns on the counting button 212, the game value control means 203 detects the ON edge of the counting button 212 and measures the time elapsed since the ON edge was detected using the counting timer.
[0082] When a player turns off the counting button 212, the game value control means 203 detects the OFF edge of the counting button 212, and based on the detection of the OFF edge, refers to the counting timer. If the time elapsed since the ON edge has not reached 500ms, it determines that the player's operation was a "short press" and decides to execute the first counting process. Specifically, it sets the first counting flag in the memory of the frame control board 201 to ON.
[0083] After the OFF edge of the counting button 212, which is short-pressed, is detected, when the counting timing arrives, the game value control means 203 executes the first counting process based on the fact that the first counting flag is ON. Specifically, it sends a counting notification indicating the number of game balls to be counted, "1", to the dedicated unit 400. It also subtracts 1 from the current number of game balls, "300", and updates the number of game balls to "299" (decreases the value in the game value memory area by "1"). Accordingly, the number of game balls, "299", is displayed on the game value display device 211. Furthermore, the game value control means 203 turns OFF the first counting flag based on the fact that it has executed the first counting process at the counting timing.
[0084] Thus, the first counting process is executed at the counting timing after the OFF edge of the counting button 212 related to the short press is detected. Not only when the short press is completed within the 300ms between counting timings as illustrated in Figure 9, but also when, for example, a counting timing occurs while the short press is being made, the first counting process is not executed at that counting timing, but rather at the first counting timing that occurs after the OFF edge of the counting button 212 related to the short press is detected.
[0085] Based on the execution of the first counting process, the frame control board 201 transmits information related to the execution of the first counting process (first counting information) to the main control board 200, and the main control board 200 transmits the first counting information to the sub-control board 202. The first counting information may include the number of game balls to be counted and the number of game balls after the execution of the first counting process. Based on the receipt of the first counting information, the performance control means 300 provides notification related to the execution of the first counting process. Based on the receipt of the first counting information, the performance control means 300 outputs a sound (counting sound) from the speaker 14 to notify the execution of counting. Details of the counting sound will be described later.
[0086] The game value control means 203 determines whether a short press has occurred based on the OFF edge of the counting button 212, not the ON edge of the counting button 212. Therefore, if the OFF edge of the counting button 212 is not detected within 500ms or more of time since the ON edge of the counting button 212 was detected, the first counting process is not executed.
[0087] (Press and hold) Figure 10 is a timing chart illustrating the flow of the counting process (second counting process) when the counting button 212 is pressed and held.
[0088] When a player turns on the counting button 212, the game value control means 203 detects the ON edge of the counting button 212 and measures the time elapsed since the ON edge was detected using the counting timer.
[0089] The game value control means 203 determines that the player's operation is a "long press" when the time elapsed since the ON edge of the counting button 212 was detected reaches 500ms or more, and decides to execute the second counting process. Specifically, it sets the second counting flag in the memory of the frame control board 201 to ON.
[0090] When the counting timing arrives after the time elapsed since the ON edge of the counting button 212 was detected exceeds 500ms, the game value control means 203 executes the second counting process based on the fact that the second counting flag is ON. Specifically, it sends a counting notification indicating the number of game balls to be counted, "250," to the dedicated unit 400. It also subtracts 250 from the current number of game balls, "770," and updates the number of game balls to "520" (decreasing the value in the game value memory area by "250"). Accordingly, the number of game balls, "520," is displayed on the game value display device 211. After executing the second counting process at the counting timing, the game value control means 203 determines whether the counting button 212 remains ON until the next counting timing arrives. If it determines that the counting button 212 remains ON, it maintains the ON status of the second counting flag. On the other hand, if it is determined that the counting button 212 is OFF (an OFF edge is detected), the second counting flag is turned OFF.
[0091] Subsequently, the game value control means 203 determines whether the second counting flag is ON each time a counting timing occurs, and if the second counting flag is ON, it executes the second counting process. If the counting button 212 remains ON, the number of game balls is decreased by 250 each time, changing from "520" → "270" → "20". When the number of game balls falls below 250 (for example, "20"), the game value control means 203 sends a counting notification to the dedicated unit 400 at the counting timing, indicating the number of game balls to be counted as "20" (the total number of remaining game balls). The game value control means 203 also subtracts 20 from the current number of game balls "20" and updates the number of game balls to "0". If the number of game balls is "0", the second counting process is not executed even if the second counting flag is ON when the counting timing occurs. When the counting button 212 is turned OFF (when an OFF edge is detected), the second counting flag is also turned OFF.
[0092] Based on the execution of the second counting process, the frame control board 201 transmits information related to the execution of the second counting process (second counting information) to the main control board 200, and the main control board 200 transmits the second counting information to the sub-control board 202. The second counting information may include the number of game balls to be counted and the number of game balls after the execution of the second counting process. Based on the receipt of the second counting information, the performance control means 300 provides notification related to the execution of the second counting process. Based on the receipt of the second counting information, the performance control means 300 outputs a counting sound from the speaker 14. Details of the counting sound will be described later.
[0093] Next, we will explain what happens when a player presses and holds the button, but stops holding it before the number of balls reaches "0" (when the counting button 212 is turned OFF).
[0094] Figure 11 is a timing chart illustrating the alternative flow of the counting process (second counting process) when the counting button 212 is pressed and held.
[0095] When a player turns on the counting button 212, the game value control means 203 detects the ON edge of the counting button 212 and measures the time elapsed since the ON edge was detected using the counting timer.
[0096] The game value control means 203 determines that the player's operation is a "long press" when the time elapsed since the ON edge of the counting button 212 was detected reaches 500ms or more, and decides to execute the second counting process. Specifically, it sets the second counting flag in the memory of the frame control board 201 to ON.
[0097] After the time elapsed since the ON edge of the counting button 212 was detected exceeds 500ms, when the counting timing arrives, the game value control means 203 executes the second counting process based on the fact that the second counting flag is ON. Specifically, it sends a counting notification indicating the number of game balls to be counted, "250," to the dedicated unit 400. It also subtracts 250 from the current number of game balls, "770," and updates the number of game balls to "520." Accordingly, the game value display device 211 displays the number of game balls, "520." After executing the second counting process at the counting timing, the game value control means 203 determines whether the counting button 212 remains ON until the next counting timing arrives. If it determines that the counting button 212 remains ON, it maintains the ON status of the second counting flag. On the other hand, if it determines that the counting button 212 has been turned OFF, it turns the second counting flag OFF.
[0098] At the next counting timing, the game value control means 230 executes the second counting process based on the fact that the second counting flag is ON. In this example, at that counting timing, the number of game balls changes from "520" to "270". In this example, after that counting timing but before the next counting timing arrives, the player turns OFF the counting button 212.
[0099] The game value control means 203 turns off the second counting flag based on the detection of the OFF edge of the counting button 212. Therefore, at the next counting timing, the game value control means 203 does not execute the second counting process because the second counting flag is not ON. In other words, the number of game balls remains at "270".
[0100] The performance control means 300 determines that the long press of the counting button 212 (continuous execution of the second counting process) has been interrupted if 300ms has elapsed since the last reception of the second counting information but the next second counting information has not been received, and the current number of game balls is not "0". It then terminates the notification (output of the counting sound) that was in progress.
[0101] (Sound output) The performance control means 300 can read sound data (sound material) stored in the performance data storage means 303 (ROM) into a sound buffer provided in the sub-memory 302, and output sound based on the sound data read into the sound buffer from the speaker 14. In addition, the performance control means 300 has multiple tracks and can output sound played on each track (each channel).
[0102] The performance control means 300 can start playing counting sound data (counting sound data) and output a counting sound based on the reception of information (counting information) related to the execution of counting processing (first counting processing or second counting processing). In this embodiment, multiple types of counting sound data are provided, and the performance control means 300 can select and play the counting sound data according to the situation and output a counting sound. In this embodiment, multiple types of counting completion sound data are also provided (described later).
[0103] Furthermore, the performance control means 300 can output performance sounds (BGM, etc.) in accordance with the progress of the game. In this embodiment, data related to multiple types of performance sounds (performance sound data) is provided, and the performance control means 300 can, for example, select and play performance sound data according to the state of the game machine (game state) and output the performance sound.
[0104] During gameplay, the player can press the counting button 212 at a desired timing to execute the counting process. Therefore, the counting button 212 may be pressed while the sound effect is being output, and the counting process may be executed. In other words, the performance control means 300 may output both the sound effect and the counting sound. The sound effect data related to the sound effect and the counting sound data related to the counting sound (counting completion sound data related to the counting completion sound) are played on separate channels.
[0105] As shown in Figure 12, when receiving counting information based on the execution of counting processing and outputting a counting sound while the sound effect is being output, the sound effect control means 300 reduces the volume of the sound effect (output volume). In other words, when the sound effect and the counting sound are output (overlapping), the volume of the sound effect is set to about 1 / 4 (approximately 25%) of the volume immediately preceding it (the volume before the counting sound was output).
[0106] By lowering the volume of the sound effects, the counting sound becomes relatively louder, preventing it from being drowned out by the sound effects. Since the counting sound is a sound that notifies the player that the counting process (processing related to the game value) is being executed, its notification priority is set higher than that of the sound effects. The performance control means 300 restores the volume of the sound effects to their original volume (the volume before reduction) based on the completion of the output of the counting sound.
[0107] (Counting sound data) Based on receiving one counting information (counting sound output command), the performance control means 300 selects and plays one of the counting sound data, outputs the counting sound, and reduces the volume of the performance sound for a predetermined period of time (i.e., sets one volume reduction period). Assuming that one frame is 33.3 ms, the playback time (material length) of one counting sound data is approximately 28 frames. The length of one volume reduction period is 30 frames (approximately 1 second), which is longer than the playback time of one counting sound data.
[0108] The counting sound data consists of data for the first playback (first material) and data for subsequent playback (second material). As shown in Figure 13, the data for the first playback has a predetermined period (3 frames) at the beginning (start) where no sound is output (silent section). Also, the section from frame 4 to frame 28 is where the counting sound (SE sound, for example, "pirolin") is output.
[0109] The silent section corresponds to the beginning (start) of the volume reduction period for the sound effect, and the sound effect gradually decreases at the start of the volume reduction period. In this embodiment, the control to reduce the volume of the sound effect is completed during the silent section (the volume of the sound effect reaches a predetermined low level). When playback of the initial playback data is started and the volume reduction period has begun, a counting tone (ding-ding) is output after the volume reduction of the sound effect has been completed. If the counting tone is output before the volume reduction of the sound effect has been completed, the counting tone may be difficult to hear, but this prevents such a problem from occurring.
[0110] As shown in Figure 13, the data for playback from the second time onward does not have a predetermined silent period at the beginning (start), and the counting sound is output from the beginning (immediately after the start).
[0111] Figure 14 illustrates what happens when a short press is performed. When a short press is performed, the performance control means 300, based on the receipt of the first counting information, starts playback of the data for the first playback and sets a volume reduction period (30 frames). (1) During the silent section at the beginning (3 frames), no counting sound is output, and during this time, the volume of the sound effects decreases to a low volume. (2) The counting sound will start to be output from the 4th frame. (3) The counting sound output ends (stops) at frame 28, which is before frame 30. (4) The volume reduction period ends at frame 30, and the sound effect is output at its original volume (returns to normal) from frame 31. The volume may be controlled to gradually increase. Alternatively, the volume increase may start from frame 30.
[0112] Figure 15 illustrates what happens when a long press is performed. If a long press is performed, the performance control means 300 can receive the second counting information continuously at predetermined intervals. If the performance control means 300 receives the second counting information after a time of 300ms or more has elapsed since the last time the second counting information was received (i.e., an interval of 300ms or more has passed), the performance control means 300 will treat this second counting information as the initial second counting information.
[0113] Based on the receipt of the initial second counting information, the performance control means 300 starts playback of the data for the initial playback and sets a single volume reduction period (30 frames).
[0114] If the performance control means 300 receives the next second count information (second time) at a timing (counting timing) after a certain period of time (300ms) has elapsed since the previous (first) second count information was received, it starts playback of the playback data for the second time onward based on the receipt of the second count information, and also sets a volume reduction period (30 frames) for one instance.
[0115] The playback of the data intended for the first playback is interrupted, and playback of the data intended for subsequent playback begins. This can also be described as the data intended for the first playback being overwritten by the data intended for subsequent playback. Furthermore, a new volume reduction period is set (overwritten) during the volume reduction period, effectively extending the volume reduction period.
[0116] The performance control means 300, upon receiving the second counting information for the second time, and then receiving the next second counting information (third time) at a time when a certain period (300ms) has elapsed (counting timing), starts playback of the data for playback from the second time onward based on the receipt of the second counting information, and sets one volume reduction period (30 frames). Playback of the data for playback from the second time onward is interrupted, and playback of new data for playback from the second time onward begins. In addition, a new volume reduction period is set during the volume reduction period. The explanation is omitted as it is repetitive, but the same process is repeated thereafter.
[0117] The gaming machine of this embodiment is A counting operation means (counting button 212) that can be pressed, A game value control means (game value control means 203) capable of performing a counting process based on the pressing of the aforementioned counting operation means, A performance control means (performance control means 300) that controls the execution of the performance, It includes a sound output means (speaker 14) capable of outputting sound, The aforementioned performance control means is capable of outputting performance sounds in accordance with the progress of the game, The operation mode of the counting operation means includes a specific operation mode in which the press is continued for a certain period of time or longer. The game value control means is capable of performing the counting process at predetermined intervals based on the fact that the counting operation means has been operated in the specific operation mode. The aforementioned performance control means is capable of playing the material related to the counting sound and outputting the counting sound each time the counting process is executed. When the aforementioned performance control means outputs the counting sound while the performance sound is being output, it reduces the volume of the performance sound. The material related to the counting sound includes a first material and a second material. The aforementioned first material has a silent section during which no sound is output for a predetermined period after playback begins. The second material does not have the silent section, The performance control means, when the counting operation means is operated in the specific operation mode and the counting process is executed at predetermined intervals, plays the first material based on the first execution of the counting process and plays the second material based on the second and subsequent executions of the counting process.
[0118] When counting sound material is played continuously at predetermined intervals (e.g., 300ms), and only the first material is provided, the first material has silent sections, which makes the counting sound seem interrupted and difficult to hear, causing discomfort to the player. In this embodiment, the first material (with silent sections) is played based on the first counting process, but the second material (without silent sections) is played based on the second and subsequent counting processes. Therefore, the interruption in the counting sound is suppressed (making it easier to hear), and discomfort to the player is suppressed.
[0119] Furthermore, because the volume of the sound effects decreases when the counting sound is output, the counting sound will sound relatively louder, which helps to prevent the counting sound from becoming difficult to hear (preventing the counting sound from being drowned out by the sound effects). Also, if the volume of the sound effects decreases gradually, the decrease in the volume of the sound effects will be completed during the silent section of the first material. In other words, the counting sound will be output after the volume of the sound effects has decreased. Therefore, it is possible to prevent the counting sound from becoming difficult to hear due to the sound effects.
[0120] In this embodiment, an upper limit on the current value (load) is set for each circuit board. As described above, since the player can press the counting button 212 at a desired timing, the execution of the performance based on the press (output of the counting sound) and the execution of other performances (output of performance sounds) may overlap, and if the execution of multiple performances overlaps, there is a risk that the upper limit on the current value of the circuit board will be exceeded. In this embodiment, a silent section is provided in the first material, and the volume of the performance sound decreases during the silent section, and the counting sound is output after the end of the silent section. In other words, the performance sound and the counting sound are not both (simultaneously) output at a high volume (100%). This suppresses the current value of the circuit board from becoming excessive. In other words, the possibility of the current value of the circuit board exceeding the upper limit can be reduced.
[0121] The performance control means 300 can calculate the current number of game balls (number of balls held) based on the received counting information, and can also calculate the total number of game balls that have been transferred (counted) to the dedicated unit 400. For example, if, after receiving the initial second counting information, three more second counting information entries are received (a total of four second counting information entries are received), the total number of counted game balls will be "1000".
[0122] When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is 1001 or more, and that the number of game balls (number of balls held) will become "0" based on the counting information, it plays the playback data for the second and subsequent times based on the second counting information, and then plays the counting completion sound data. The counting completion sound data is stored in the performance data storage means 303 (ROM), and when the counting completion sound data is played, a counting completion voice (for example, "Thank you for your hard work") is output. In this embodiment, multiple types of counting completion sound data are provided, and the details will be described later.
[0123] In this embodiment, if the total number of times the second counting information has been received is five or more, a counting completion voice message is output after the output of the last counting tone. In other words, if the total number of times the second counting information has been received is between one and four, the counting completion voice message is not output after the output of the last counting tone.
[0124] If the performance control means 300 determines that the counting completion sound data should be played immediately after the playback data for the second time or later, it sets the volume reduction period for the performance sound to be longer than 300 frames. Specifically, it controls the volume reduction period to end after the output of the counting completion sound is completed. The performance control means 300 can change the length of the volume reduction period according to the length of the playback time (length) of the counting completion sound data.
[0125] In this embodiment, as shown in Figure 16, multiple types (6 types) of data for subsequent playback are provided. Specifically, there are data A, B, C, D, E, and F for subsequent playback. The pitch (tone) of the counting sound output increases from data A to F.
[0126] When the performance control means 300 receives the second counting information (not the initial second counting information, the same applies hereinafter), if it determines that the total number of counted game balls is 2500 or less, it plays back the playback data A for the second time and beyond based on the second counting information. When the performance control means 300 receives the second counting information, if it determines that the total number of counted game balls is between 2501 and 5000, it plays the playback data B for the second and subsequent times based on the second counting information. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is between 5001 and 10000, it plays the playback data C for the second time and beyond based on the second counting information. When the performance control means 300 receives the second counting information, if it determines that the total number of counted game balls is between 10,001 and 20,000, it plays the playback data D for the second and subsequent times based on the second counting information. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is between 20,001 and 30,000, it plays the playback data E for the second and subsequent times based on the second counting information. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is 30,001 or more, it plays the playback data F for the second and subsequent times based on the second counting information.
[0127] By making the pitch of the counting sound higher as the number of game balls counted increases, it is possible to give players a sense of excitement compared to when the pitch is always constant.
[0128] Furthermore, in this embodiment, as shown in Figure 16, multiple types (6 types) of counting completion sound data are provided. Specifically, counting completion sound data A, counting completion sound data B, counting completion sound data C, counting completion sound data D, counting completion sound data E, and counting completion sound data F are provided. Counting completion sound data A to F have different lines of dialogue in the counting completion voice output; for example, the degree of congratulations increases from counting completion sound data A to counting completion sound data F. The counting completion sound data does not have a predetermined silent period at the beginning (start), and the counting completion voice is output from the beginning (immediately after the start).
[0129] When the performance control means 300 receives the second counting information (not the initial second counting information, the same applies hereinafter), if it determines that the total number of game balls counted is between 1001 and 2500, and that the number of game balls (held balls) will become "0" based on the counting based on the second counting information, it plays the second and subsequent playback data A based on the second counting information, and then plays the counting completion sound data A. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is between 2501 and 5000, and that the number of game balls (held balls) will become "0" based on the counting based on the second counting information, it plays the second and subsequent playback data B based on the second counting information, and then plays the counting completion sound data B. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is between 5001 and 10000, and that the number of game balls (held balls) will become "0" based on the counting based on the second counting information, it plays the second and subsequent playback data C based on the second counting information, and then plays the counting completion sound data C. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is between 10,001 and 20,000, and that the number of game balls (held balls) will become "0" based on the counting information, it plays the second and subsequent playback data D based on the second counting information, and then plays the counting completion sound data D. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is between 20,001 and 30,000, and that the number of game balls (held balls) will become "0" based on the counting based on the second counting information, it plays the second and subsequent playback data E based on the second counting information, and then plays the counting completion sound data E. When the performance control means 300 receives the second counting information, if it determines that the total number of game balls counted is 30001 or more, and that the number of game balls (held balls) will become "0" based on the counting based on the second counting information, it plays the second and subsequent playback data F based on the second counting information, and then plays the counting completion sound data F.
[0130] The counting completion sound data A to F have different playback times (lengths). The performance control means 300 changes the length of the volume reduction period of the performance sound to match the playback time of the counting completion sound data to be played, and controls it so that the volume reduction period ends after the output of the counting completion sound is completed.
[0131] (Rental sound) As previously described, an operation on the loan button 403 (see Figure 2) or the replay button 404 (see Figure 2), which are used as loan operation means, is accepted as a loan operation (game value transfer operation), a loan acceptance process based on the loan operation is executed in the gaming machine, and a predetermined number of game values are transferred from the dedicated unit 400 to the gaming machine.
[0132] The performance control means 300 can output a loan sound from the speaker 14 based on the execution of the loan acceptance process. The data related to the loan sound is stored in the performance data storage means 303 (ROM), and the loan sound is output by playing back this data. The loan sound is, for example, a sound that imitates the sound of a game ball falling into a tray (for example, "jara-jara").
[0133] (Complete function) The frame control board 201 is equipped with a MY counter (not shown). After power is turned on, the frame control board 201 updates the stored value of the MY counter based on the maximum difference in the number of balls in the game value (MY: the increase in game value from the point when the game value was lowest after power is turned on). The stored value of the MY counter is updated based on the value related to the acquisition of game value (prize balls) and the value related to the use of game value. The stored value of the MY counter is reset to "0" upon the occurrence of a power outage (or recovery from a power outage).
[0134] The frame control board 201 transmits information related to the stored value of the MY counter (MY information) to the main control board 200. The main control board 200 manages whether or not to activate the complete function based on the stored value of the MY counter. The main control board 200 activates the complete function when the stored value of the MY counter reaches a specific value of "95000" or more (when the specific value is reached). If the main control board 200 decides to activate the complete function, it transitions the gaming machine to a state where the game cannot be played (game restriction state, game stop state).
[0135] (Complete function activation warning voice) When the main control board 200 detects that the stored value of the MY counter has reached a first value of "90000" which is less than a specific value of "95000", it sends a first operation warning command to the sub-control board 202. Based on the receipt of the warning command, the performance control means 300 executes the first complete function activation warning performance. The performance control means 300 outputs a voice message (complete function activation warning voice message) saying, "Approximately 5000 shots remaining until the complete function is activated," from the speaker 14. When the main control board 200 detects that the stored value of the MY counter has reached a second value of "91000" which is smaller than a specific value of "95000", it sends a second operation warning command to the sub-control board 202. Based on the receipt of this warning command, the performance control means 300 executes a second complete function activation warning performance. The performance control means 300 outputs a voice message (complete function activation warning voice message) saying, "Approximately 4000 shots remaining until the complete function is activated," from the speaker 14. When the main control board 200 detects that the stored value of the MY counter has reached a third value, "92000", which is smaller than a specific value, "95000", it sends a third operation warning command to the sub-control board 202. Based on the receipt of this warning command, the performance control means 300 executes a third complete function activation warning performance. The performance control means 300 outputs a voice message (complete function activation warning voice message) from the speaker 14 saying, "Approximately 3000 shots remaining until the complete function is activated." When the main control board 200 reaches a fourth value "93000" which is smaller than a specific value "95000", it sends a fourth operation warning command to the sub-control board 202. Based on the receipt of the warning command, the performance control means 300 executes a fourth complete function operation warning performance. The performance control means 300 outputs a voice message (complete function operation warning voice message) saying "Approximately 2000 shots remaining until the complete function is activated" from the speaker 14. When the main control board 200 reaches a fifth value "94000" which is smaller than a specific value "95000", it sends a fifth operation warning command to the sub-control board 202. Based on the receipt of the warning command, the performance control means 300 executes a fifth complete function operation warning performance. The performance control means 300 outputs a voice message (complete function operation warning voice message) saying "Approximately 1000 shots remaining until the complete function is activated" from the speaker 14.
[0136] (Audible notification that the complete function will be activated) The main control board 200 sends a specific command to the sub-control board 202 if the stored value of the MY counter reaches a specific value of "95000" or more (the specific value has been reached), but a special game is in progress (a big win game or a small win game), and activates the complete function after the special game ends. The performance control means 300 executes a complete function activation notification performance based on the receipt of the command. The performance control means 300 outputs an audio message (complete function activation notification audio) from the speaker 14 saying, "The complete function will activate and the game will stop after the win ends."
[0137] (Sound of ball decrease) The frame control board 201 transmits ball reduction information (command) to the main control board 200 when the number of balls held (stored value in the game value storage area) falls below a predetermined value of "30". The main control board 200 then transmits the ball reduction information to the sub-control board 202. Based on the receipt of the ball reduction information, the performance control means 300 outputs a ball reduction sound from the speaker 14. The ball reduction sound may be a sound effect (warning sound), or it may be an audio message such as "Your ball count is low. Please be careful."
[0138] (Audio instructions on how to play) Based on the determination of a transition in the game state, the main control board 200 transmits information indicating the transition in the game state to the sub-control board 202. Based on the receipt of this information (based on the transition in the game state), the performance control means 300 can output a voice message instructing the player on how to play. The voice message instructs the player on how to operate the grip unit 20 (handle) (left-handed or right-handed), and may include messages such as "Please switch back to left-handed play" or "Play with your right hand."
[0139] Using Figure 17, we will explain the case where a period of volume reduction for each sound effect is set in conjunction with the output of each sound. Note that the sounds shown in Figure 17 (the leftmost column) can be said to be sounds that are output irregularly during gameplay.
[0140] (Counting sound, counting complete voice) The data related to the counting sound and the counting completion voice is played back on CH2. Note that channels (CH) are provided, for example, from CH1 to CH40. When the counting sound and counting completion sound are output, a period of volume reduction for the sound effects is set, and the volume of the sound effects becomes 1 / 4. This 1 / 4 volume reduction may also be referred to as "large volume reduction." The 1 / 4 volume may also be referred to as the first volume. When "large volume reduction" is set, the volume of all channels except CH2 and CH1 (described later) becomes the first volume. The volume reduction period lasts for 30 frames (approximately 1 second) and ends after this time has elapsed. However, if the counting process is performed continuously, the volume reduction period will be updated (extended). As described above, the initial playback data for the counting sound has a predetermined period (3 frames) at the beginning (start) where no sound is output (silent section). The output priority for the counting sound and the counting completion sound is set to "High".
[0141] (Complete function activation warning voice) The data related to the warning audio for the activation of the complete function is played back on CH2. If a warning sound is emitted when the complete function is activated, a period of reduced volume for the sound effects is set, and the volume of the sound effects is reduced to 1 / 4 (large volume reduction). The volume reduction period lasts for 150 frames (approximately 5 seconds) and ends after this time has elapsed. The data related to the warning sound for the activation of the complete function has a predetermined period (3 frames) at the beginning (start) where no sound is output (silent period). The priority of the voice output for the complete function activation warning is set to "High".
[0142] (Audible notification that the complete function will be activated) The data related to the audio notification for the activation of the complete function will be played on CH2. When the announcement sound for the activation of the complete function is played, a period of volume reduction for the sound effects is set, and the volume of the sound effects is reduced to 1 / 4 (large volume reduction). The volume reduction period lasts for 210 frames (approximately 7 seconds) and ends after this time has elapsed. The data related to the audio notification for the activation of the complete function has a predetermined period (3 frames) at the beginning (start) where no sound is output (silent section). The priority of the voice output for the complete function activation warning is set to "High".
[0143] (Rental sound) Data related to rental audio will be played back on CH2. When the rental sound is output, a period of volume reduction for the sound effects is set, and the volume of the sound effects becomes 3 / 4. This 3 / 4 volume reduction may also be referred to as "small volume reduction." The 3 / 4 volume may also be referred to as the second volume. When "small volume reduction" is set, the volume of all channels except CH2 and CH1 (described later) becomes the second volume. This volume reduction period lasts for 30 frames (approximately 1 second) and ends after that time has elapsed. The data related to the rental sound has a predetermined period (3 frames) at the beginning (start) where no sound is output (silent section). The priority for outputting rental audio is set to "High".
[0144] (Sound of ball decrease) Data related to the sound of decreasing ball count is played back on CH2. When a sound indicating a decrease in the number of balls is emitted, a period of reduced volume for the sound effects is set, and the volume of the sound effects is reduced to 1 / 4 (large volume reduction). This volume reduction period lasts for 45 frames (approximately 1.5 seconds) and ends after this time has elapsed. The data related to the sound of decreasing ball count includes a predetermined period (3 frames) at the beginning (start) where no sound is output (silent period). The priority of the sound output for the decrease in remaining balls is set to "medium".
[0145] (Audio instructions on how to play) The data related to the voice instructions for how to play the game is played back on CH2. When voice instructions for how to play are output, the period of reduced volume for the sound effects is not set. Furthermore, the data related to the voice instructions for how to play does not contain any silent sections. Additionally, the priority of the voice output for instructions on how to play is set to "low".
[0146] For each sound (voice) shown in Figure 17, if sounds (voices) other than the hitting instruction voice are designated as specific sounds, the volume of the sound effects is reduced when the specific sounds are output. This prevents the specific sounds from becoming difficult to hear. In addition, silent sections are provided, during which the volume of the sound effects is reduced, and the specific sounds are output after the volume reduction, thus preventing the specific sounds from becoming difficult to hear due to the sound effects.
[0147] Furthermore, the volume of the sound effects decreases during silent sections, and a specific sound is output after the silent section ends, preventing both the sound effects and the specific sound from being output at a high volume (100%) simultaneously. This suppresses excessive current values on the circuit board. In other words, it reduces the possibility of the circuit board's current value exceeding its upper limit.
[0148] If multiple playback commands (playback triggers) for audio data on CH2 occur simultaneously, the audio data of the sound with the highest priority will be played (overwritten). Furthermore, the length of the volume reduction period and the amount of volume reduction are set according to the sound in question. Furthermore, if playback instructions for sounds with "high" priority overlap, the sound data based on the later playback instruction will be overwritten, and the volume reduction period (volume reduction amount) specified for that sound will be set. Also, if a playback instruction for sound data with "medium" or "low" priority is issued while sound data with "high" priority is being played on CH2, playback of the sound data based on that instruction will not be performed.
[0149] (Error sound) The main control board 200 (or frame control board 201) can detect errors based on the signal status of sensors, etc., and when an error is detected, it transmits error information (error occurrence command) to the sub-control board 202. Based on the receipt of the error information, the sub-control board 202 (performance control means 300) performs error notification in a manner corresponding to the type of error via various performance devices. Furthermore, based on the execution (detection) of an error release operation, if the main control board 200 (or frame control board 201) determines that the error has been released, it transmits error release information (error release command) to the sub-control board 202. Based on the receipt of the error release information, the sub-control board 202 (performance control means 300) terminates the error notification.
[0150] When the performance control means 300 receives error information related to a predetermined error (such as a door opening error), it outputs an error sound corresponding to that error from the speaker 14.
[0151] Using Figure 18, we will explain what happens when a counting sound output instruction occurs while a sound effect is being output, and then an error sound output instruction occurs. The data related to the error sound is played on CH1. The data related to the counting sound is played on CH2. The data related to the sound effect is played on channels other than CH1 and CH2, for example, on at least one of CH3 to CH40.
[0152] (1) The sound effects (100% volume) will start outputting on channels other than CH1 and CH2. (2) When the counting sound (volume 100%) is output on CH2, the volume of the sound effects is reduced to 25% (a volume reduction period is set). (3) An error sound (volume 100%) is started on CH1, the volume of the sound effects becomes 0% (muted), and the volume of the counting sound also becomes 0% (muted). (4) Once the error clearing process ends and the output of the error sound is completed, the counting sound will be output at its original volume (100%), and the sound effects will be output at 25% volume (volume reduction period). (5) When the counting sound output ends based on the completion of the counting process, the sound effect is output at its original volume (100%).
[0153] In an error state (error detected), an error sound is output on CH1, and the volume of all other channels (including CH2) is set to 0. The error sound has the highest notification priority, preventing it from being drowned out by other sounds. After the complete function is activated, the system enters an error state and an error sound is output (CH1), so any sound played on CH2 is not output (volume 0).
[0154] The gaming machine of this embodiment is A gaming machine capable of communicating with a specific unit (dedicated unit 400) that can perform control related to the lending of gaming value, A counting operation means (counting button 212) that can be pressed, A game value control means (game value control means 203) capable of performing a counting process based on the pressing of the counting operation means and a loan acceptance process based on the execution of a loan operation in the specific unit, A performance control means (performance control means 300) that controls the execution of the performance, It includes a sound output means (speaker 14) capable of outputting sound, The aforementioned performance control means is capable of outputting performance sounds corresponding to the progress of the game, counting sounds based on the execution of the counting process, and lending sounds based on the execution of the lending acceptance process. The aforementioned performance control means is When outputting the counting sound while the aforementioned sound effect is being output, the volume of the sound effect is reduced to a first volume level. When outputting the rental sound while the aforementioned sound effect is being output, the volume of the sound effect is reduced to a second volume. The first volume is quieter than the second volume.
[0155] When outputting counting sounds and dispensing sounds, lowering the volume of the sound effects can prevent the counting sounds and dispensing sounds from becoming difficult to hear. In particular, in the case of counting sounds, setting the sound effects to a first volume lower than the second volume can prevent the counting sounds from being drowned out by the sound effects and becoming difficult to hear (making the counting sounds easier to hear). This makes it easier for players to understand that counting has been performed. On the other hand, in the case of dispensing sounds, setting the sound effects to a second volume higher than the first volume can make the dispensing sounds less noticeable (more difficult to hear than the counting sounds) due to the influence of the sound effects (being drowned out by the sound effects). If the dispensing sounds are too clearly audible, players may feel uncomfortable, but by adjusting the volume of the dispensing sounds to an appropriate level, the possibility of players feeling uncomfortable can be reduced.
[0156] Furthermore, in the gaming machine of this embodiment, The aforementioned performance control means is capable of outputting the counting sound by playing back the material related to the counting sound, and is also capable of outputting the rental sound by playing back the material related to the rental sound. The materials related to the counting sound and the materials related to the rental sound have a silent section during which no sound is output for a predetermined period after playback begins.
[0157] A silent section is provided, during which the volume of the sound effects decreases, and after the volume decrease, the counting sound or rental sound is output, thus preventing the sound effects from making the counting sound or rental sound difficult to hear. Also, because the volume of the sound effects decreases during the silent section and the counting sound or rental sound is output after the silent section ends, the sound effects and the counting sound (or rental sound) will not be output at a high volume (100%) simultaneously. This prevents the current value of the circuit board from becoming excessive and reduces the risk of component failure.
[0158] (Application to slot machines) In this embodiment, an example of applying the present invention to a pachinko game machine in which the player can play without touching the game balls has been described. However, the present invention can also be applied to a medalless game machine (slot machine) in which the player can play without using game tokens. The game machine includes components corresponding to a counting unit 213 (counting button 212), a speaker 14, a main control board 200, a sub-control board 202, a frame control board 201, etc. The game machine sets the number of bets using game value (electronic information), rotates the reels by operating the start lever to start the game, stops the rotating reels by operating the stop button, and a predetermined winning combination can be achieved depending on the type of symbols and combination of symbols when the reels stop. Furthermore, when a predetermined winning combination is achieved, a game value corresponding to that combination is awarded.
[0159] In this gaming machine, a short press of the counting button transfers the value of one game to a dedicated unit, and a long press of the counting button transfers the value of 50 game tokens to the dedicated unit.
[0160] In this gaming machine, the performance control means is capable of outputting performance sounds in accordance with the progress of the game, the counting button has a specific operation mode in which it is pressed for a certain period of time or longer (long press), the game value count control means is capable of executing counting processing (second counting processing) at predetermined intervals (300ms intervals) based on the counting button being operated in the specific operation mode, the performance control means is capable of outputting counting sounds by playing materials related to counting sounds each time counting processing (second counting processing) is executed, and the performance control means outputs counting sounds when outputting performance sounds The volume of the sound effects is reduced, and the materials related to the counting sound include a first material (data for the first playback) and a second material (data for the second and subsequent playback). The first material has a silent section in which no sound is output for a predetermined period after playback starts, and the second material does not have a silent section. The sound control means plays the first material based on the execution of the first counting process when the counting button is operated in a specific manner and a counting process (second counting process) is executed at predetermined intervals, and plays the second material based on the execution of the second and subsequent counting processes.
[0161] The present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its spirit. Furthermore, within the scope of the invention, the present invention allows for free combinations, modifications of any component, or omission of any component. [Explanation of Symbols]
[0162] 14 speakers 203 Game Value Control Means 212 Counting buttons 300 Performance control means
Claims
[Claim 1] A counting operation means that can be pressed, A game value control means capable of performing a counting process based on the pressing of the aforementioned counting operation means, A performance control means for controlling the execution of the performance, It comprises a sound output means capable of outputting sound, The aforementioned performance control means is capable of outputting performance sounds in accordance with the progress of the game, The operation mode of the counting operation means includes a specific operation mode in which the press is continued for a certain period of time or longer. The game value control means is capable of performing the counting process at predetermined intervals based on the fact that the counting operation means has been operated in the specific operation mode. The aforementioned performance control means is capable of playing the material related to the counting sound and outputting the counting sound each time the counting process is executed. The aforementioned performance control means can reduce the volume of the performance sound to a predetermined volume when outputting the counting sound during the output of the performance sound. The material for the aforementioned counting sound is provided with a first material and a second material. The first material has a silent section during which no sound is output for a predetermined period after playback begins. The second material does not have the silent section, The aforementioned performance control means, when the counting operation means is operated in the specified operation mode while the performance sound is being output and the counting process is performed at predetermined intervals, plays the first material and starts to decrease the volume of the performance sound based on the first execution of the counting process, sets the volume of the performance sound to the predetermined volume during the silent period, and plays the second material based on the second and subsequent executions of the counting process, in a gaming machine.