AU2006335540A1 - Game machine - Google Patents

Game machine Download PDF

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Publication number
AU2006335540A1
AU2006335540A1 AU2006335540A AU2006335540A AU2006335540A1 AU 2006335540 A1 AU2006335540 A1 AU 2006335540A1 AU 2006335540 A AU2006335540 A AU 2006335540A AU 2006335540 A AU2006335540 A AU 2006335540A AU 2006335540 A1 AU2006335540 A1 AU 2006335540A1
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AU
Australia
Prior art keywords
data
specific
effect pattern
sound
pattern data
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AU2006335540A
Inventor
Jun Fujimoto
Nobuyuki Nonaka
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Universal Entertainment Corp
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Universal Entertainment Corp
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Publication of AU2006335540A1 publication Critical patent/AU2006335540A1/en
Assigned to UNIVERSAL ENTERTAINMENT CORPORATION reassignment UNIVERSAL ENTERTAINMENT CORPORATION Alteration of Name(s) of Applicant(s) under S113 Assignors: ARUZE CORP.
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Pinball Game Machines (AREA)

Description

VERIFIC ATION OF TRANSLATION 1, Takanori Tamai of MT-2 BLDG., 5-36, Miyahara 3-chome, Yodogawa-ku, Osaka-shi, Osaka 532-0003 JAPAN, hereby declare that I am conversant with the Japanese and English languages and that I am the translator of the documents attached and certify that to the best of my knowledge and belief the following is a true and correct English translation of the PCT patent application No. PCT/JP2006/325630 in the name of ARUZE CORP. Dated this / day of J n e , 2008 Taka or'Tamai ,4 ~tAO DESCRIPTION GAMING MACHINE 5 TECHNICAL FIELD [0001] The present invention relates to a gaming machine such as a pachislo gaming apparatus and a slot machine. 10 BACKGROUND ART [0002] Typically, in gaming machines such as a pachislo gaming apparatus and a slot machine inside and outside Japan, a variety of effects are producedbymeans of a sound emitted froma speaker, 15 a display mode of an illumination lamp provided around a cabinet or the like, an image displayed to a liquid crystal display or the like, and by some other means, in accordance with internal lottery processing (hereinafter also referred to as "internal lottery") and a gaming state. 20 [0003) There conventionally exists a gaming machine that has a microphone and generates and outputs an additional sub sound based upon an ambient sound recorded with the microphone and a gaming state (e.g., see Patent Document 1) . According to the 25 gaming machine described in Patent Document 1, since a sound amplifying an ambient sound is outputted or a suppression sound canceling the ambient sound is outputted in accordance with a gaming state, a player can feel vibrancy in a game parlor when the sound amplifying the ambient sound is outputted and also 30 have a higher expectation by an effect sound emitted from the gaming machine when the sound canceling the ambient sound is outputted. [0004] Patent Document 1: JP-A No. 2005-131263 35 2 DISCLOSURE OF THE INVENTION PROBLEMS TO BE SOLVED BY THE INVENTION [0005] However, in the gaming machine described in Patent 5 Document 1, although it is possible to vary effect sounds by outputting a sub sound, such an effect as a sound changing in accordance with a gaming state is within a range of typically produced effects and is thus nothing new; hence, there has been a problem that the player soon gets bored with the game. 10 Further, even when the player who plays a game on the gaming machine can feel vibrancy in the game parlor and have a higher expectation, there has been a problem that it is not possible to obtain effects of holding the vibrancy in the entire game parlor and raising the expectation of the player who has 15 not yet hit a jackpot. [0006] The present invention was made in view of the foregoing problems, and has an object to provide a gaming machine that is capable of producing a new effect in which contents of a game 20 on one gaming machine are reflected to another gaming machine or the like in a game parlor, and of enhancing vibrancy in the entire game parlor and expectation of a player who has not yet hit a jackpot. 25 MEANS FOR SOLVING THE PROBLEMS [0007] In order to achieve the object as described above, the present invention provides the following. (1) A gaming machine provided with a speaker capable of 30 outputting a sound that is inputted into an external device having a microphone and that enables the device to execute a specific effect when it is determined in the device that the sound includes a specific sound based upon specific data, the gaming machine including: 35 a first memory that stores first effect pattern data not 3 including the specific data indicating the specific sound that triggers the external device to execute the specific effect, and second effect pattern data including the specific data; and a controller, 5 the controller programmed to execute the processing of (a) extracting the first effect pattern data from the first memory, (b) performing control to execute an effect based upon the extracted first effect pattern data, 10 (c) extracting, as triggered by satisfaction of a prescribed condition, the second effect pattern data from the first memory, and (d) outputting a sound based upon the specific data included in the extracted second effect pattern data from the 15 speaker. [0008] According to the invention of (1), an effect is executed based upon first effect pattern data not including specific data indicating a specific sound that triggers the external device 20 to execute a specific effect, and as triggered by satisfaction of a prescribed condition (e.g. generation of a special game state, reach of payout number of game media or difference in number of the game media to a prescribed number, coming of prescribed time, passing of a prescribed period from start of 25 a game or from play of a last game), second effect pattern data including the specific data indicating the specific sound is extracted. A sound based upon the specific data included in the extracted second effect pattern is outputted from the speaker. When the sound outputted from the speaker is inputted 30 into an external device (e.g. another gaming machine) having a microphone, it is determined in the device that the sound includes the specific sound, and a specific effect is executed. Since the sound outputted from the speaker spreads therearound, a specific effect is executed in the external device installed 35 around the gaming machine that has satisfied the prescribed 4 condition. As thus described, according to the invention of (1), it is possible to produce a completely new effect where, when a prescribed condition is satisfied in one gaming machine, a 5 device around the machine produces an effect as if it resonates. The effect involving another player in the game parlor enhances vibrancy in the entire game parlor and expectation of a player who has not been able to satisfy the prescribed condition (e.g. player who has not yet hit a jackpot). 10 [0009] Further, since the prescribed effect is executed in the external device, the player playing a game on the gaming machine that has satisfied the prescribed condition can feel a sense of superiority. Moreover, when the sound including the 15 specific sound is outputted, the external device having a microphone therein collects the sound, and it is thus unnecessary to perform a wiring operation such as connection between the gaming machines or between the gaming machines and a management device. As thus described, since it is configured 20 so as to produce an effect through sounds, the cost and time taken for investment in facilities can be reduced. Moreover, since the first effect pattern data not including the specific data and the second effect pattern data including the specific data are stored and the first effect 25 pattern data is changed to the second effect pattern data as triggered by satisfaction of a prescribed condition, it is unnecessary to perform, on sound data, sound processing such as processing of amplifying an amplitude in a specific frequency band or processing of including a specific inaudible sound. 30 Therefore, since the sound processing that may take time is not performed, it is possible to reduce deviation of output timing of a sound based upon the specific data. Moreover, when it is configured such that a sound outputted from the speaker is collected by equipment having a 35 microphone therein in the game parlor, it is possible in the 5 equipment to execute an effect of playing prescribed music or a voice in the parlor, an effect of applying a spotlight in a direction toward the gaming machine that has emitted the sound, and the like. 5 [0010] The present invention further provides the following. (2) The gaming machine described in the above (1), wherein the first memory stores first effect pattern data not including specific data showing a specific waveform that 10 triggers the external device to execute a specific effect, and second effect pattern data including the specific data. (0011] According to the invention of (2), first effect pattern data not including specific data showing a specific waveform 15 that triggers the external device to execute a specific effect and second effect pattern data including the specific data are stored. As triggered by satisfaction of a prescribed condition, the second effect pattern data including the specific data showing the specific waveform is extracted, and a sound based 20 upon the specific data included in the extracted second effect pattern data is outputted from the speaker. When a sound based upon the specific data outputted from the speaker is inputted into an external device having a microphone, it is determined in the device that part of a waveform shown by a sound signal 25 outputted from the microphone includes a waveform identical or similar to the specific waveform, and a specific effect is executed. Therefore, according to the invention of (2), it is directly determined from the waveform whether or not the specific sound is included, thereby allowing prevention of 30 malfunction. [0012] Moreover, the present invention provides the following. (3) The gaming machine described in the above (2) , wherein the first memory stores first effect pattern data not 35 including specific data, and second effect pattern data 6 including specific data showing a waveform obtained by amplifying by a prescribed amount an amplitude in a specific frequency band of a waveform shown by sound data included in the first effect pattern data. 5 [0013] According to the invention of (3), first effect pattern data not including specific data and second effect pattern data including specific data are stored, the specific data showing a waveform obtained by amplifying, by a prescribed amount, an 10 amplitude in a specific frequency band of a waveform shown by sound data included in the first effect pattern data. As triggered by satisfaction of a prescribed condition, the second effect pattern data including the specific data is extracted, and a sound based upon the specific data included in the 15 extracted second effect pattern data is outputted from the speaker. When a sound based upon the specific data outputted from the speaker is inputted into an external device having a microphone, it is determined in the device that part of a waveform shown by the sound signal outputted from the microphone 20 includes a specific waveform with an amplitude in a specific frequency band different by a prescribed amount from a reference amplitude, and a specific effect is executed. Therefore, according to the invention of (3), since an audible sound is used, it is possible to execute the effect even with the use 25 of a speaker having a narrow outputtable frequency band. [0014] Further, the present invention provides the following. (4) The gaming machine described in the above (2), wherein the first memory stores first effect pattern data not 30 including specific data, and second effect pattern data including specific data showing a waveform of a specific inaudible sound. [0015] According to the invention of (4), first effect pattern 35 data not including specific data and second effect pattern data 7 including specific data showing a waveform of a specific inaudible sound are stored. As triggered by satisfaction of a prescribed condition, the second effect pattern data including the specific data is extracted, and a sound based upon 5 the specific data included in the extracted second effect pattern data is outputted from the speaker. When a sound based upon the specific data outputted from the speaker is inputted into an external device having a microphone, it is determined in the device that part of a waveform shown by the sound signal 10 outputted from the microphone includes the waveform of the specific inaudible sound, and a specific effect is executed. It is therefore possible to execute the effect without making the player aware of a change in sound outputted from the gaming machine. 15 It is to be noted that the inaudible sound refers to a sound with a frequency of other than a generally human-recognizable range of 20 Hz to 20000 Hz, but it is not necessarily required to be a sound with a frequency of other than 20 Hz to 20000 Hz, depending upon a mode in which the sound 20 is outputted. Namely, in the present invention, the inaudible sound includes a sound outputted in a human-unrecognizable mode, e.g. a mode as seen in the case where a sound cannot be recognized by a human when outputted at a low volume after output of a sound at a high volume. 25 [0016] Further, the present invention provides the following. (5) The gaming machine described in the above (2), further including a second memory that stores identification data for identifying a gaming machine installed in a game parlor, wherein 30 the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a specific waveform corresponding to the identification data. [0017] 35 According to the invention of (5), first effect pattern 8 data not including specific data and second effect pattern data including specific data showing a specific waveform corresponding to the identification data are stored. Therefore, upon input of a sound based upon the specific data 5 outputted from the speaker into an external device having a microphone, it is possible in the device to recognize from which device the sound was outputted. [0018] Further, the present invention provides the following. 10 (6) The gaming machine described in the above (3) , wherein the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a waveform of a specific inaudible sound. 15 [0019] According to the invention of (6), first effect pattern data not including specific data and second effect pattern data including specific data showing a waveform of a specific inaudible sound are stored. As triggered by satisfaction of 20 a prescribed condition, the second effect pattern data including the specific data is extracted, and a sound based upon the specific data included in the extracted second effect pattern data is outputted from the speaker. When a sound based upon the specific data outputted from the speaker is inputted 25 into an external device having a microphone, it is determined in the device that part of a waveform shown by the sound signal outputted from the microphone includes the waveform that shows the specific inaudible sound, and a specific effect is executed. It is therefore possible to execute the effect without making 30 the player aware of a change in sound outputted from the gaming machine. [0020] Further, the present invention provides the following. (7) The gaming machine described in the above (3), further 35 including a second memory that stores identification data for 9 identifying a gamingmachine installed in a game parlor, wherein the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a specific waveform 5 corresponding to the identification data. [0021] According to the invention of (7), first effect pattern data not including specific data and second effect pattern data including specific data showing a specific waveform 10 corresponding to identification data are stored. Therefore, upon input of a sound based upon the specific data outputted from the speaker into an external device having a microphone, it is possible in the device to recognize from which device the sound was outputted. 15 [0022] Further, the present invention provides the following. (8) The gaming machine described in the above (4), further including a second memory that stores identification data for identifying a gaming machine installed in a game parlor, wherein 20 the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a specific waveform corresponding to the identification data. [0023] 25 According to the invention of (8), first effect pattern data not including specific data and second effect pattern data including specific data showing a specific waveform corresponding to identification data are stored. Therefore, upon input of a sound based upon the specific data outputted 30 from the speaker into an external device having a microphone, it is possible in the device to recognize from which device the sound was outputted. [0024] Further, the present invention provides the following. 35 (9) The gaming machine described in the above (5), further 10 including an interface for inputting the identification data. [0025] According to the invention of (9) , since an interface (e.g. USB terminal or port for infrared light communication) for 5 inputting identification data is provided, it is possible to easily input or change the identification data. [0026] Further, the present invention provides the following. (10) The gaming machine described in the above(6), 10 further including a second memory that stores identification data for identifying a gaming machine installed in a game parlor, wherein the first memory stores first effect pattern data not including specific data, and second effect pattern data 15 including specific data showing a specific waveform corresponding to the identification data. [0027] According to the invention of (10), first effect pattern data not including specific data and second effect pattern data 20 including specific data showing a specific waveform corresponding to identification data are stored. Therefore, upon input of a sound based upon the specific data outputted from the speaker into an external device having a microphone, it is possible in the device to recognize from which device the 25 sound was outputted. [0028] Further, the present invention provides the following. (11) The gaming machine described in the above (7), further including an interface for inputting the identification 30 data. [0029] According to the invention of (11), since an interface (e.g. USB terminal or port for infrared light communication) for inputting identification data is provided, it is possible 35 to easily input or change the identification data.
11 [0030] Further, the present invention provides the following. (12) The gaming machine described in the above (8), further includingan interface for inputting the identification 5 data. [0031] According to the invention of (12), since an interface (e.g. USB terminal or port for infrared light communication) for inputting identification data is provided, it is possible 10 to easily input or change the identification data. [0032] Further, the present invention provides the following. (13) The gaming machine described in the above (10), further includingan interface for inputting the identification 15 data. [0033] According to the invention of (13), since an interface (e.g. USB terminal or port for infrared light communication) for inputting identification data is provided, it is possible 20 to easily input or change the identification data. [0034] Moreover, the present invention provides the following. (14) A gaming machine provided with a speaker capable of outputting a sound that is inputted into an external device 25 having a microphone and that enables the device to execute a specific effect when it is determined in the device that the sound includes a specific voice based upon specific data, the gaming machine including: a first memory that stores first effect pattern data not 30 including the specific data indicating the specific voice that triggers the external device to execute the specific effect, and second effect pattern data including the specific data; and a controller, the controller programmed to execute the processing of 35 (a) extracting the first effect pattern data from the 12 first memory, (b) performing control to execute an effect based upon the extracted first effect pattern data, (c) extracting, as triggered by satisfaction of a 5 prescribed condition, the second effect pattern data from the first memory, and (d) outputting a sound based upon the specific data included in the extracted second effect pattern data from the speaker. 10 [0035] According to the invention of (14), first effect pattern data not including specific data indicating a specific voice that triggers the external device to execute a specific effect and second effect pattern data including the specific data are 15 stored. As triggeredby satisfaction of aprescribed condition, the second effect pattern data including the specific data indicating the specific voice is extracted, and a sound based upon the specific data included in the extracted second effect pattern data is outputted from the speaker. When the sound 20 outputted from the speaker is inputted into an external device having a microphone, in the device, it is determined that the sound includes the specific voice, and then a specific effect is executed. It is therefore possible to execute an effect through the use of a voice having a complicated waveform. 25 EFFECTS OF THE INVENTION [0036] According to the present invention, it is possible to provide a gaming machine that is capable of producing a new 30 effect in which contents of a game on one gaming machine are reflected to another gaming machine or the like in a game parlor, and of enhancing vibrancy in the entire game parlor and expectation of a player who has not yet hit a jackpot. 35 BEST MODE FO CARRYING OUT THE INVENTION 13 [0037] Embodiments of the present invention are described with reference to the drawings. First, the case of applying the present invention to a pachislo gaming apparatus is described 5 as a first embodiment. (0038] (First Embodiment) Fig. 1 is a perspective view schematically showing an example of a pachislo gaming apparatus according to the first 10 embodiment of the present invention. This pachislo gaming apparatus 1 is a gaming machine on which a game can be played using game media such as a card storing information on a game value that has been offered or will be offered to a player, in addition to coins, medals, tokens or 15 the like; however, the case of using medals is described below. [0039] A liquid crystal display 5 is installed on the front face of a cabinet 2 forming the entirety of the pachislo gaming apparatus 1. This liquid crystal display 5 has a transparent 20 liquid crystal panel 34 (not shown) . This transparent liquid crystal panel 34 is capable of switching part or the whole thereof to a transparent/opaque state, and also capable of displaying an effect image regarding a game. [0040] 25 Further, three rotational reels 3L, 3C, and 3R are provided on the rear surface side of the liquid crystal display 5. Each of the three rotational reels 3L, 3C, and 3R displays a plurality of pieces of identification information such as symbols on the outer peripheral surface thereof, and is 30 rotatably provided in a horizontal row. [0041] A base portion 10 having a horizontal surface is formed under the liquid crystal display 5. A medal insertion slot 22 is provided on the right side of the base portion 10. A 1-BET 35 switch 11 and a maximum BET switch 13 are provided on the left 14 side of the base portion 10. [0042] On the left side of the front surface portion of the base portion 10 is provided an accumulated medal settlement switch 5 14 with which credit/payout of medals acquired in a game by the player is switched by a pressing operation. When "Payout" is selected by switching of the accumulated medal settlement switch 14, medals are paid out from a medal payout exit 15 on the lower portion of the front surface, and 10 the paid-out medals are accumulated in a medal receiving portion 16. On the other hand, when "Credit" is selected, the number of medals is stored as credits into a memory (e.g. a later-described RAM 43, or the like) in the pachislo gaming apparatus 1. 15 [0043] To the right side of the accumulated medal settlement switch 14, a start lever 6 for rotating the rotational reels 3L, 3C, and 3R by an operation by the player is installed rotatably in a prescribed angle range. Three stop buttons 7L, 20 7C, and 7R for respectively stopping rotation of the three rotational reels 3L, 3C, and 3R are provided at the center of the front surface portion of the base portion 10. [0044] A determination button 26 and a cancel button 27 are 25 provided on the right side of the front surface portion of the base portion 10. By operation of the determination button 26 or the cancel button 27, input of a command regarding switching of the display screen of the liquid crystal display 5, or the like, can be made. 30 A door opening-closing and shooting-stop-canceling device 29 is further provided on the right side of the front surface portion of the base portion 10. A prescribed key is inserted into a key hole of this door opening-closing and shooting-stop canceling device 29, and is turned to the right 35 so as to open/close the front door or turned to the left so as 15 to cancel stopping of shooting. [0045] Speakers 21L and 21R are provided on the right and left of the upper portion of the cabinet 2, and a payout table panel 5 23 showing winning symbols combinations, the numbers of payouts of medals, and the like, is provided between the two speakers 21L and 21R. In addition, a microphone 44 is provided on the right and left of the front of the cabinet 2. [0046] 10 Fig. 2 is an enlarged front view showing the neighborhood of the liquid crystal display in the pachislo gaming apparatus shown in Fig. 1. As shown in Fig. 2, on the rear surface side of the liquid crystal display 5, the three rotational reels 3 (3L, 3C, 3R) 15 with symbols as a plurality of pieces of identification information drawn on the respective outer peripheral surfaces thereof are rotatably provided in a horizontal row. [0047] The liquid crystal display 5 includes a front panel 31 20 and the transparent liquid crystal panel 34 (not shown) provided on the rear surface of the front panel 31. The front panel 31 is comprised of a transparent display window 31a and a pattern -formed region 31b where patterns are drawn, and a screen image displayed to the transparent liquid crystal panel 34 provided 25 on the rear surface of the front panel 31 is visible through the display window 31a of the front panel 31. [0048] To the transparent liquid crystal panel 34 shown in Fig. 2, there is displayed a specific effect image 93 including 30 fireworks images 93a and a notification image 93b notifying generation of a BB game on another pachislo gaming apparatus 1. This image is an image displayed when it is determined that a specific sound has been inputted from a microphone 44. In a game parlor installed with a plurality of pachislo gaming 35 apparatuses 1, when a specific sound is outputted from a single 16 pachislo gaming apparatus 1, a specific effect image is displayed simultaneously to other pachislo gaming apparatuses 1 installed within a prescribed range from the single pachislo gaming apparatus 1. 5 [0049] On the rear surface side on the left of the liquid crystal display 5, there are provided: a variety of lamps, i.e., a game start display lamp 25, a WIN lamp 17, a medal insertion lamp 24, a maximum BET lamp 9c, a 2-BET lamp 9b, and a 1-BET lamp 10 9a; and avariety ofdisplay portions, i.e., anumber-of-payouts display portion 18, a number-of-accumulated-medals display portion 19, and a number-of-actuated-combinations display portion 20. It is to be noted that the pattern-formed region 31b of the front panel 31 is transparent in the front surface 15 portions of the foregoing variety of lamps and variety of display portions, and the variety of lamps and the variety of display portions are thus visible. [0050] The 1-BET lamp 9a, the 2-BET lamp 9b, and the maximum BET 20 lamp 9c are lighted in accordance with the number of medals betted for playing one game (hereinafter also referred to as "the number of BETs") . One game ends when all the rotational reels are stopped or when medals are paid out in the case where payout of medals is to be conducted. 25 [0051] The WIN lamp 17 is lighted with a prescribed probability when BB (big bonus) or RB (regular bonus) is internally won, and is also lighted when winning of BB or RB is established. The medal insertion lamp 24 is flashed when insertion of medals 30 is acceptable. The game start display lamp 25 is lighted when at least one line is activated. [0052] The number-of-payouts display portion 18 displays the number of payouts of medals at the time of establishment of the 35 winning; the number-of-accumulated-medals display portion 19 17 displays the number of accumulated medals; and the number-of-actuated-combinations display portion 20 displays the number of RB games possibly played, the number of RB games possibly won, and the like. These display portions are, for 5 example, made up of seven-segment display. [0053] Fig. 3 is a perspective view showing a schematic configuration of the liquid crystal display in the pachislo gaming apparatus shown in Fig. 1. Fig. 4 is an exploded view 10 of a configuration of part of the liquid crystal display shown in Fig. 3. The liquid crystal display 5 is comprised of: a front panel 31 including a protection glass 32 and a display board 33; the transparent liquid crystal panel 34; a light guiding 15 plate 35; a reflection film 36; fluorescent lamps 37a, 37b, 38a, and 38b, which are so-called white light sources; lamp holders 39a to 39h; and table carrier package (TCP) loaded with an IC for driving a transparent liquid crystal panel. The TCP is made up of a flexible substrate (not shown) connected to a terminal 20 portion of the transparent liquid crystal panel 34, or the like. [0054] This liquid crystal display 5 is provided to the front side of the rotational reels 3L, 3C, and 3R. Further, these rotational reels 3L, 3C, and 3R and the liquid crystal display 25 5 are provided with prescribed spacing therebetween. [0055] The protection glass 32 and the display board 33 are made of transparent materials. On the display board 33, patterns or the like are formed in positions corresponding to the BET 30 lamps 9a to 9c, and in some other positions. That is, a region of the display board 33 where the patterns or the like are formed is the pattern-formed region 31b on the front panel 31, and a region of the display board 33 where the patterns or the like are not formed is the transparent display window 31a on the front 35 panel 31 (c.f. Fig. 2) . It is to be noted that the 18 pattern-formed region 31b may not be formed on the front panel 31, and the whole area of the front panel 31 may be the transparent display window 31a. In this case, patterns may not be formed on the display board 33, or the display board 33 may 5 be omitted. In addition, an electric circuit and the like for activating the variety of lamps and the variety of display portions arranged on the rear surface side of the display board 33 are not shown. 10 [00561 The transparent liquid crystal panel 34 is formed by enclosing liquid crystal into a void portion between a transparent substrate such as a glass plate formed with a thin film transistor layer and a transparent substrate opposed 15 thereto. A display mode of this transparent liquid crystal panel 34 is set to normally white. Normally white is a configuration where liquid crystal is displayed white (light transmitted to the display surface side is visible from the outside) in a state 20 where the liquid crystal is not driven. Adoption of the transparent liquid crystal panel 34 configured to be normally white can make variable display and stop-display of identification information such as symbols, displayed on the rotational reels 3L, 3C, and 3R, visible even when a situation 25 occurs where the liquid crystal cannot be driven, so as to allow continuation of a game. That is, even in the case of occurrence of such a situation, a game can be played mainly in the variable display mode and the stop-display mode of the identification information displayed on the rotational reels 3L, 3C, and 3R. 30 [0057] The light guiding plate 35 serves to guide light from the fluorescent lamps 37a and 37b to the transparent liquid crystal panel 34 (illuminate the transparent liquid crystal panel 34) . The light guiding plate 35 is provided on the rear side of the 35 transparent liquid crystal panel 34, and made up of, for example, 19 a transparent member (having a light guiding function), such as an acrylic resin, having a thickness of about 2 cm. [0058] As the reflection film 36, for example, a film is used 5 which has been obtained by forming an evaporated silver film on a white polyester film or an aluminum thin film, and the reflection film 36 reflects light guided into the light guiding plate 35 toward the front surface side of the light guiding plate 35. This reflection film 36 is comprised of a reflection region 10 36A and non-reflection region (transmission region) 36B. [0059] The fluorescent lamps 37a, 37b are respectively arranged along the top end and the bottom end of the light guiding plate 35, and both ends of the lamps are supported by the lamp holders 15 39 (cf. Fig. 3) . Light applied from these fluorescent lamps 37a, 37b is reflected on the reflection region 36A of the reflection film 36, and illuminates the transparent liquid crystal panel 34. [0060] 20 The fluorescent lamps 38a, 38b are respectively arranged on the upper position and the lower position of the rear side of the reflection film 36, toward the rotational reels 3L, 3C, and 3R. Light applied from these fluorescent lamps 38a, 38b is reflected on the front surfaces of the rotational reels 3L, 25 3C and 3R, and falls on the non-reflection region 36B, thereby illuminating the transparent liquid crystal panel 34. [0061] As thus described, in the liquid crystal display 5, the light applied from the fluorescent lamps 37a, 37b, which is 30 reflected on the reflection region 36A of the reflection film 36, and the light applied from the fluorescent lamps 38a, 38b, which is reflected on the front surfaces of the rotational reels 3L, 3C and 3R and falling on the non-reflection region 36B, illuminate the transparent liquid crystal panel 34. 35 Therefore, the region of the liquid crystal display 5 20 which corresponds to the non-reflection region 36B of the reflection film 36 is a region where switching of transparent/opaque states is made depending upon whether or not the liquid crystal has been driven. The region of the liquid 5 crystal display which corresponds to the reflection region 36A of the reflection film 36 comes into an opaque state irrespective of whether or not the liquid crystal has been driven. [0062] 10 In the pachislo gaming apparatus 1, only part of the region of the liquid crystal display is a region where switching of transparent/opaque states is made. However, in the gaming machine of the present invention, the whole region of the display screen of the liquid crystal display may be a region 15 where switching of transparent/opaque states is made. In this case, when the whole region of the liquid crystal display 5 is made a region where switching of transparent/opaque states is made in the pachislo gaming apparatus 1, the entirety of the reflection film 36 may be provided as the non-reflection region 20 36B, or the reflection film 36 may be omitted. [00631 Fig. 5 is a block diagram showing an internal configuration of the pachislo gaming apparatus shown in Fig. 1. 25 Amain control circuit 81 mainly includes a microcomputer 40 arranged on a circuit board. The microcomputer 40 includes: a CPU 41 that performs a control operation in accordance with a previously set program; a ROM 42; and a RAM 43. The microcomputer 40 corresponds to the controller in the present 30 invention. The CPU 41 is connected with a clock pulse generation circuit 144 and a frequency divider 145 that set a reference clock pulse, and a random number generator 146 and a sampling circuit 147 that generate a random number to be sampled. It may be configured such that, as means for random 35 number sampling, the random number sampling is executed on an 21 operation program of the CPU 41. [0064] The ROM 42 stores a variety of control commands to be transmitted to a sub control circuit 82, and the like. As the 5 commands, for example, a command regarding display-control over the liquid crystal display 5, a command regarding voice output control over the speakers 21, and some other commands are stored. [0065] 10 Examples of the command regarding control over the liquid crystal display 5 and the speakers 21 may include an effect start command and an end effect command. The effect start command is a command to the liquid crystal display 5 for displaying an effect image at the start 15 of rotation of the three rotational reels 3 (3L, 3C, 3R), and to the speakers 21 for outputting a voice regarding the effect. The end ef fect command is a command to the liquid crystal display 5 for displaying an effect image at the stop of rotation of all of the three rotational reels 3 (3L, 3C, 3R), and to the speakers 20 21 for outputting a voice regarding the end effect. Further, commands regarding setting or cancel of RB, BB are also stored in the ROM 42, and by these commands, setting or cancel of RB or BB is notified to the sub control circuit 82. It should be noted that in place of the command regarding 25 setting or cancel of RB or BB, data indicating that RB or BB is in execution may be included in the variety of commands regarding display-control to the liquid crystal display 5. [0066] As triggered by establishment of a prescribed condition, 30 the variety of commands as described above are called from the ROM 42 by the CPU 41 to be set in the RAM 43. The command set in the RAM 43 is then supplied to the sub control circuit 82 at a prescribed timing. The sub control circuit 82 executes a variety of processing based upon the supplied command. It 35 is to be noted that communication is performed in one direction 22 from the main control circuit 81 to the sub control circuit 82, without input of a command or the like by the sub control circuit 82 to the main control circuit 81. [0067] 5 Further, the ROM 42 stores a symbol table for making rotational positions of the rotational reels 3L, 3C, and 3R correspond to the symbols drawn on the outer peripheral surfaces of the rotational reels. Moreover, the ROM 42 stores a winning symbol-combination table where combinations of symbols as 10 winning, the numbers of payouts of medals for winning, and winning determination codes representing the respective winnings are corresponded to one another, a lottery probability table necessary for performing a lottery to determine an internal winning combination, and the like. 15 [0068] Other than the foregoing commands, the RAM 43 stores, for example, a variable, a flag and the like relating to game progressions, such as the number of credits corresponding to the number of medals and a set value. 20 [0069] Examples of main peripheral devices (actuators), whose operations are controlled by control signals from the microcomputer 40, may include: a variety of lamps (1-BET lamp 9a, 2-BET lamp 9b, maximum BET lamp 9c, WIN lamp 17, medal 25 insertion lamp 24, game start display lamp 25, illumination lamp 93) ; a variety of display portions (number-of-payouts display portion 18, number-of-accumulated-medals display portion 19, number-of-actuated-combinations display portion 20) ; a hopper (including a driving portion for payout) 50 that houses medals 30 and pays out a prescribed number of medals in accordance with a command from a hopper driving circuit 51; and stepping motors 59L, 59C, and 59R which rotationally drive the rotational reels 3L, 3C, and 3R. [0070] 35 Moreover, an output portion of the CPU 41 is connected 23 through an I/O port 48 with a motor driving circuit 49 that drive controls the stepping motors 59L, 59C, and 59R, a hopper driving circuit 51 that drive controls the hopper 50, a lamp driving circuit 55 that drive controls a variety of lamps, and a display 5 portion driving circuit 58 that drive controls a variety of display portions. Upon receipt of a control signal such as a driving command outputted from the CPU 41, each of those driving circuits controls the operation of each actuator. (0071] 10 Further, main input signal generators that generate an input signal necessary for generation of a control command by the microcomputer 40 are the start switch 6S, the 1-BET switch 11, the maximum BET switch 13, the accumulated medal settlement switch 14, an inserted medal sensor 22S, a reset switch 62, a 15 key-shaped switch 63 for setting, a reel stop signal circuit 56, a reel position detection circuit 60, and a payout completion signal circuit 61. These are also connected to the CPU 41 through the I/O port 48. The key-shaped switch 63 for setting serves such that a prescribed key is inserted into a 20 key hole thereof and turned to the right or left to allow a change in setting of a set value. [0072] The start switch 6S detects an operation of the start lever 6. The inserted medal sensor 22S detects a medal inserted 25 into the medal insertion slot 22. The reel stop signal circuit 56 generates a stop signal in accordance with an operation of each of the stop buttons 7L, 7C, and 7R. Operating the determination button 26 and the cancel button 27 enables switching of the display screen of the liquid crystal display 30 5, input of a command, and the like. [0073] Upon receipt of a pulse signal from a reel rotation sensor, the reel position detection circuit 60 transmits signals for detecting the positions of the respective rotational reels 3L, 35 3C, and 3R, to the CPU 41.
24 When a count value (the number of medals paid out from the hopper 50) of the medal detecting portion 50S reaches a designated number of medals, the payout completion signal circuit 61 generates a medal payout completion signal. Upon 5 receipt of this medal payout completion signal, the CPU 41 stops driving of the hopper 50 through the hopper driving circuit 51, to complete payout of medals. This medal detecting portion 50S has a medal sensor comprised of a physical sensor or the like for detecting medals paid out from the hopper 50, and can thus 10 count the number of payouts of medals by using this medal sensor. [0074] In the circuit shown in Fig. 5, the random number generator 146 generates random numbers belonging to a set numeric value range, and the sampling circuit 147 samples one 15 random number at an appropriate timing after operation of the start lever 6. Based upon the random number sampled in this manner and the lottery probability table stored inside the ROM 42, an internal winning combination is determined. After the determination of the internal winning combination, a random 20 number is sampled again for selecting a "stop control table". [0075] After the start of rotation of the rotational reels 3L, 3C, and 3R, the numbers of drive pulses supplied to the stepping respective motors 59L, 59C, and 59R are counted, and the count 25 values are written in a prescribed area of the RAM 43. Reset pulses are obtained from the rotational reels 3L, 3C, and 3R in each rotation, and these pulses are inputted into the CPU 41 through the reel position detection circuit 60. By the reset pulses as thus obtained, the count values of the drive pulses 30 counted in the RAM 43 are cleared to "0". In this manner, the count values corresponding to the respective rotational positions of the reels 3L, 3C, and 3R within the range of one rotation are stored in the RAM 43. (0076] 35 In order to make the rotational positions of the 25 rotational reels 3L, 3C, and 3R as described above correspond to the symbols drawn on the outer peripheral surfaces of the rotational reels, the symbol table is stored in the ROM 42. In this symbol table, with the rotational position where the 5 foregoing reset pulse is generated as a reference, code numbers sequentially granted at each set rotational pitch of the rotational reels 3L, 3C, and 3R are corresponded to symbol codes indicating symbols provided in association with the respective code numbers. 10 [0077] Moreover, the winning symbol-combination table is stored in the ROM 42. In this winning symbol-combination table, winning combinations of symbols, the numbers of payouts of medals for winning, and winning determination codes 15 representing the winning are corresponded to one another. The above winning symbol-combination table is referenced when the left rotational reel 3L, the central rotational reel 3C, and the right rotational reel 3R are stop-controlled and when winning is checked after the stop of all of the reels. 20 [0078] In the case of internal winning by lottery processing (probability lottery processing) based upon the random number sampling, the CPU 41 transmits a signal for stop-controlling the rotational reels 3L, 3C, and 3R to the motor driving circuit 25 49, based upon operation signals transmitted from the reel stop signal circuit 56 at a. timing when the player operates the stop buttons 7L, 7C, and 7R, and the selected "stop control table". [0079] In the case of the mode coming into a stop mode showing 30 establishment of the internally won combination, when "Payout" has been selected by switching of the accumulated medal settlement switch 14, the CPU 41 supplies a payout command signal to the hopper driving circuit 51, to pay out a prescribed number of medals from the hopper 50. At this time, the medal 35 detecting portion 50S counts the number of medals that are paid 26 out from the hopper 50, and when the count value reaches a designated number, a medal payout completion signal is inputted into the CPU 41. By doing so, the CPU 41 stops the drive of the hopper 50 through the hopper driving circuit 51, to complete 5 the "medal payout processing". On the other hand, when "Credit" has been selected by switching of the accumulated medal settlement switch 14, the number of medals to be paid out is stored, as credits, into the RAM 43. 10 [0080] The main control circuit 81 having the CPU 41 therein is connected with the sub control circuit 82. The sub control circuit 82 performs display-control of the liquid crystal display 5 and output-control of a sound from 15 the speakers 21L, 21R, based upon a control command from the main control circuit 81. [0081] Fig. 6 is a block diagram showing a configuration of the sub control circuit shown in Fig. 5. 20 Although it is configured in the present embodiment such that a command is supplied from the main control circuit 81 to the sub control circuit 82 while a signal is prevented from being supplied from the sub control circuit 82 to the main control circuit 81, the configuration is not limited to this, and it 25 may be configured such that a signal can be transmitted from the sub control circuit 82 to the main control circuit 81. [0082] The sub control circuit 82 has a sub CPU 206, a program ROM 208 and a work RAM 210. Further, the sub control circuit 30 82 is connected with the determination button 26 and the cancel button 27, through an interface circuit 240. [0083] Further, the sub control circuit 82 has a display-control circuit 250 that performs display-control on the liquid crystal 35 display 5, and a voice control circuit 230 that performs control 27 regarding a sound generated from the speakers 21. [0084] The sub CPU 206 has the function of executing a variety of processing, such as processing relating to an effect, in 5 accordance with programs stored in the program ROM 208, and controls the sub control circuit 82 in accordance with a variety of commands supplied from the CPU 41. [0085) Programs for the sub CPU 206 to control gaming effects 10 on the liquid crystal display 5 and the speakers 21 are stored into the program ROM 208, and besides those programs, a variety of tables such as an effect pattern data extraction table for making a determination regarding the effects are also stored. [0086] 15 Moreover, the program ROM 208 stores: a plurality of kinds of effect pattern data corresponded to screen images displayed to the liquid crystal display 5 as well as a sound outputted from the speakers 21; and a plurality of kinds of end effect pattern data corresponded to screen images displayed, as well 20 as a voice outputted, at the stop of all of the reels 3 (3L, 3C, 3R) . The program ROM 208 corresponds to the first memory that stores effect pattern data. The effect pattern data is classified into effect pattern data which is extracted when a BB flag has been set (effect 25 pattern data for BB) and effect pattern data which is extracted when the BB flag has not been set (normal effect pattern data, specific effect pattern data) . The normal effect pattern data is effect pattern data which is extracted when the BB flag has not been set and a specific sound is not detected. Further, 30 the specific effect pattern data is effect pattern data which is extracted when the BB flag has not been set and the specific sound is detected (cf. Fig. 11). The normal effect pattern data and the specific effect pattern data correspond to the first effect pattern data in the 35 invention, and the effect pattern data for BB correspond to the 28 second effect pattern data in the invention. [00871 Further, the program ROM 208 stores comparison waveform data as an object to be compared with a waveform shown by a sound 5 signal outputted from the microphone 44. The sub CPU 206 compares output waveform data generated based upon the sound signal outputted from the microphone 44 with the comparison waveform data, to determine whether or not waveforms shown by the respective waveform data are identical or similar to each 10 other. [0088] Further, the sub control circuit 82 is connected with the microphone 44 that converts an input sound from the outside into a sound signal and outputs the signal, through a signal 15 processing circuit 44a. The signal processing circuit 44a includes a variety of circuits such as an AGC circuit and an A/D conversion circuit, and performs a variety of processing for converting a sound signal outputted from the microphone 44 into output waveform data. The AGC circuit automatically 20 controls an amplification factor of an amplifier provided inside thereof so as to obtain a fixed output even when a magnitude of an input sound signal fluctuates. [0089] Further, the sub control circuit 82 is connected with an 25 interface 92 for data input for inputting identification data of the pachislo gaming apparatus 1. The identification data inputted from the interface 92 for data input is stored in the work RAM 210. In the present invention, the identification data is not particularly limited, and examples thereof may include 30 a number and a symbol provided independently by the game parlor, an identification number that identifies the pachislo gaming apparatus 1, the number being uniquely set to a pachislo gaming apparatus, and the like. Examples of the interface 92 for data input include a USB 35 (Universal Serial Bus) port and an RS-232C port, but in the 29 present invention, the interface 92 for data input is not particularly limited so long as being connectable to an external device. Although the case of inputting identification data by wire connection is described in the present embodiment, the 5 present invention is not limited thereto. For example, wireless connection, such as connection by infrared communication, may be adopted. [0090] In addition, although it is configured in the present 10 embodiment such that the program ROM 208 is used as a storage medium for storing programs, tables, and the like, the configuration is not limited thereto. The storage medium may be in a dif ferent mode so long as being a storage medium readable by a computer having a CPU and the like, and recording may be 15 made, for example, in a hard disc device or storage media such as a CD-ROM, a DVD-ROM or a ROM cartridge. Naturally, what is stored in the program ROM 208 may be stored in the ROM 42. Further, these programs may not be previously recorded, but may be downloaded after switch-on of power, and recorded in the work 20 RAM 210 or the like. Moreover, each of the programs may be recorded in different storage media. [0091] Furthermore, in the present embodiment, the main control circuit 81 including the CPU 41 and the ROM 42 therein and the 25 sub control circuit 82 including the sub CPU 206 and the program ROM 208 therein are separately configured, but the configuration is not limited thereto. Only the main control circuit 81 including the CPU 41 and the ROM 42 therein may constitute the circuit, and in this case, it should be 30 configured such that programs stored in the foregoing program ROM 208 are stored into the ROM 42 and executed by the CPU 41. Naturally, only the sub control circuit 82 including the sub CPU 206 and the program ROM 208 therein may constitute the circuit, and in this case, it should be configured such that 35 programs stored in the foregoing ROM 42 are stored into the 30 program ROM 208 and executed by the sub CPU 206. [00921 The work RAM 210 has the function of storing a variety of flags and variable values, as a temporary storage region of 5 the sub CPU 206. In particular, the work RAM 210 stores identification data inputted from the interface 92 for data input. The work RAM 210 corresponds to the second memory that stores identification data. It is to be noted that, although the work RAM 210 is used as the temporary storage region of the 10 sub CPU 206 in the present embodiment, the temporary storage region is not limited thereto, and may be any storage media so long as being readable and writable media. [0093] Moreover, the voice control circuit 230 is comprised of 15 a sound source IC 232 that performs control regarding a voice, a voice data ROM 234 that stores a variety of sound data, and an amplifier 236 (hereinafter referred to as "AMP") for amplifying a sound signal. [0094] 20 The sound source IC 232 is connected with the sub CPU 206, the voice data ROM 234 and the AMP 236. The voice data ROM 234 stores a plurality of kinds of sound data regarding effects, and the like. Examples of the sound data regarding effects may include sound data including specific data indicating a 25 specific sound and sound data not including specific data. In the present embodiment, the case of the specific sound being a specific inaudible sound is described. [0095] Upon receipt of supply of the effect pattern data, the 30 sound source IC 232 reads sound data from the voice data ROM 234. At this time, the sound source IC 232 extracts sound data not including specific data when determining that the effect pattern data is not the effect pattern data for BB (the effect pattern data is the first effect pattern data) . On the other 35 hand, the sound source IC 232 extracts sound data including 31 specific data when determining that the effect pattern data is the effect pattern data for BB. The sound data extracted as thus described are included in the effect pattern data. [0096] 5 Fig. 7 is a view showing sound data including specific date, for explaining the sound data which is extracted when the effect pattern data for BB is supplied. It is to be noted that in the figure, symbol fO denotes a frequency to be a border between audible and inaudible sounds, and symbol fl denotes a 10 center frequency of a waveform W indicating the inaudible sound shown by the specific data. As shown in Fig. 7, the sound data including the specific data is data showing a waveform having the waveform W of a sound showing specific data in an inaudible frequency band portion. 15 [0097] In the case where the sound source IC 232 receives the effect pattern data for BB, the sound source IC 232 references identification data stored in the work RAM 210, and reads sound data corresponding to the identification data of the pachislo 20 gaming apparatus 1. That is, for example, the sound source IC 232 reads the sound data showing the waveform shown in Fig. 7 when a BB game is generated in this pachislo gaming apparatus 1, while, when a BB game is generated in another pachislo gaming apparatus 1, the sound source IC 232 reads a sound data different 25 from the sound data showing the waveform shown in Fig. 7 (sound data showing a waveform where the center frequency of the waveform W shown by specific data is different from "fl"). Furthermore, the sound source IC 232 converts the sound data into a prescribed sound signal and supplies the sound 30 signal to the AMP 236. The AMP 236 amplifies the sound signal and outputs a sound from the speakers 21 (21L and 21R). Therefore, in another pachislo gaming apparatus 1 into which the sound has been inputted, it is determined, based upon an inaudible sound included in the sound, which pachislo gaming 35 apparatus 1 has identification data that the specific sound is 32 based on. [0098] The display-control circuit 250 generates a screen image in accordance with a game result determined by the CPU 41 or 5 a command inputted from the variety of buttons 26 and 27, and controls to display the screen image to the liquid crystal display 5. The display-control circuit 250 is configured of an image data processor (hereinafter referred to as "VDP") 212, an image data ROM 216 that stores a variety of image data, and 10 a D/A converter 218 that converts image data into an image signal. The VDP 212 is connected with the sub CPU 206, the image data ROM 216 that stores image data, and the D/A converter 218 that converts image data into an image signal. [0099] 15 This VDP 212 is a device which includes a variety of circuits such as so-called a sprite circuit, a screen circuit, and a palette circuit, and is capable of performing a variety of processing for displaying a screen image to the liquid crystal display 5. That is, the VDP 212 performs 20 display-control over the liquid crystal display 5. Further, the VDP 212 is provided with a storage medium (e.g. video RAM) as a buffer for displaying a screen image to the transparent liquid crystal panel 34 of the liquid crystal display 5. By storing image data in a prescribed storage region of this 25 storage medium, a screen image is displayed to the transparent liquid crystal panel 34 of the liquid crystal display 5 at a prescribed timing. [0100] The image data ROM 216 stores a plurality of kinds of 30 effect image data. The effect image data is classified into normal effect image data and specific effect image data. Examples of the effect image data (normal effect image data and specific effect image data) include background image data that constitutes a background image, and character image data that 35 represents a character.
33 The specific effect image data is image data regarding an image that is displayed only when a specific sound is inputted from the microphone 44 (e.g. the fireworks image 93a and the notification image 93b shown in Fig. 2). The normal effect 5 image data is image data regarding an image that is displayed when a specific sound has not been inputted from the microphone 44. [0101] The VDP 212 extracts an effect image from the image data 10 ROM 216 in accordance with an image display command supplied from the sub CPU 206. [0102] The VDP 212 superimposes a variety of images extracted from the image data ROM 216, sequentially from an image located 15 on the back, e.g. in a sequence of the background image and the character image, to store them in the buffer (e.g. video RAM or the like), so as to synthesize a screen image. The VDP 212 then supplies the synthesized image to the D/A converter 218 at a prescribed timing. The D/A converter 218 converts this 20 screen image into an image signal and supplies this image signal to the liquid crystal display 5. [0103] In the following, it is assumed that the pachislo gaming apparatus 1 has been activated and steadily operated in a state 25 where avariable used in the CPU 41 is initialized to aprescribed value, and a set value, a variety of timers, and the like are also set to prescribed values. [0104] Fig. 8-1 and Fig. 8-2 are flowcharts showing a subroutine 30 of processing performed in the main control circuit. This subroutine is called at a prescribed timing from a previously executed main routine and then executed. [0105] First, the CPU 41 determines whether or not a request for 35 automatic medal insertion has been made (step S120) . It is to 34 be noted that the case where the request for automatic insertion has been made is a case where winning for replay has been established in a previous game. When the request for automatic medal insertion has been made, the CPU 41 automatically inserts 5 medals in number requested (step S122), and transmits a medal insertion command to the sub control circuit 82 (step S123) [0106] On the other hand, when determining in step S120 that the request for automatic medal insertion has not been made, the 10 CPU 41 determines whether or not medals have been inserted (step S121). That is, the CPU 41 determines whether or not medals have been inserted, by determining whether or not a detection signal has been received which is issued by the inserted medal sensor 22S that has detected insertion of medals into the medal 15 insertion slot 22, or by determining whether or not a detection signal has been received which is issued from the BET switch (1-BET switch 11 or maximum BET switch 13) . It should be noted that, when determining that the detection signal issued from the BET switch (1-BET switch 11 or maximum BET switch 13) has 20 been received, the CPU 41 performs processing of subtracting the number of credits corresponding to the number of betted medals from the number of credits stored in the RAM 43. [0107] When determining in step 3121 that medals have not been 25 inserted, the CPU 41 returns the processing to step S120. Further, when determining in step S121 that medals have been inserted, or when executing the processing of step S123, the CPU 41 determines whether or not the start lever 6 has been operated (step S124) . That is, the CPU 41 determines whether 30 or not an input signal has been received from the start switch 6S. [01081 When determining in step 3124 that the start lever 6 has not been operated, the CPU 41 returns the processing to step 35 S120. On the other hand, when determining in step S124 that 35 the start lever 6 has been operated, the CPU 41 performs processing in accordance with avarietyof settings (step S125). In this variety-of-setting processing, random numbers from the random number generator 146 are sampled at a timing of operation 5 of the start lever 6, and lottery processing of generating internal winning combination (winning flag) is conducted based upon the sampled random number value and the lottery probability table set in the RAM 43. Further, in this variety-of-setting processing, for example, WIN lamp lightning lottery processing, 10 processing in accordance with selection of the stop control table for stopping the rotational reels, processing of initialization for the reel rotation, and the like, are performed, and rotation of the rotational reels 3 (3L, 3C, 3R) is started. 15 [0109] After the start of rotation of the rotational reels 3L, 3C, and 3R, the numbers of drive pulses transmitted to the respective stepping motors 59L, 59C, and 59R are counted, and the count values are stored in the RAM 43. A reset pulse is 20 obtained from the rotational reels 3L, 3C, and 3R in each rotation, and these pulses are inputted into the CPU 41 through the reel position detection circuit 60. By the reset pulses as thus obtained, the count values of the drive pulses counted in the RAM 43 are cleared to "0". In this manner, the count 25 values corresponding to the rotational positions within the range of one rotation of the rotational reels 3L, 3C, and 3R are stored in the RAM 43. [0110] Further, in the symbol table stored in the ROM 42 for 30 making the rotational positions of the rotational reels 3L, 3C, and 3R correspond to symbols drawn on the outer peripheral surfaces of the rotational reels, with the rotational positions where the foregoing reset pulse is generated as a reference, code numbers sequentially granted at a set rotational pitch of 35 each of the rotational reels 3L, 3C, and 3R are associated with 36 symbol codes indicating symbols provided corresponding to the respective code numbers. Further, the winning symbol-combination table stored in the ROM 42 is referenced when the rotational reels 3L, 3C, and 3R are stop-controlled and when 5 winning is checked after the stop of all of the rotational reels. After executing the processing of step S125, the CPU 41 shifts the processing to step S126. [0111] In step S126, the CPU 41 sets an effect start command in 10 the RAM 43. This effect start command is a command for starting display of a prescribed effect image to the liquid crystal display 5 and starting output of a prescribed voice from the speakers 21, and includes data regarding the internal winning combination determined in the above lottery processing. The 15 effect start command is supplied to the sub control circuit 82 at a prescribed timing. After executing the processing of step S126, the CPU 41 shifts the processing to step 3128. [0112] 20 In step S128, the CPU 41 determines whether or not the stop buttons 7 (7L, 7C, 7R) have been turned "ON" by the presence or absence of an input signal from the reel stop signal circuit 56 (step S128). When determining that the stop button 7 has not been turned "ON", the CPU 41 determines whether or not a 25 value of the automatic stop timer is "0" (step S129) . When determining that the value of the timer is not "0", the CPU 41 returns the processing to step S128. [0113] On the other hand, when determining in step S128 that the 30 stop button 7 has been turned "ON", or when determining in step S129 that the value of the automatic stop timer is "0", the CPU 41 stops rotation of the rotational reel 3 corresponding to the stop button 7. At this time, the number of sliding frames is determined based upon a winning request (meaning an internal 35 winning combination), symbol positions (rotational positions 37 of the rotational reels 3 at the time of operation), a stop control table selected, and the like (step S130). [0114] Next, the CPU 41 performs processing of rotating and 5 stopping the rotational reels 3 by the number of sliding frames determined in step S130 (step S131), and sets a stop request regarding one rotational reel 3 (step S132). [0115] Next, the CPU 41 determines whether or not all of the three 10 rotational reels 3 (3L, 3C, 3R) have stopped (step S135) . When determining that all of the rotational reels 3 have not stopped, the CPU 41 returns the processing to step S128. On the other hand, when determining that all of the rotational reels 3 have stopped, the CPU 41 performs a winning search (step S136) . At 15 this time, the winning symbol-combination table stored in the ROM 42 or the like is referenced. Further, the CPU 41 may determine whether or not the winning flag is normal, and may display an illegal error and discontinue the processing when determining that the flag is not normal. 20 [0116] Next, the CPU 41 sets an end effect command in the RAM 43 (step S137) . This end effect command is a command for displaying an effect image and outputting a voice at the game ending time in accordance with a game result, and includes data 25 regarding a result of the winning search in step S136. The end effect command is supplied to the sub control circuit 82 at a prescribed timing. [0117] Next, the CPU 41 determines whether or not medals will 30 be paid out, namely, the presence or absence of the number of medals for winning (step S138). When determining that medals will be paid out, the CPU 41 accumulates or pays out medals in number in accordance with the gaming state and the winning combination (step S139) . In 35 the case of accumulating medals, the CPU 41 performs processing 38 of addition to the number of credits stored in the RAM 43. On the other hand, in the case of paying out medals, the CPU 41 transmits a payout command signal to the hopper driving circuit 51, to pay out a prescribed number of medals from the hopper 5 50. At this time, the medal detecting portion 50S counts the number of medals paid out from the hopper 50, and when the count value reaches a designated number, a medal payout completion signal is inputted into the CPU 41. By doing so, the CPU 41 stops driving of the hopper 50 through the hopper driving 10 circuit 51 and completes the medal payout processing. [0118] Next, the CPU 41 determines whether or not RB has been won (step S140). When determining that RB has been won, the CPU 41 performs processing in accordance with setting of RB 15 (step S141) . In this step S141, the CPU 41 performs processing in accordance with setting of a lottery probability table for RB and a winning symbol-combination table for RB. Further, in this step S141, the CPU 41 starts counting of the number of times of winning of RB games and the like, and starts processing of 20 displaying the count value to the number-of-actuated-combinations display portion 20. After executing the processing of step S141, the CPU 41 shifts the processing to step S142. (0119] 25 In step S142, the CPU 41 sets an RB setting command in the RAM 43. The RB setting command is a command for displaying the effect image for RB, as the screen image, to the liquid crystal display 5 and outputting a voice in accordance with RB from the speakers 21, and is supplied to the sub control circuit 30 82 at a prescribed timing. [0120] When determining in step S140 that RB has not been won, or when executing processing of step S142, the CPU 41 determines whether or not BB has been won (step S143) . When determining 35 that BB has been won, the CPU 41 performs processing in 39 accordance with setting of BB (step S144) In this step S144, the CPU 41 performs processing in accordance with setting of a lottery probability table for BB, a winning symbol-combination table for BB, and the like. Further, in step 5 S144, the CPU 41 starts counting of the number of times of BB games played or the like, displaying the count value to the number-of-actuated-combinations display portion 20, counting the number of paid-out medals, and the like. Thereafter, the CPU 41 shifts the processing to step S145. 10 (0121) In step S145, the CPU 41 sets a BB setting command in the RAM 43. The BB setting command is a command for displaying the effect image for BB, as the screen image, to the liquid crystal display 5 and outputting a voice in accordance with BB from the 15 speakers 21, and is supplied to the sub control circuit 82 at a prescribed timing. [0122] When determining in step S143 that BB has not been won, or when executing the processing of step S145, the CPU 41 20 determines whether or not RB has ended (step S146) . When determining that RB has ended, the CPU 41 then performs processing in accordance with canceling of setting of RB (step S147). In step S147, the CPU 41 performs processing in accordance with a change in setting from the lottery probability 25 table for RB, the winning symbol-combination table for RB, and the like, which have been set in step S141, to the lottery probability table for use in a normal gaming state (other than RB or BB). Thereafter, the CPU 41 shifts the processing to step S148. 30 (0123] In step S148, the CPU 41 sets an RB cancel command in the RAM 43. The RB cancel command is supplied to the sub control circuit 82 at a prescribed timing. [0124] 35 When not determining in step S146 that RB has ended, or 40 when executing the processing of step S148, the CPU 41 determines whether or not BB has ended (step 5149). When determining that BB has ended, the CPU 41 then performs processing in accordance with canceling of setting of BB (step 5 S150) . In step S150, the CPU 41 performs processing in accordance with a change in setting from the lottery table for BB, the winning symbol-combination table for BB, and the like, which have been set in step S144, to the lottery probability table for use in the normal gaming state (other than RB or BB) 10 Thereafter, the CPU 41 shifts the processing to step S151. [01251 In step S151, the CPU 41 sets a BB cancel command in the RAM 43. The BB cancel command is supplied to the sub control circuit 82 at a prescribed timing. 15 When determining in step S149 that RB has not ended, or when executing the processing of step 5151, the CPU 41 completes the present subroutine. [0126] Fig. 9 is a flowchart showing a subroutine of sound 20 recognition processing performed in the sub control circuit. First, in step S180, the sub CPU 206 receives output waveform data generated based upon an input sound inputted from the microphone 44, from the signal processing circuit 44a. [0127) 25 Next, the sub CPU 206 references comparison waveform data stored in the program ROM 208 (step S181), and determines whether or not part of a waveform shown by the output waveform data includes a waveform identical or similar to a specific waveform shown by the comparison waveform data (step S182). In 30 the processing, the sub CPU 206 determines whether or not the compared waveforms are identical or similar to each other based upon a similarity obtained by a prescribed calculation formula. [0128] When it is determined that part of the waveform shown by 35 the output waveform data (the prescribed inaudible frequency 41 band portion in the present embodiment) does not include a waveform identical or similar to the specific waveform shown by the comparison waveform data (step 3182: NO), the present subroutine is completed. On the other hand, when it is 5 determined that part of the waveform shown by the output waveform data includes a waveform identical or similar to the specific waveform shown by the comparison waveform data (step S182: YES), the sub CPU 206 sets a specific sound detection flag in step S183. After execution of the processing of step S183, 10 the present subroutine is completed. It is to be noted that the specific sound detection flag is a flag that indicates detection of the specific sound, anda flag that is cleared after the lapse of a prescribed period after setting. [0129] 15 Fig. 10 is a flowchart showing a subroutine of command receiving processing performed in the sub control circuit. First, in step S200, the sub CPU 206 determines whether or not an effect start command has been received. When determining that the ef fect start command has not been received, 20 the sub CPU 206 shifts the processing to step S210. On the other hand, when determining that the effect start command has been received, the sub CPU 206 shifts the processing to step S201. [0130] In step S201, the sub CPU 206 determines whether or not 25 the BB flag has been set. When determining that the BB flag has been set, the sub CPU 206 selects the effect pattern data for BB (step S202) . On the other hand, when determining that the BB flag has not been set (step S201: NO) and the specific sound detection flag has been set (step S203: YES), the sub CPU 30 206 selects the specific effect pattern data (step S204). Further, when determining that the BB flag has not been set (step S201: NO) and the specific sound detection flag has not been set (step S203: NO), the sub CPU 206 selects the normal effect pattern data (step 3205). 35 [0131] 42 Fig. 11 is a view showing an example of effect pattern data extraction tables. Each effect pattern data is corresponded to whether or not the BB flag has been set and whether or not the specific 5 sound detection flag has been set. Namely, the normal effect pattern data is corresponded to the case where the BB flag has not been set and the specific sound detection flag has not been set; the specific effect pattern data is corresponded to the case where the BB flag has not been set and the specific sound 10 detection flag has been set; and the effect pattern data for BB is corresponded to the case where the BB flag has been set. Random numbers are allocated to these effect pattern data in accordance with whether or not the BB flag has been set and whether or not the specific sound detection flag has been set, 15 and one effect pattern data is extracted by means of a random-number lottery. For example, when it is determined that the BB flag has not been set (step S201: NO) and the specific sound detection flag has been set (step S203: YES), after random numbers are allocated to a plurality of the specific effect 20 pattern data, a random-number lottery is performed, to extract one effect pattern data (specific effect pattern data) (step S204). [0132] After the processing of step S202, step S204 or step S205, 25 the sub CPU 206 supplies effect pattern data as data indicating the selected effect pattern to the display control circuit 250 and the voice control circuit 230 (step S206) . After executing the processing of step S206, the sub CPU 206 shifts the processing to step S210. 30 In Step S210, the sub CPU 206 determines whether or not to have received an end effect command. When determining that the end effect command has not been received, the sub CPU 206 shifts the processing to step S220. On the other hand, when determining that the end effect command has been received, the 35 sub CPU 206 shifts the processing to step S211.
43 [0133] In step S211, the sub CPU 206 determines whether or not the BB flag has been set. When determining that the BB flag has been set, the sub CPU 206 selects end effect pattern data 5 for BB (step S212) . On the other hand, when the BB flag has not been set (step S211: NO) and the specific sound detection flag has been set (step S213: YES), the sub CPU 206 selects end specific effect pattern data (step S214). Further, when the BB flag has not been set (step S211: NO) and the specific sound 10 detection flag has not been set (step S213: NO), the sub CPU 206 selects end normal effect pattern data (step S215). [0134] After the processing of step S212, step S214 or step S215, the sub CPU 206 supplies end effect pattern data as data 15 indicating the selected end effect pattern to the display control circuit 250 and the voice control circuit 230 (step S216). After executing the processing of step S216, the sub CPU 206 shifts the processing to step S220. [0135) 20 In step S220, the sub CPU 206 determines whether or not an RB setting command has been received. When determining that the RB setting command has not been received, the sub CPU 206 shifts the processing to step S230. On the other hand, when determining that the RB setting command has been received, the 25 sub CPU 206 sets an RB flag in step S221. After executing the processing of step S221, the sub CPU 206 shifts the processing to step S230. It is to be noted that the RB flag is a flag that is set at the start of RB and cleared at the end of RB. [0136] 30 In step 5230, the sub CPU 206 determines whether or not a BB setting command has been received. When determining that the BB setting command has not been received, the sub CPU 206 shifts the processing to step S240. On the other hand, when determining that the BB setting command has been received, the 35 sub CPU 206 sets a BB flag in step S231. After executing the 44 processing of step S231, the sub CPU 206 shifts the processing to step S240. It is to be noted that the BB flag is a flag that is set at the start of BB and cleared at the end of BB. [0137) 5 When determining in step S230 that the BB setting command has not been received, or when executing the processing of step S231, the sub CPU 206 determines whether or not an RB cancel command has been received (step S240) . When determining that the RB cancel command has been received, the sub CPU 206 clears 10 the RB flag (step S241). (0138] When determining in step S240 that the RB cancel command has not been received, or when executing the processing of step S241, the sub CPU 206 determines whether or not a BB cancel 15 command has been received (step S250) . When determining that the BB cancel command has not been received, the sub CPU 206 completes the present subroutine. On the other hand, when determining that the BB cancel command has been received, the sub CPU 206 clears the BB flag (step S251), and completes the 20 present subroutine. [01391 Fig. 12 is a flowchart showing a subroutine of sound output control processing performed in the voice control circuit. 25 The sound source IC 232 generates a sound corresponding to various data supplied from the sub CPU 206. [0140] When effect pattern data has not been supplied from the sub CPU 206 (step S400: NO), the sound source IC 232 returns 30 the processing to step S400. When effect pattern data (specific effect pattern data, normal effect pattern data or effect pattern data for BB) has been supplied from the sub CPU 206 (step S400: YES), when the effect pattern data is the effect pattern data forBB (stepS401: 35 YES), and when the effect pattern data for BB is not the end 45 effect pattern data for BB (step S402: NO), the sound source IC 232 extracts sound data including specific data (step S403) [0141] Further, when effect pattern data has been supplied from 5 the sub CPU 206(step S400: YES), when the effect pattern data is the effect pattern data for BB (step S401: YES), and when the effect pattern data for BB is the end effect pattern data for BB (step S402: YES), the sound source IC 232 extracts sound data for the ending time which includes specific data (step 10 S404). [0142] Moreover, when effect pattern data has been supplied from the sub CPU 206 (step S400: YES), when the effect pattern data is not the effect pattern data for BB (step S401: NO), and when 15 the effect pattern data (specific effect pattern data or normal effect pattern data) is not the end effect pattern data (step S405: NO), the sound source IC 232 extracts sound data not including specific data (step S406). [0143] 20 Furthermore, when effect pattern data has been supplied from the sub CPU 206 (step S400: YES), when the effect pattern data is not the effect pattern data for BB (step S401: NO), and when the effect pattern data is the end effect pattern data (step S405: YES), the sound source IC 232 extracts sound data for the 25 ending time which does not include specific data (step S407) [0144] After executing the processing of step S403, step S404, step 3406 or step S407, the sound source IC 232 outputs a voice to the speaker 21 at each prescribed timing (e.g. every 1/30 30 of a second) based upon the extracted sound data (step S408) [0145] Subsequently, when the effect has not ended (step S409: NO), the sound source IC 232 returns the processing to step S400. On the other hand, when the effect has ended (step S409: YES), 35 the sound source IC 232 clears the pattern data (step 3410), 46 and returns the processing to step S400. [0146] In the present embodiment, the case was described where the sound data extracted based upon effect pattern data is one 5 data, and the first effect pattern data includes sound data including specific data. However, in the present invention, sound data extracted based upon effect pattern data may be a plurality of pieces of data. For example, sound data extracted based upon effect pattern data may be a plurality of pieces of 10 data including game sound data in accordance with a game state and constant output sound data indicating a sound that is constantly and repeatedly outputted irrespective of the game state. In this case, the constant output sound data may be configured by constant output sound data including specific 15 data and constant output sound data not including specific data, and either constant output sound data may be extracted depending upon whether or not the effect pattern data is the first effect pattern data or the second effect pattern data. [0147] 20 Fig. 13 is a flowchart showing a subroutine of display control processing performed in the display control circuit. The VDP 212 generates screen images corresponding to a variety of data supplied from the sub CPU 206. [0148] 25 When having not been supplied with effect pattern data (specific effect pattern data, normal effect pattern data, or effect pattern data for BB) from the sub CPU 206 (step S300: NO), the VDP 212 extracts a demonstration image from the image data ROM 216 and stores the image in the buffer (step S301). 30 [0149] When the VDP 212 has been supplied with effect pattern data from the sub CPU 206 (step S300: YES) and the effect pattern data is not specific effect pattern data (step S302: NO), the VDP 212 shifts the processing to step S303. 35 When having not been supplied with end effect pattern data 47 in step S303 (step S303: NO), the sub CPU 206 extracts a normal effect image or an effect image for BB from the image data ROM 216 and stores the image in the buffer (step S304). On the other hand, when having been supplied with end effect pattern data 5 (step S303: YES), the sub CPU 206 extracts a normal effect image or an effect image for BB for the ending time from the image data ROM 216 and stores the image in the buffer (step S305) [0150] When having been supplied with effect pattern data from 10 the sub CPU 206 (step S300: YES) and the effect pattern data is specific effect pattern data (step S302: YES), the VDP 212 shifts the processing to step S306. When having not been supplied with end effect pattern data in step S306 (step S306: NO), the sub CPU 206 extracts a specific 15 effect image from the image data ROM 216 and stores the image in the buffer (step S307). On the other hand, when end effect pattern data is supplied (step S306: YES), a specific effect image for the ending time is extracted from the image data ROM 216 and the image is stored in the buffer (step S308). 20 [0151] After executing the processing of step S301, S304, S305, S307, or S308, the VDP 212 outputs the screen image to the liquid crystal display 5 at each prescribed timing (e.g. every 1/30 of a second) (step S309). 25 [0152] Thereafter, when the effect has not ended (step S310: NO), the VDP 212 returns the processing to step S300. On the other hand, when the effect has ended (step S310: YES), the VDP 212 clears the pattern data (step S311) and returns the processing 30 to step S300. [0153] As thus described, according to the pachislo gaming apparatus 1 of the present embodiment, an effect is executed based upon first effect pattern data not including specific data 35 indicating a specific sound that triggers another pachislo 48 gaming apparatus 1 to execute a specific effect (normal effect pattern data or effect pattern data for BB), and as triggered by generation of BB, second effect pattern data including the specific data indicating the specific sound (end effect pattern 5 data for BB) is extracted, and a sound based upon the specific data included in the extracted second effect pattern data is outputted from the speaker 21. When the sound outputted from the speaker 21 is inputted into another pachislo gaming apparatus 1 having the microphone 44, in the pachislo gaming 10 apparatus 1, it is determined that the sound includes the specific sound, and a specific effect is executed. Since the sound outputted from the speaker 21 spreads therearound, a specific effect is executed in other pachislo gaming apparatuses 1 installed around the pachislo gaming apparatus 15 1 having generated BB. As thus described, according to the above-mentioned pachislo gaming apparatus 1, it is possible to produce a completely new effect where, when BB is generated in one pachislo gaming apparatus 1, other pachislo gaming apparatuses 20 1 around the one pachislo gaming apparatus 1 produce an effect as if they resonate. The effect involving other players in a game parlor enhances vibrancy in the entire game parlor and also enhances expectation of a player who has not yet hit a jackpot. [0154] 25 Further, since the prescribed effect is executed in another pachislo gaming apparatus 1, the player playing a game on the pachislo gaming apparatus 1 that has generated BB can feel a sense of superiority. Moreover, when a sound including the specific sound therein is outputted, another pachislo 30 gaming apparatus 1 having the microphone 44 collects the sound, and it is thus unnecessary to perform a wiring operation such as connection between the pachislo gaming apparatuses 1 or between the pachislo gaming apparatuses 1 and a management device. As thus described, since it is configured so as to 35 execute an effect through sounds, the cost and time taken for 49 investment in facilities can be reduced. [0155) Further, according to the pachislo gaming apparatus 1, it is directly determined whether or not the specific sound is 5 included, thereby allowing prevention of malfunction. Moreover, according to the pachislo gaming apparatus 1, since the second sound data is data including specific data showing a waveform of a specific inaudible sound, it is possible to execute the effect without making the player aware of a change 10 in sound outputted from the pachislo gaming apparatus 1. [0156] Further, first effect pattern data not including specific data (normal effect pattern data or specific effect pattern data) and second effect pattern data including specific data 15 showing a specific waveform corresponding to identification data (end effect pattern data for BB) are stored. Therefore, when a sound based upon the specific data outputted from the speaker 21 is inputted into another pachislo gaming apparatus 1 having the microphone 44, it is possible in another pachislo 20 gaming apparatus 1 to recognize from which pachislo gaming apparatus 1 the sound was outputted. Moreover, according to the pachislo gaming apparatus 1, since the interface 92 for data input for inputting identification data is provided, it is possible to easily input 25 or change the identification data. [0157) In the present embodiment, the case was described where specific data is data showing a waveform of an inaudible sound. However, in the present invention, the specific data may be data 30 showing awaveformobtainedby amplifyingby aprescribed amount an amplitude in a specific frequency band of a waveform shown by sound data not including the specific data. In this case, since an audible sound is used, it is possible to execute the effect even with the use of a speaker 35 having a narrow outputtable frequency band.
50 Fig. 14 is a view for explaining sound data which is extracted when the effect pattern data for BB is supplied, and a view showing another example of waveforms shown by sound data including specific data. 5 The waveform shown in Fig. 14 is a waveform with its amplitude in a frequency band in the vicinity of an audible frequency f2 amplified by four times, in place of the waveform W indicating the inaudible sound shown in Fig. 7. Data showing a waveform in the vicinity of the frequency f2 corresponds to 10 the specific data in this case. [01581 In the present embodiment, the case was described where specific data is data showing a waveform of an inaudible sound. However, in the present invention, the specific data may be data 15 indicating a specific voice. In the case of forming such a configuration, it is possible to execute an effect through the use of a voice having a complicated waveform. [01591 In the present embodiment, the case has been described 20 where the external device is the pachislo gaming apparatus 1. However, the present invention is not limited thereto, and for example, it may be configured such that a sound outputted from the speaker of the gaming machine is collected by equipment having a microphone therein in the game parlor. In such a case, 25 it is possible in the equipment to execute an effect of playing prescribed music or a voice in the parlor, an effect of applying a spotlight in a direction toward the gaming machine that has emitted the sound, and the like. [0160] 30 In the present embodiment, the case has been described where a sound including a specific sound therein is outputted as triggered by generation of BB. However, in the present invention, the prescribed condition is not limited to this case. The prescribed condition may be that: the number of payouts of 35 game media or a difference in number of game media has reached 51 a prescribed number; prescribed time has come; a prescribed period has elapsed from start of a game or from execution of the last game; or the like. [0161] 5 Next, the case of applying the present invention to a slot machine is described as a second embodiment. [0162] (Second Embodiment) Fig. 15 is a perspective view schematically showing a slot 10 machine according to the second embodiment of the present invention. The slot machine 1010 includes a cabinet 1011, a top box 1012 installed on the upper side of the cabinet 1011, and a main door 1013 provided at the front face of the cabinet 1011. The 15 slot machine 1010 corresponds to the gaming machine of the present invention. [0163] A lower image display panel 1016 is provided at the front of themaindoor. The lower image display panel 1016 isprovided 20 with a liquid crystal panel and displays fifteen display blocks 1028 made up of five columns and three rows. One symbol is to be arranged in each of the display blocks 1028. [0164] Further, on the lower image display panel 1016, one 25 winning line L is formed horizontally across the five display blocks 1028 displayed in the middle of the respective columns. The winning line L defines a combination of symbols. [0165] Moreover, a number-of-credits display portion 1031 and 30 a number-of-payouts display portion 1032 are set in the lower image display panel 1016. In the number-of-credits display portion 1031, the number of credited coins is displayed by an image. In the number-of-payouts display portion 1032, the number of coins to be paid out in the case of the symbol 35 combination arranged along the winning line L being a prescribed 52 combination is displayed by an image. Further, a microphone 1544 is provided on the right and left of the front of the lower image display panel 1016. (0166] 5 Under the lower image display panel 1016 are provided a control panel 1020 including a plurality of buttons 1023 to 1027 with which commands relating to game progressions are inputted by the player, a coin receiving slot 1021 through which coins are accepted into the cabinet 1011, and a bill validator 1022. 10 [0167] The control panel 1020 is provided with a spin button 1023, a change button 1024, a cash-out button 1025, a 1-BET button 1026, and a maximum BET button 1027. The spin button 1023 is used for inputting a command to start scroll of symbols. The 15 change button 1024 is used in making a request of an attendant of a gaming facility for money exchange. The cash-out button 1025 is used for inputting a command to pay out credited coins to a coin tray 1018. [0168] 20 The 1-BET button 1026 is used for inputting a command to bet one coin in a game, out of credited coins. The maximum BET button 1027 is used for inputting a command to bet the maximum number of coins that can be bet in one game (50 coins in the present embodiment). 25 [0169] The bill validator 1022 verifies whether or not a bill is proper and accepts a regular bill into the cabinet 1011. It is to be noted that the bill validator 1022 may be configured so as to read a later-described ticket 1039 with a barcode. 30 Belly glass 1034 having a character of the slot machine 1010 or the like drawn thereon is provided on the lower front of the main door 1013, namely, under the control panel 1020. [0170] An upper image display panel 1033 is provided at the front 35 face of the top box 1012. The upper image display panel 1033 53 is provided with a liquid crystal panel, and for example, displays an image representing introduction of game contents and explanation of a game rule. [0171) 5 Further, the top box 1012 is provided with a speaker 1029. Under the upper image display panel 1033 are provided a ticket printer 1035, a card reader 1036, a data display 1037, and a key pad 1038. The ticket printer 1035 prints a barcode on a ticket as coded data of the number of credits, a date, an 10 identification number of the slot machine 1010, and the like, and outputs the ticket as the ticket 1039 with a barcode. The player can make another slot machine read the ticket 1039 with a barcode to play a game thereon, or can exchange the ticket 1039 with a barcode with a bill or the like at a prescribed place 15 in the gaming facility (e.g. a cashier in a casino). [0172] The card reader 1036 reads data from a smart card and writes data into the smart card. The smart card is a card owned by the player, and for example stores data for identifying the 20 player and data regarding a history of games played by the player. The smart card may store data corresponding to coins, bills or credits. Further, a magnetic stripe card may be adopted in place of the smart card. The data display 1037 is comprised of a fluorescent display and the like, and for example, displays 25 data read by the card reader 1036 and data inputted by the player through the key pad 1038. The key pad 1038 is for inputting a command and data regarding ticket issuance and the like. [0173] Fig. 16 is a diagram showing symbols and code numbers of 30 the respective symbols. As shown in Fig. 16, to the respective display blocks 1028, arrays of a total of 22 symbols consisting of code numbers "00" to "21" are scrolled. Each of the symbol arrays is made up of a combination of "JACKPOT 7", "BLUE 7", "BELL", "CHERRY", 35 "STRAWBERRY", "PLUM", "ORANGE", and "APPLE".
54 [0174] When five symbols of "JACKPOT 7", "BLUE 7", "BELL", "CHERRY", "STRAWBERRY", "PLUM", "ORANGE", or "APPLE" are rearranged along the winning line L, coins in a previously set 5 number is paid out (cf. Fig. 22). [0175] When the spin button 1023 is pressed down after pressing-down of the 1-BET button 1026 or the maximum BET button 1027, to start a game, symbols are scrolled downwardly. After 10 the lapse of a prescribed time, symbols are rearranged. When a prize is won at this time, payout of coins in previously set number can be received (cf. Fig. 22). [0176] Fig. 17 is a block diagram showing an internal 15 configuration of the slot machine shown in Fig. 15. A gaming board 1050 is provided with: a CPU (Central Processing Unit) 1051, a ROM 1055, and a boot ROM 1052, which are mutually connected through an internal bus; a card slot 1053S corresponding to a memory card 1053; and an IC socket 1054S 20 corresponding to a GAL (Generic Array Logic) 1054. [0177] The memory card 1053 is comprised of a nonvolatile memory such as CompactFlash (registered trademark) and stores a game program. The game program includes a symbol determination 25 program. The symbol determination program is a program for determining symbols (code No. corresponding to symbols) to be arranged along the winning line L. [0178] Further, the card slot 1053S is configured so that the 30 memory card 1053 can be inserted thereinto and removed therefrom, and is connected to a mother board 1040 through an IDE bus. Therefore, it is possible to change the type and contents of a game played on the slot machine 1010 by removing the memory card 1053 from the card slot 1053S, writing another game program 35 into the memory card 1053, and inserting the memory card 1053 55 into the card slot 1053S. The game program includes a program relating to game progressions. Further, the game program includes image data and sound data to be outputted during the game. 5 [0179] The CPU 1051, the ROM 1055 and the boot ROM 1052, which are mutually connected through the internal bus, are connected to the mother board 1040 through a PCI bus. The PCI bus transmits a signal between the mother board 1040 and the gaming 10 board 1050 and supplies power from the mother board 1040 to the gaming board 1050. [0180) The mother board 1040 is configured using a commercially available general-purpose mother board (print wiring board 15 mounted with fundamental components of a personal computer), and includes a main CPU 1041, a ROM (Read Only Memory) 1042, a RAM (RandomAccess Memory) 1043, and a communication interface 1044 (not shown). The mother board 1040 corresponds to the controller in the present invention. 20 [0181] The ROM 1042 is comprised of a memory device such as a flash memory, and stores a program such as a BIOS (Basic Input/Output System) executed by the main CPU 1041 and permanent data. When the BIOS is executedby the main CPU 1041, processing 25 of initializing prescribed peripheral devices is performed concurrently with start of processing of downloading the game program stored in the memory card 1053 through the gaming board 1050. It should be noted that in the present invention, the ROM 1042 may or may not be a ROM with its contents rewritable. 30 [0182] The RAM 1043 stores data and a program to be used in operation of the main CPU 1041. Further, the RAM 1043 is capable of storing a game program. [0183] 35 Further, the RAM 1043 stores the number of credits, data 56 on the number of inserted coins and the number of payouts in one game, and the like. [0184] Moreover, the mother board 1040 is connected with a 5 later-describedbodyPCB (Printed Circuit Board) 1060 and a door PCB 1080, through respective USBs. Further, the mother board 1040 is connected with a power supply unit 1045. [0185] The body PCB 1060 and the door PCB 1080 are connected with 10 an instrument and a device that generate an input signal to be inputted into the main CPU 1041, and an instrument and a device operations of which are controlled by a control signal outputted from the main CPU 1041. The main CPU 1041 executes the game program stored in the RAM 1043 based upon an input signal 15 inputted into the main CPU 1041, to perform prescribed arithmetic processing and store its result into the RAM 1043 or to transmit a control signal to each instrument and device as processing of controlling each instrument and device. [0186] 20 The body PCB 1060 is connected with a lamp 1030, a hopper 1066, a coin detecting portion 1067, a graphic board 1068, the speaker 1029, a touch panel 1069, the bill validator 1022, the ticket printer 1035, the card reader 1036, a key switch 1038S, and the data display 1037. The lamp 1030 is lighted in a 25 prescribed pattern based upon a control signal outputted from the main CPU 1041. [0187] Further, the body PCB 1060 is connected, through a signal processing circuit 1544a, with the microphone 1544 that 30 converts an input sound from the outside into a sound signal and outputs the signal. The signal processing circuit 1544a is a circuit which includes a variety of circuits such as an AGC circuit and an A/D conversion circuit and performs a variety of processing for converting a sound signal outputted from the 35 microphone 1544 into output waveform data. The AGC circuit 57 automatically controls an amplification factor of an amplifier provided inside thereof so as to obtain a fixed output even when a magnitude of an input sound signal fluctuates. [0188) 5 Moreover, the body PCB 1060 is connected with an interface 1092 for data input for inputting identification data of the slot machine 1010. Identification data inputted from the interface 1092 for data input is stored in the RAM 1043. The RAM 1043 corresponds to the second memory in the present 10 invention. [01891 The hopper 1066 is installed inside the cabinet 1011 and pays out a prescribed number of coins from a coin payout exit 1019 to the coin tray 1018, based upon the control signal 15 outputted from the main CPU 1041. The coin detecting portion 1067 is provided inside the coin payout exit 1019 and outputs an input signal to the main CPU 1041 in the case of detecting payout of the prescribed number of coins from the coin payout exit 1019. 20 [0190] The graphic board 1068 controls image display on the upper image display panel 1033 and the lower image display panel 1016, based upon the control signal outputted from the main CPU 1041. An image corresponding to effect pattern data is displayed to 25 the lower image display panel 1016. Scrolled or rearranged symbols are displayed to the respective display blocks 1028 of the lower image display panel 1016. The number of credits stored in the RAM 1043 is displayed in the number-of-credits display portion 1031 of the lower image display panel 1016. 30 Further, the number of payouts of coins is displayed in the number-of-payouts display portion 31 of the lower image display panel 1016. The graphic board 1068 has a VDP (Video Display Processor) that generates image data based upon the control signal 35 outputted from the main CPU 1041, a video RAM that temporarily 58 stores image data generated by the VDP, and the like. [0191] Image data used in generation of image data by the VDP is included in the game program that has been read from the memory 5 card 1053 and stored into the RAM 1043. The RAM 1043 stores a plurality of kinds of effect pattern data corresponding to screen images displayed on the upper-side image display panel 1033 and sounds outputted from the speaker 1029. 10 The effect pattern data is classified into first effect pattern data which is extracted during the time of the normal game (other than the time of the bonus game) and second effect pattern data which is extracted during the time of the bonus game. Examples of the effect pattern data (first ef fect pattern 15 data and second effect pattern data) may include background image data that constitutes a background image, character image data that represents a character, and sound data such as music. The first effect pattern data is classified into normal effect pattern data and specific effect pattern data. The 20 normal effect pattern data is effect pattern data which is extracted when a specific sound is not detected. The specific effect pattern data is effect pattern data which is extracted when a specific sound is detected. The specific effect pattern data is effect pattern data relating to an image displayed only 25 when the specific sound is inputted from the microphone 1544 (e.g. the fireworks image 1093a and the notification image 1093b shown in Fig. 20). Further, the second effect pattern data includes sound data that includes specific data indicating a specific sound. 30 A plurality of the second effect pattern data are stored, and when the bonus game is generated, the second effect pattern data corresponding to identification data inputted from the interface 1092 for data input is selected. The RAM 1043 corresponds to the first memory in the present invention. It 35 should be noted that the case is described in the present 59 embodiment where the specific data is data showing a waveform of a specific inaudible sound. [0192] Moreover, the RAM 1043 stores comparison waveform data 5 as an object to be compared with a waveform shown by a sound signal outputted from the microphone 1544. (0193] The bill validator 1022 verifies whether or not a bill is proper and accepts a regular bill into the cabinet 1011. Upon 10 acceptance of the regular bill, the bill validator 1022 outputs an input signal to the main CPU 1041, based upon an amount of the bill. The main CPU 1041 stores the number of credits in accordance with the bill amount transmitted by the input signal into the RAM 1043. 15 [0194] The ticket printer 1035 prints on a ticket a barcode formed by encoding data such as the number of credits stored in the RAM 1043, a date, and an identification number of the slot machine 1010, based upon the control signal outputted from 20 the main CPU 1041, and outputs the ticket as the ticket 1039 with a barcode. The card reader 1036 reads data from a smart card and transmits the read data to the main CPU 1041, or writes data into the smart card based upon the control signal from the main 25 CPU 1041. The key switch 1038S is provided on the key pad 1038 and outputs a prescribed input signal to the main CPU 1041 when the key pad 1038 is operated by the player. The data display 1037 displays data read by the card reader 1036 and data inputted by the player through the key pad 1038, based upon the control 30 signal outputted from the main CPU 1041. [0195] The door PCB 1080 is connected with a control panel 1020, a reverter 1021S, a coin counter 1021C, and a cold cathode tube 1081. The control panel 1020 is provided with a spin switch 35 1023S corresponding to the spin button 1023, a change switch 60 1024S corresponding to the change button 1024, a CASHOUT switch 1025S corresponding to the CASHOUT button 1025, a 1-BET switch 1026S corresponding to the 1-BET button 1026, and a maximum BET switch 1027S corresponding to the maximum BET button 1027. The 5 switches 10235 to 1027S output input signals to the main CPU 1041 when the respective corresponding buttons 1023 to 1027 are operated by the player. [0196] The coin counter 1021C is provided inside the coin 10 receiving slot 1021, and identifies whether or not coins inserted into the coin receiving slot 1021 by the player are proper. A coin other than a regular coin is discharged from the coin payout exit 1019. Further, the coin counter 1021C outputs an input signal to the main CPU 1041 when detecting the 15 regular coin. [0197] The reverter 1021S operates based upon the control signal outputted from the main CPU 1041 and distributes a coin recognized as the regular coin by the coin counter 1021C into 20 a cash box (not shown) installed inside the slot machine 1010 or into the hopper 1066. That is, when the hopper 1066 is filled with coins, the regular coin is distributed into the cash box by the reverter 1021S. On the other hand, when the hopper 1066 is not filled with coins, the regular coin is distributed into 25 the hopper 1066. The cold cathode tube 1081 functions as a backlight installed on the rear surface side of the lower image display panel 1016 and the upper image display panel 1033, and is lighted based upon the control signal outputted from the main CPU 1041. 30 [0198) Next, processing performed in the slot machine 1010 is described. The main CPU 1041 reads and executes a game program so as to proceed with a game. 35 [0199] 61 Fig. 18 is a flowchart showing a subroutine of sound recognition processing. First, in step S500, the main CPU 1041 receives output waveform data, generated based upon an input sound inputted from 5 the microphone 1544, from the signal processing circuit 1544a. [02001 Next, the main CPU 1041 references comparison waveform data stored in the RAM 1043 (step S501) and determines whether or not part of a waveform shown by the output waveform data 10 includes a waveform identical or similar to a specific waveform shown by the comparison waveform data (step S502). In the processing, the main CPU 1041 determines whether or not the waveforms are identical or similar to each other, based upon a similarity obtained by a prescribed calculation formula. 15 [0201] When it is determined that part of the waveform shown by the output waveform data (the prescribed inaudible frequency band portion in the present embodiment) does not include a waveform identical or similar to the specific waveform shown 20 by the comparison waveform data (step S502: NO), the present subroutine is completed. On the other hand, when it is determined that part of the waveform shown by the output waveform data includes a waveform identical or similar to the specific waveform shown by the comparison waveform data (step 25 S502: YES), the main CPU 1041 sets a specific sound detection flag in step S503. After execution of the processing of step 3503, the present subroutine is completed. It is to be noted that the specific sound detection flag is a flag that indicates detection of a specific sound, and a flag that is cleared after 30 the lapse of a prescribed period after the setting. [0202] Fig. 19 is a flowchart showing a subroutine of game execution processing. In the game execution processing, first, themainCPU1041 35 determines whether or not coins have been betted (step S1010) 62 In the processing, the main CPU 1041 determines whether or not to have received an input signal which is outputted from the 1-BET switch 1026S when the 1-BET button 1026 is operated or an input signal which is outputted from the maximum BET switch 5 1027S when the maximum BET button 1027 is operated. When determining that coins have not been betted, the main CPU 1041 returns the processing to step S1010. [0203] On the other hand, when determining in step S1010 that 10 coins have been betted, the main CPU 1041 performs processing of subtraction from the number of credits stored in the RAM 1043 in accordance with the number of betted coins (step S1011) . It is to be noted that, when the number of betted coins is larger than the number of credits stored in the RAM 1043, the main CPU 15 1041 returns the processing to step S1010 without performing the processing of subtraction from the number of credits stored in the RAM 1043. Moreover, when the number of betted coins exceeds an upper limit value of a bet in one game (50 in the present embodiment), the main CPU 1041 advances the processing 20 to step 31012 without performing the processing of subtraction from the number of credits stored in the RAM 1043. [0204] Next, in step S1012, the main CPU 1041 determines whether or not the spin button 1023 has been turned on. In the 25 processing, the main CPU 1041 determines whether or not to have received an input signal which is outputted from the spin switch 10233 when the spin button 1023 is pressed down. When determining that the spin button 1023 has not been turned on, the main CPU 1041 returns the processing to step S1010. 30 It is to be noted that, when the spin button 1023 is not turned on (e.g. when a command indicating to end the game is inputted without turning-on of the spin button 1023), the main CPU 1041 cancels the subtraction result in step S1011. [0205] 35 When determining in step S1012 that the spin button 1023 63 has been turned on, the main CPU 1041 determines whether or not the specific sound detection flag has been set in step S1013. When determining that the specific sound detection flag has been set, the main CPU 1041 selects a specific effect pattern from 5 the first effect pattern data (step S1014) . On the other hand, when determining that the specific sound detection flag has not been set, the main CPU 1041 selects a normal effect pattern from the first effect pattern data (step S1015). [0206) 10 When the specific effect pattern is selected, an image shown in Fig. 20 is displayed to the lower image display panel 1016. Fig. 20 is a view showing an example of images displayed to the lower image display panel 1016. 15 To the lower image display panel 1016, a specific effect image 1093, which includes fireworks images 1093a and a notification image 1093b notifying generation of a bonus game on another slot machine 1010, is displayed. This image is an image displayed when it is determined that input of the specific 20 sound is made from the microphone 1544. In a game parlor installed with a plurality of slot machines 1010, when the specific sound is outputted from a single slot machine 1010, a specific effect image is displayed simultaneously to the other slot machines 1010 installed within a prescribed range from the 25 single slot machine 1010. [0207) After the processing of step S1014 or step S1015, the main CPU 1041 performs symbol determination processing (step S1016) . In this symbol determination processing, the main CPU 1041 30 executes a symbol determination program stored in the RAM 1043, to determine code Nos. at the stop of symbols. The processing is detailed later with reference to Fig. 21, Fig. 22. [0208] Next, in step S1017, the main CPU 1041 performs 35 scroll-display control processing. The processing is 64 processing of controlling display of symbols so as to rearrange the symbols determined in step S1016 after the start of symbol scroll. (0209] 5 Next, the main CPU 1041 determines whether or not a bonus game trigger has been established, namely, "APPLE" has been stop-displayed in the display block 1028 in the middle of each column (step S1018) . When determining that the bonus trigger has been established, the main CPU 1041 reads a program for 10 playing a bonus game from the RAM 1043 and executes bonus game processing (step S1019) . As for the bonus game processing, Fig. 23 is described in detail later. [0210] On the other hand, when determining that the bonus game 15 trigger has not been established, the main CPU 1041 determines whether or not a prize has been established (step S1020) . When determining that the prize has been established, the main CPU 1041 pays out coins in number corresponding to the number of inserted coins and the prize (step S1021) and completes the 20 present subroutine. On the other hand, when determining that the prize has not been established, the present subroutine is completed. [0211] Fig. 21 is a flowchart showing a subroutine of symbol 25 determination processing. The processing is processing performed by execution of the symbol determination program stored in the RAM 1043, by the main CPU 1041. First, the main CPU 1041 executes a random number generation program included in the symbol determination program, 30 to select a random number value corresponding to each of the symbol arrays, out of the numeric values within the range of 0 to 255 (step S1031) . In the present embodiment, the case of generating random numbers in the program (the case of using so-called software random numbers) is described. However, in 35 the present invention, a random number generator may be 65 previously provided, and random numbers may be extracted from the random number generator (so-called hardware random numbers may be used). [02121 5 Next, based upon the selected five random number values, the main CPU 1041 determines a code No. of each symbol array (cf. Fig. 16) (step S1032) . The code No. of each symbol array corresponds to the code No. of a symbol to be stop-displayed along the winning line L. The main CPU 1041 determines a prize 10 by determining the code No. of each symbol array. For example, when the main CPU 1041 determines the code Nos. of the symbols to be "00", "00", "00", "00", and "00", it means that the main CPU 1041 determines the prize to be "JACKPOT 7". [02131 15 Here, prizes in the present embodiment are described. Fig. 22 is a diagram showing the relation between prizes and the numbers of payouts. When five symbols of "APPLE" are arranged along the winning line L, the bonus game is generated. In the bonus game, 20 free games in number set by selection of a random number are executed. Further, when five symbols of "JACKPOT 7" are arranged along the winning line L, thirty coins are paid out per inserted coin. Similarly, when five symbols of "BLUE 7", "BELL", 25 "STRAWBERRY", "PLUM", "CHERRY", or "ORANGE" are arranged along the winning line L, coins are paid out in number corresponding to each of the prizes. [0214] Fig. 23 is a flowchart showing a subroutine of the bonus 30 game processing. First, the main CPU 1041 determines the number of games out of 10 to 25 by acquiring a random number value (step S1060) . The main CPU 1041 stores as data the determined number of games of the bonus game, in the RAM 1043. 35 [0215] 66 Next, in step S1061, the main CPU 1041 selects second effect pattern data. Consequently, the main CPU 1041 outputs a voice to the speaker 1029 at each prescribed timing (e.g. every 1/30 of a second) based upon the second effect pattern data. 5 The second effect pattern data includes sound data including specific data indicating a specific sound. It is to be noted that, since the sound data including the specific data has already been described using Fig. 7, its description is omitted here. 10 [0216] Next, the main CPU 1041 performs symbol determination processing (step S1066) . The processing of step S1066 is substantially the same as the processing described with reference to Fig. 19. Since the processing has already been 15 described, description thereof is omitted here. [0217] Next, the main CPU 1041 performs scroll-display control processing (step S1067) . The processing of step S1067 is substantially the same as the processing described with 20 reference to Fig. 19. Since the processing has already been described, description thereof is omitted here. [0218) Next, the main CPU 1041 determines whether or not a bonus game trigger has been established, namely, whether or not 25 "APPLE" has been stop-displayed (step S1068) . When determining that the bonus game trigger has been established, the main CPU 1041 newly determines a repeating number t of bonus games is newly determined (step S1069), and the determined repeating number t is added to the number T of games of the 30 current bonus games (step S1070) . In this manner, when a bonus game is won during the bonus game, the remaining number of bonus games increases. Specifically speaking, for example, in the case where the game is shifted to 20 bonus games for the first time and 17 bonus games are won in the 12th bonus game, 25 (= 35 20 - 12 + 17) bonus games will be played thereafter.
67 [0219] When a bonus game trigger is not established, the main CPU 1041 determines whether or not a prize has been established (step S1071) . When determining that a prize has been 5 established, the main CPU 1041 pays out coins corresponding to the number of inserted coins and the prize (step 31072). [0220] When executing the processing of step S1070 or step S1071, or when determining in step 31072 that any prize has not been 10 established (determining that the game is lost) , the main CPU 61 reads the number T of games of the bonus games stored in the RAM 1043, and subtracts one from the read value of the number T of games. Then, the main CPU 1041 stores in the RAM 1043 the number T of games after the subtraction again (step S1073). 15 [0221] Next, the main CPU 1041 determines whether or not the number T of bonus games has reached the number determined in step S1060 (step S1074) . Specifically, the main CPU 1041 determines whether or not the number T of games stored in the 20 RAM 1043 has become zero, and when determining that the number T of games is not zero, namely, the number of bonus games executed has not reached the number determined in step S1060, the main CPU 1041 returns the processing to step S1061 and repeats the foregoing processing. On the other hand, when determining that 25 the number T of games is zero, namely, the number of bonus games executed has reached the number determined in step S1060, the main CPU 1041 completes the present subroutine. [0222) As thus described, according to the slot machine 1010 of 30 the second embodiment, an effect is executed based upon the first effect pattern data (normal effect pattern data or specific effect pattern data) not including the specific data indicating the specific sound that triggers another slot machine 1010 to execute a specific effect, and as triggered by 35 generation of the bonus game, second effect pattern data 68 including the specific data indicating the specific sound is extracted, and a sound based upon the specific data included in the extracted second effect pattern data is outputted from the speaker 1029. When the sound outputted from the speaker 5 1029 is inputted into another slot machine 1010 having the microphone 1544, in the another slot machine 1010, it is determined that the sound includes the specific sound, and a specific effect is executed. Since the sound outputted from the speaker 1029 spreads therearound, the specific effect is 10 executed in other slot machines 1010 installed around the slot machine 1010 having generated the bonus game. As thus described, according to the slot machine 1010, it is possible, when the bonus game is generated in one slot machine 1010, to produce a completely new effect where other 15 slotmachines 1010 around the one slot machine produce an effect as if they resonate. The effect involving other players in a game parlor enhances vibrancy in the entire game parlor and also enhances expectation of a player who has not yet hit a jackpot. [0223] 20 Further, since the prescribed effect is executed in another slot machine 1010, a player playing a game on the slot machine 1010 that has generated a bonus game can feel a sense of superiority. Moreover, when a sound including the specific sound therein is outputted, another slot machine 1010 having 25 the microphone 1544 collects the sound, and it is thus unnecessary to perform a wiring operation such as connection between the slot machines 1010 or between the slot machines 1010 and a management device. As thus described, since it is configured so as to execute an effect through sounds, the cost 30 and time taken for investment in facilities can be reduced. [0224] Further, according to the slot machine 1010, it is directly determined from the waveform whether or not the specific sound is included, thereby allowing prevention of 35 malfunction.
69 Further, according to the slot machine 1010, since the second sound data is data including specific data that shows a waveform of a specific inaudible sound, it is possible to execute an effect without making the player aware of a change 5 in sound outputted from the slot machine 1010. [0225) Further, according to the slot machine 1010, the first effect pattern data not including the specific data and the second effect pattern data including the specific data showing 10 a specific waveform corresponding to identification data are stored. Therefore, when a sound based upon the specific data outputted from the speaker 1029 is inputted into another slot machine 1010 having the microphone 1544, it is possible in the another slot machine 1010 to recognize from which slot machine 15 1010 the sound was outputted. Moreover, according to the slot machine 1010, since the interface 1092 for data input for inputting identification data is provided, it is possible to easily input or change the identification data. 20 [0226] In the foregoing embodiments, the cases of applying the present invention to a pachislo gaming apparatus and a slot machine have been described. However, the present invention is also applicable to another gaming machine (e.g. pachinko 25 gaming apparatus, and the like). [0227] Although the embodiments according to the present invention have been described above, the descriptions present only some of specific examples and do not particularly limit 30 the present invention, and a specific configuration of each means or the like can be appropriately changed in terms of design. Further, the ef fects described in the embodiments of the present invention are only examples of the most preferable effects obtained from the present invention, and the effect to be 35 exerted by the present invention is not limited to those 70 described in the embodiments of the present invention. [0228) Moreover, in the foregoing detailed descriptions, characteristic portions have been primarily described for the 5 purpose of making the present invention more readily understood. The present invention is not limited to the embodiments in the foregoing detailed descriptions but is applicable to other embodiments, and the range of application is diverse. Further, terms and wording in the specification are used for accurately 10 describing the present invention and not for limiting interpretation of the present invention. It may be apparent for a person skilled in the art to conceive, from the concept of the invention described in the specification, another configuration, system, method, and the like included in the 15 concept of the present invention. It is therefore necessary to consider that recitation of the claims includes equivalent configuration in the range not departing from the range of technical ideas of the present invention. Moreover, an object of the abstract is to make the technical contents and nature 20 of the present application readily determinable through simple search by a patent office, a general public institution, an engineer in the technical field who is not familiar with patents, legal terms, or technical terms, and the like. Therefore, the abstract is not intended to limit the scope of the invention 25 tobe evaluatedwith the recitation of the claims. Furthermore, it is desirable to sufficiently consider an already disclosed document and the like in order to fully understand an object of the present invention as well as an effect specific to the present invention. 30 [02291 The foregoing detailed descriptions include processing executed by a computer. The foregoing descriptions and expressions are made for the purpose of being understood by a person skilled in the art in the most efficient manner. In the 35 specification, each step to be used for deriving one result 71 should be understood as self-consistent processing. Further, transmission/reception, recording, and the like of an electrical or magnetic signal are performed in each step. Although such a signal is expressed by means of a bit, a value, 5 a symbol, a letter, a term, a number, or the like in the processing of each step, it is necessary to note that. th e se are used simply for the sake of convenience in description. Moreover, although the processing in each step may be described using an expression in common with a human action, the 10 processing described in the present specification is essentially executed by a variety of devices. Furthermore, other configurations required for performing each of the steps become apparent from the foregoing descriptions. 15 BRIEF DESCRIPTION OF THE DRAWINGS (0230) Fig. 1 is a perspective view schematically showing an example of a pachislo gaming apparatus according to a first embodiment of the present invention. 20 Fig. 2 is an enlarged front view showing the neighborhood of a liquid crystal display provided in the pachislo gaming apparatus shown in Fig. 1. Fig. 3 is a perspective view showing a schematic configuration of the liquid crystal display provided in the 25 pachislo gaming apparatus shown in Fig. 1. Fig. 4 is an exploded view of a configuration of part of the liquid crystal display shown in Fig. 3. Fig. 5 is a block diagram showing an internal configuration of the pachislo gaming apparatus shown in Fig. 30 1. Fig. 6 is a block diagram showing a configuration of the sub control circuit shown in Fig. 5. Fig. 7 is a diagram showing a waveform shown by sound data. Fig. 8-1 and Fig. 8-2 are flowcharts showing a subroutine 35 of game execution processing executed in a main control circuit.
72 Fig. 9 is a flowchart showing a subroutine of sound recognition processing executed in the sub control circuit. Fig. 10 is a flowchart showing a subroutine of command receiving processing executed in the sub control circuit. 5 Fig. 11 is a view showing an example of effect pattern data extraction tables. Fig. 12 is a flowchart showing a subroutine of sound output control processing executed in a voice control circuit. Fig. 13 is a flowchart showing a subroutine of display 10 control processing executed in a display control circuit. Fig. 14 is a diagram showing a waveform shown by sound data according to another example. Fig. 15 is a perspective view schematically showing a slot machine according to a second embodiment of the present 15 invention. Fig. 16 is a diagram showing symbols and code Nos. of the respective symbols. Fig. 17 is a block diagram showing an internal configuration of the slot machine shown in Fig. 15. 20 Fig. 18 is a flowchart showing a subroutine of sound recognition processing. Fig. 19 is a flowchart showing a subroutine of game execution processing. Fig. 20 is a view showing an example of images displayed 25 to a lower image display panel. Fig. 21 is a flowchart showing a subroutine of symbol determination processing. Fig. 22 is a diagram showing a relation between prizes and the numbers of payouts. 30 Fig. 23 is a flowchart showing a subroutine of bonus game processing. EXPLANATION OF SYMBOLS [0231) 35 1 Pachislo gaming apparatus 73 2 Cabinet 3(3L, 3C, 3R) Rotational reels 5 Liquid crystal display 21(21L, 21R) Speakers 5 34 Transparent liquid crystal panel 36 Reflection film 41 CPU 42 ROM 43 RAM 10 44 Microphone 44a signal processing circuit 82 Sub control circuit 92, 1092 Interface for data input 93, 1093 Specific effect image 15 206 Sub CPU 208 Program ROM 210 Work RAM 230 Voice control circuit 234 Voice data ROM 20 1010 Slot machine 1011 Cabinet 1016 Lower image display panel 1020 Control panel 1029 Speaker 25 1033 Upper image display panel 1040 Mother board 1041 Main CPU 1042 ROM 1043 RAM 30 1050 Gaming board 1060 Body PCB 1068 Graphic board 1069 Touch panel 1544 Microphone 35 1544a Signal processing circuit

Claims (14)

1. A gaming machine provided with a speaker capable of outputting a sound that is inputted into an external device 5 having a microphone and that enables said device to execute a specific effect when it is determined in said device that the sound includes a specific sound based upon specific data, said gaming machine comprising: a first memory that stores first effect pattern data not 10 including the specific data indicating the specific sound that triggers said external device to execute the specific effect, and second effect pattern data including the specific data; and a controller, said controller programmed to execute the processing of 15 (a) extracting the first effect pattern data from said first memory, (b) performing control to execute an effect based upon the extracted first effect pattern data, (c) extracting, as triggered by satisfaction of a 20 prescribed condition, the second effect pattern data from said first memory, and (d) outputting a sound based upon the specific data included in the extracted second effect pattern data from said speaker. 25
2. The gaming machine according to claim 1, wherein said first memory stores first effect pattern data not including specific data showing a specific waveform that triggers said external device to execute a specific effect, and 30 second effect pattern data including the specific data.
3. The gaming machine according to claim 2, wherein said first memory stores first effect pattern data not including specific data, and second effect pattern data 35 including specific data showing a waveform obtained by 75 amplifying by a prescribed amount an amplitude in a specific frequency band of a waveform shown by sound data included in the first effect pattern data. 5
4. The gaming machine according to claim 2, wherein said first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a waveform of a specific inaudible sound. 10
5. The gaming machine according to claim 2, further comprising a second memory that stores identification data for identifying a gaming machine installed in a game parlor, wherein said first memory stores first effect pattern data not 15 including specific data, and second effect pattern data including specific data showing a specific waveform corresponding to said identification data.
6. The gaming machine according to claim 3, wherein 20 said first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a waveform of a specific inaudible sound. 25
7. The gaming machine according to claim 3, further comprising a second memory that stores identification data for identifying a gaming machine installed in a game parlor, wherein said first memory stores first effect pattern data not including specific data, and second effect pattern data 30 including specific data showing a specific waveform corresponding to said identification data.
8. The gaming machine according to claim 4, further comprising a second memory that stores identification data for 35 identifying a gaming machine installed in a game parlor, wherein 76 said first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a specific waveform corresponding to said identification data. 5
9. The gaming machine according to claim 5, further comprising an interface for inputting the identification data.
10. The gaming machine according to claim 6, further 10 comprising a second memory that stores identification data for identifying a gaming machine installed in a game parlor, wherein said first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data showing a specific waveform 15 corresponding to said identification data.
11. The gaming machine according to claim 7, further comprising an interface for inputting the identification data. 20
12. The gaming machine according to claim 8, further comprising an interface for inputting the identification data.
13. The gaming machine according to claim 10, further comprising an interface for inputting the identification data. 25
14. A gaming machine provided with a speaker capable of outputting a sound that is inputted into an external device having a microphone and that enables said device to execute a specific effect when it is determined in said device that the 30 sound includes a specific voice based upon specific data, said gaming machine comprising: a first memory that stores first effect pattern data not including the specific data indicating the specific voice that triggers said external device to execute the specific effect, 35 and second effect pattern data including the specific data; and 77 a controller, said controller programmed to execute the processing of (a) extracting the first effect pattern data from said first memory, 5 (b) performing control to execute an effect based upon the extracted first effect pattern data, (c) extracting, as triggered by satisfaction of a prescribed condition, the second effect pattern data from said first memory, and 10 (d) outputting a sound based upon the specific data included in the extracted second effect pattern data from said speaker.
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