WO2007080767A1 - Game machine - Google Patents
Game machine Download PDFInfo
- Publication number
- WO2007080767A1 WO2007080767A1 PCT/JP2006/325630 JP2006325630W WO2007080767A1 WO 2007080767 A1 WO2007080767 A1 WO 2007080767A1 JP 2006325630 W JP2006325630 W JP 2006325630W WO 2007080767 A1 WO2007080767 A1 WO 2007080767A1
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- WIPO (PCT)
- Prior art keywords
- data
- specific
- sound
- pattern data
- effect pattern
- Prior art date
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
Definitions
- the present invention relates to a gaming machine such as a pachislot gaming device or a slot machine.
- Patent Document 1 there is a gaming machine that includes a microphone and generates and outputs an additional secondary sound based on ambient sounds recorded by the microphone and a gaming state (see, for example, Patent Document 1).
- the gaming machine described in Patent Document 1 in order to output a sound that amplifies the ambient sound or outputs a suppression sound that cancels the ambient sound according to the gaming state, the player amplifies the ambient sound. If the sound to be played is output, you can feel the liveliness in the amusement store, and if the suppression sound that cancels the surrounding sound is output, you can enhance the expectation by the production sound that also generates gaming machine power .
- Patent Document 1 JP 2005-131263 A
- the present invention has been made in view of the above-described problems, and an object of the present invention is to execute a new effect in which the game content of one gaming machine is reflected in other gaming machines in the game store. It is possible to provide a gaming machine that can increase the liveliness of the entire game store and the expectations of players who have not yet won a big hit.
- the present invention provides the following.
- a speaker that can output sound that is input to an external device equipped with a microphone and that performs a specific effect in the device when it is determined that the device includes a specific sound based on specific data.
- a first memory for storing first effect pattern data not including specific data indicating a specific sound that triggers the external device to execute a specific effect; and second effect pattern data including specific data;
- a controller programmed to execute the processes (a) to (d) below:
- a gaming machine comprising:
- an effect is executed based on the first effect pattern data without including specific data indicating a specific sound that triggers an external device to execute the specific effect.
- a special gaming state has occurred, the number of game media paid out or the number of differences has reached a predetermined number, the predetermined time has been reached, and the game has started
- the second performance pattern data including the specific data indicating the specific sound is extracted, and the extracted second performance pattern data
- a sound based on the specific data included in is output from the speaker. Sound output from the speaker is input to an external device equipped with a microphone (for example, another game machine).
- the device it is determined that the specific sound is included in the sound, and a specific effect is executed. Since the sound output from the speaker spreads around the sound, a specific effect is executed in an external device installed around the gaming machine that satisfies a predetermined condition.
- a predetermined condition As described above, according to the invention of (1), in the gaming machine 1, when the predetermined condition is satisfied, it is as if the presentation is performed so that the surrounding devices resonate. It is possible to play the game with other players in the gaming machine store, and the liveliness of the entire game store as well as the player's sense of expectation that cannot satisfy the predetermined conditions (for example, it will not be a big hit). Can be increased.
- a player playing a game on a gaming machine that satisfies a predetermined condition can be immersed in a sense of superiority.
- an external device equipped with a microphone collects the sound. For example, when a gaming machine or a gaming machine and a management device are connected, it is necessary to perform wiring work. Absent. In this way, since the production is performed through sound, it is possible to reduce the cost and time required for capital investment.
- 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 pattern data is obtained when a predetermined condition is satisfied. Since it is changed to the second performance pattern data, it is not necessary to perform sound processing such as processing for amplifying the amplitude of a specific frequency band or processing for including specific non-audible sound on the sound data. Therefore, it is possible to reduce the deviation of the output timing of the sound based on the specific data because the sound processing that may take time is not performed.
- the equipment device Furthermore, if the sound output from the speaker is collected by the equipment device in the game store equipped with the microphone, the equipment device produces an effect of flowing predetermined music or sound into the store or the sound. It is possible to perform effects such as irradiating a spotlight in the direction of the gaming machine that issued the.
- the first memory is a specific memory that triggers the external device to execute a specific performance.
- the first effect pattern data not including specific data indicating a waveform and the second effect pattern data including specific data are stored.
- the first effect pattern data not including the specific data indicating the specific waveform that triggers the external device to execute the specific effect, and the second effect pattern data including the specific data Production pattern data is stored. Then, when the predetermined condition is satisfied, the second effect pattern data including the specific data indicating the specific waveform is extracted, and the specific data included in the extracted second effect pattern data is extracted. The sound based on it is output from the speaker. Sound power based on specific data output from a speaker When input to an external device equipped with a microphone, the device will have the same or a specific waveform as part of the waveform indicated by the sound signal output from the microphone. It is determined that similar waveforms are included, and a specific performance is executed. Therefore, according to the invention of (2), the waveform force is also directly determined whether or not a specific sound is included, so that malfunction can be prevented.
- the first memory includes a first effect pattern data that does not include specific data, and a specification that indicates a waveform obtained by amplifying a predetermined amount of amplitude in a specific frequency band of a waveform indicated by sound data included in the first effect pattern data.
- the second production pattern data including the data is stored.
- the amplitude of a specific frequency band of the waveform indicated by the sound data included in the first performance pattern data not including specific data and the sound data included in the first performance pattern data is determined.
- the second effect pattern data including specific data indicating the amplified waveform is stored.
- the second performance pattern data including the specific data is extracted, and the sound based on the specific data included in the extracted second performance pattern data is extracted from the speaker.
- Output from When a sound based on the specific data output from the speaker is input to an external device equipped with a microphone, the device has a specific waveform in a part of the waveform indicated by the sound signal output from the microphone mouthphone force.
- the first memory stores first performance pattern data that does not include specific data, and second performance pattern data that includes specific data indicating a specific non-audible sound waveform. To do.
- the first performance pattern data not including specific data and the second performance pattern data including specific data indicating a specific non-audible sound waveform are stored. ing. Then, when the predetermined condition is met, the second effect pattern data including the specific data is extracted, and the sound based on the specific data included in the extracted second effect pattern data is output from the speaker. To do. Sound power based on specific data output from a speaker When input to an external device equipped with a microphone, the device displays a specific audible signal in a part of the waveform indicated by the sound signal output from the microphone. It is determined that a waveform indicating the sound of is included, and a specific effect is executed. Therefore, it is possible to execute the effect without the player perceiving that the sound output from the gaming machine has changed.
- the sound that is not audible generally means a sound with a frequency other than 20 Hz to 20000 Hz that can be recognized as a sound by humans, but depending on the output mode, it is not necessarily a frequency other than 20 Hz to 20000 Hz. I don't need it. That is, in the present invention, as a non-audible sound, for example, when a low-volume sound is output after a high-volume sound, it cannot be recognized by humans. Sounds that are output in a manner that cannot be recognized by humans are also included.
- a second memory for storing identification data for identifying a gaming machine installed in the amusement store
- the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data indicating a specific waveform corresponding to the identification data. .
- the first performance pattern data not including specific data and the second performance pattern data including specific data indicating a specific waveform corresponding to the identification data are stored. is doing. Therefore, when input to an external device equipped with a sound power microphone based on specific data output from a speaker, the device can recognize from which device the sound is output. it can.
- the first memory stores first performance pattern data that does not include specific data, and second performance pattern data that includes specific data indicating a specific non-audible sound waveform. To do.
- the first effect pattern data not including specific data and the second effect pattern data including specific data indicating a specific non-audible sound waveform are stored. ing. Then, when the predetermined condition is met, the second effect pattern data including the specific data is extracted, and the sound based on the specific data included in the extracted second effect pattern data is output from the speaker. To do. Sound power based on specific data output from a speaker When input to an external device equipped with a microphone, the device displays a specific audible signal in a part of the waveform indicated by the sound signal output from the microphone. It is determined that a waveform indicating the sound of is included, and a specific effect is executed. Therefore, it is possible to execute the effect without the player perceiving that the sound output from the gaming machine has changed.
- the present invention provides the following.
- a second memory for storing identification data for identifying a gaming machine installed in the amusement store
- the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data indicating a specific waveform corresponding to the identification data. .
- the first performance pattern data not including specific data and the second performance pattern data including specific data indicating a specific waveform corresponding to the identification data are recorded. I remember. Therefore, when input to an external device equipped with a sound power microphone based on specific data output from a speaker, the device can recognize from which device the sound is output. it can.
- a second memory for storing identification data for identifying a gaming machine installed in the amusement store
- the first memory stores first effect pattern data not including specific data, and second effect pattern data including specific data indicating a specific waveform corresponding to the identification data. .
- the first performance pattern data not including specific data and the second performance pattern data including specific data indicating a specific waveform corresponding to the identification data are stored. is doing. Therefore, when input to an external device equipped with a sound power microphone based on specific data output from a speaker, the device can recognize from which device the sound is output. it can.
- identification data can be easily input or changed. .
- the present invention provides the following.
- a second memory for storing identification data for identifying a gaming machine installed in the amusement store
- the first memory includes first effect pattern data not including specific data, second effect pattern data including specific data indicating a specific waveform corresponding to the identification data, and Is stored.
- the first effect pattern data not including the specific data and the second effect pattern data including the specific data indicating the specific waveform corresponding to the identification data are stored. is doing. Therefore, when input to an external device equipped with a sound power microphone based on the specific data output from the speaker, the device may recognize from which device the sound is output. it can.
- the present invention provides the following.
- identification data can be easily input or changed. .
- Sarako the present invention provides the following. (14) A speaker that can input sound that is input to an external device equipped with a microphone and that performs a specific effect in the device when it is determined that the device includes specific sound based on specific data. A gaming machine equipped with
- a first effect pattern data that does not include specific data indicating specific sound that triggers the external device to execute a specific effect, and a second effect pattern data that includes the specific data is stored.
- a controller programmed to execute the processes (a) to (d) below:
- a gaming machine comprising:
- the first effect pattern data not including the specific data indicating the specific sound that triggers the external device to execute the specific effect and the second effect data including the specific data.
- Production pattern data is stored.
- the second effect pattern data including the specific data indicating the specific sound is extracted, and based on the specific data included in the extracted second effect pattern data
- the device determines that the sound includes a specific sound, and performs a specific performance. Therefore, it is possible to execute the production using the voice having a complicated waveform.
- FIG. 1 is a perspective view schematically showing an example of a pachislot gaming device according to the first embodiment of the present invention.
- this pachislot gaming device 1 is capable of playing using a game medium such as a card that stores information on the power given to the player or information on the game value to be given. In the following, we will assume that medals are used.
- a liquid crystal display device 5 is installed on the front surface of the housing 2 forming the entire pachislot gaming device 1.
- the liquid crystal display device 5 includes a transparent liquid crystal panel 34 (not shown).
- the transparent liquid crystal panel 34 can be partially or entirely switched to a transparent Z non-transparent state. An effect image related to the game can be displayed.
- each of the three rotary reels 3L, 3C, 3R has a plurality of symbols and other identification information displayed on the outer peripheral surface thereof, and is provided in a horizontal row so as to be rotatable.
- a pedestal portion 10 having a horizontal plane is formed below the liquid crystal display device 5.
- a medal slot 22 is provided on the right side of the pedestal portion 10, and 1 on the left side of the pedestal portion 10. — BET switch 11 and maximum BET switch 13 are provided.
- a stored medal settlement switch 14 that switches a credit Z payout of medals earned by a player by playing the player.
- medals are paid out from the medal payout opening 15 at the lower front, and the paid-out medals are stored in the medal receiving unit 16.
- the number of medals is stored as credits in a memory (for example, RAM 43 described later) provided in the pachislot gaming device 1.
- a start lever 6 for rotating the rotating reels 3L, 3C, 3R by a player's operation is rotatably mounted within a predetermined angular range. Yes.
- Three stop buttons 7L, 7C, and 7R for stopping the rotation of the three rotary reels 3L, 3R, and 3C are provided at the center of the front surface of the pedestal unit 10, respectively.
- a determination button 26 and a cancel button 27 are provided on the right side of the front surface of the base portion 10. By operating the decision button 26 and the cancel button 27, it is possible to input an instruction regarding switching of the display screen of the liquid crystal display device 5.
- a door opening / closing / clamping release device 29 is provided on the right side of the front surface of the pedestal 10. Open and close the door and release it by turning it counterclockwise
- Speakers 21L and 21R are provided on the left and right above the housing 2, and a payout table panel 23 showing a combination of winning symbols and a medal payout number between the two speakers 21L and 21R. Is provided. In addition, microphones 44 are provided on the front left and right of the housing 2.
- FIG. 2 is an enlarged front view showing the vicinity of the liquid crystal display device included in the pachislot gaming device shown in FIG.
- three rotating reels 3 As shown in Fig. 2, on the back side of the liquid crystal display device 5, three rotating reels 3 (3L, 3C, 3R) with multiple patterns of identification information drawn on each outer peripheral surface can be rotated. It is set in a horizontal row.
- the liquid crystal display device 5 includes a front panel 31 and a transparent liquid crystal panel 34 (not shown) provided on the back surface of the front panel 31.
- the front panel 31 includes a transparent display window 31a and a pattern formation region 31b on which a pattern is drawn.
- the screen image displayed on the transparent liquid crystal panel 34 provided on the back surface of the front panel 31 is the front panel 31. Visual approval is possible through the display window 31a.
- a specific effect image 93 including a fireworks image 93a and a notification image 93b for notifying that a BB game has occurred in another pachislot gaming device 1 is displayed.
- This image is displayed when it is determined that a specific sound is input from the microphone 44.
- the pachislot gaming device 1 In a game store in which a plurality of pachislot gaming devices 1 are installed, if a specific sound is output from one pachislot gaming device 1, the pachislot gaming device 1 In other pachislot gaming devices 1 installed within the predetermined range, the specific effect image is displayed all at once.
- the liquid crystal display device 5 On the back side of the left side of the liquid crystal display device 5, there are various types of lamps including a game start display lamp 25, a WIN lamp 17, a medallion lamp 24, a maximum BET lamp 9c, 2-BET lamp 9b and 1 BET lamp 9a.
- the payout number display unit 18, the medal stored number display unit 19, and the various types of display of the accessory operation number display unit 20 are provided.
- the front portions of the various lamps and the various display portions described above are transparent, and the various lamps and the various display portions can be visually recognized.
- BET lamp 9a 1 BET lamp 9a, 2—BET lamp 9b, and maximum BET lamp 9c are turned on according to the number of medals betted to play one game (hereinafter also referred to as BET number).
- BET number the number of medals betted to play one game.
- One game ends when all spinning reels stop, or when medals are paid out, when the medals are paid out.
- the WIN lamp 17 lights up with a predetermined probability when BB (Big Bonus) or RB (Regular Bonus) is won internally, and also lights up when a BB or RB winning is achieved.
- the medal insertion lamp 24 blinks when the medal insertion is acceptable.
- the game start indicator lamp 25 lights up when at least one line is activated.
- the number-of-payout display unit 18 displays the number of paid-out medals at the time of winning, and the medal stored number display unit 19 displays the number of stored medals.
- the operation number display section 20 displays the number of possible RB games and the number of possible RB game winnings. These display units, for example, are also capable of 7-segment display.
- FIG. 3 is a perspective view showing a schematic configuration of a liquid crystal display device included in the pachislot gaming device shown in FIG.
- FIG. 4 is a development view of a part of the configuration of the liquid crystal display device shown in FIG.
- the liquid crystal display device 5 includes a front panel 31 comprising a protective glass 32 and a display plate 33, a transparent liquid crystal panel 34, a light guide plate 35, a reflective film 36, fluorescent lamps 37a, 37b, 38a, 38b, which are so-called white light sources, Table holder package (TCP) power equipped with lamp holders 39a to 39h and IC for driving transparent liquid crystal panel.
- TCP is composed of a flexible substrate (not shown) connected to the terminal part of transparent liquid crystal panel 34, etc. Is done.
- the liquid crystal display device 5 is provided on the near side by rotating reels 3L, 3C, 3R. Also The rotating reels 3L, 3C, 3R and the liquid crystal display device 5 are provided at a predetermined interval.
- the protective glass 32 and the display plate 33 are made of a transparent member.
- patterns and the like are formed at positions corresponding to the BE T lamps 9a to 9c. That is, the area where the pattern or the like of the display panel 33 is formed is the pattern formation area 3 lb on the front panel 31 and the area force where the pattern or the like of the display panel 33 is not formed is the display window 31 a on the front panel 31. (See Figure 2).
- the entire surface of the front panel 31 may be used as the display window 31a without forming the pattern formation region 3 lb on the front panel 31. In this case, the force that does not form a pattern on the display board 33 or the display board 33 may be omitted.
- the transparent liquid crystal panel 34 is formed by sealing liquid crystal in a gap between a transparent substrate such as a glass plate on which a thin film transistor layer is formed and a transparent substrate facing the transparent substrate.
- the display mode of the transparent liquid crystal panel 34 is set to normally white.
- Normally white is a configuration in which the liquid crystal is driven to display white in a state (light transmitted to the display surface side is visible from the outside). Even if there is a situation where the liquid crystal cannot be driven by adopting the transparent liquid crystal panel 34 configured normally white, the symbols displayed on the rotating reels 3L, 3C, 3R can be identified. The variable display and stop display of information can be visually recognized, and the game can be continued. That is, even when such a situation occurs, it is possible to play a game centering on the variation display mode and the stop display mode of the identification information displayed on the rotating reels 3L, 3C, 3R.
- the light guide plate 35 is for guiding the light from the fluorescent lamps 37a and 37b to the transparent liquid crystal panel 34 (illuminating the transparent liquid crystal panel 34), and is provided on the back side of the transparent liquid crystal panel 34. It is composed of a transparent member (having a light guiding function) such as acrylic resin having a thickness of about 2 cm.
- the reflective film 36 is, for example, a white polyester film or an aluminum thin film formed with a silver vapor deposition film, and reflects the light introduced into the light guide plate 35 toward the front side of the light guide plate 35.
- the reflective film 36 includes a reflective area 36A and a non-reflective area (transmission area) 36. It is composed of B.
- the fluorescent lamps 37a and 37b are arranged along the upper end and lower end of the light guide plate 35, and both ends are supported by a lamp holder 39 (see FIG. 3).
- the light emitted from the fluorescent lamps 37a and 37b is reflected by the reflection area 36A of the reflection film 36 to illuminate the transparent liquid crystal panel 34.
- the fluorescent lamps 38a and 38b are arranged at the upper position and the lower position on the back side of the reflection film 36 toward the rotation rails 3L, 3C, and 3R. Light that has exited from the fluorescent lamps 38a and 38b, reflected by the surfaces of the rotary reels 3L, 3C, and 3R and incident on the non-reflective region 36B illuminates the transparent liquid crystal panel 34.
- the liquid crystal display device 5 the light irradiated from the fluorescent lamps 37a and 37b and reflected by the reflection region 36A of the reflective film 36 and the light irradiated from the fluorescent lamps 38a and 38b, the rotating reel 3L, The light reflected by the 3C and 3R surfaces and incident on the non-reflective region 36B illuminates the transparent liquid crystal panel 34.
- the region of the liquid crystal display device 5 corresponding to the non-reflective region 36B of the reflective film 36 is a region that switches to a transparent Z non-transparent state depending on whether or not the liquid crystal is driven.
- the area of the liquid crystal display device corresponding to the reflective area 36A is in a non-transparent state regardless of whether or not the liquid crystal is driven by a V force.
- the display screen of the liquid crystal display device is The entire region may be a region that switches to a transparent Z non-transparent state.
- the entire area of the liquid crystal display device 5 is an area that switches to the transmission state or the non-transmission state, the force that makes the reflection film 36 all the non-reflection area 36B, the reflection film 36 is omitted.
- FIG. 5 is a block diagram showing an internal configuration of the pachislot gaming device shown in FIG.
- the main control circuit 81 is mainly composed of the microcomputer 40 disposed on the circuit board.
- the microcomputer 40 includes a CPU 41 that performs control operations according to a preset program, a ROM 42, and a RAM 43.
- the microcomputer 40 corresponds to the controller in the present invention.
- the CPU 41 has a reference clock A clock pulse generation circuit 144 and a frequency divider 145 for setting a pulse and a random number generator 146 and a sampling circuit 147 for generating a random number to be sampled are connected.
- As a means for random number sampling it may be configured to execute random number sampling on the operation program of the CPU 41! /.
- the ROM 42 stores various control commands (commands) and the like for transmission to the sub-control circuit 82.
- the command for example, a command related to display control for the liquid crystal display device 5 and a command related to audio output control for the speaker 21 are stored.
- Examples of commands related to the control of the liquid crystal display device 5 and the speaker 21 include an effect start command, an end effect command, and the like.
- the effect start command is a command for displaying an effect image on the liquid crystal display device 5 at the start of rotation of the three rotary reels 3 (3L, 3C, 3R) and causing the speaker 21 to output sound related to the effect.
- the end effect command is a command for causing the liquid crystal display device 5 to display an effect image when all three rotary reels 3 (3L, 3C, 3R) are stopped, and causing the speaker 21 to output sound related to the end effect. It is.
- commands related to the setting or cancellation of RB and BB are also stored in the ROM 42, and the setting or cancellation of RB or BB is notified to the sub-control circuit 82 by this command. It should be noted that data indicating that RB or BB is being executed may be included in various commands relating to display control for the liquid crystal display device 5 instead of commands relating to setting or canceling RB or BB.
- the various commands as described above are called from the ROM 42 by the CPU 41 and set in the RAM 43 when a predetermined condition is satisfied. Then, the command set in the RAM 43 is supplied to the sub control circuit 82 at a predetermined timing.
- the sub control circuit 82 executes various processes based on the supplied command. Communication is performed in one direction from the main control circuit 81 to the sub control circuit 82 without the command of the sub control circuit 82 being input to the main control circuit 81.
- the ROM 42 stores a symbol table for associating the rotational positions of the rotating reels 3L, 3C, and 3R with the symbols drawn on the outer peripheral surface of the rotating reels, and winnings are also awarded.
- a winning symbol combination table in which a combination of symbols, the number of medals for winning a prize, and a winning determination code representing the winning are associated, a lottery probability table necessary for performing a lottery to determine an internal winning combination, etc. Is stored.
- the RAM 43 stores, for example, variables related to game progress, flags, etc., such as the number of credits corresponding to the number of medals, a set value, and the like.
- Major peripheral devices whose operations are controlled by control signals from the microcomputer 40 include various lamps (1—BET lamp 9a, 2—BET lamp 9b, maximum BE T lamp 9c, WIN lamp. 17, medal insertion lamp 24, game start display lamp 25, decoration lamp 93), various display parts (payout number display part 18, medal accumulated number display part 19, accessory action number display part 20), and medal A hopper (including a drive unit for payout) 50 that stores and discharges a predetermined number of medals according to a command from the hopper drive circuit 51, and stepping motors 59L, 59C, which rotate the reels 3L, 3C, 3R, There is 59R.
- a motor drive circuit 49 that drives and controls the stepping motors 59L, 59C, and 59R
- a hopper drive circuit 51 that drives and controls the hopper 50
- a lamp drive circuit 55 that drives and controls various lamps
- a display unit drive circuit 58 that controls the driving of the CPU 41 is connected to the output unit of the CPU 41 via the IZO port 48.
- Each of these drive circuits receives a control signal such as a drive command output from the CPU 41, and controls the operation of each actuator.
- the main input signal generators that generate the input signals necessary for the microcomputer 40 to generate control commands are the start switch 6S, 1-BET switch 11, maximum BET switch 13, and storage.
- the setting key switch 63 allows a setting value to be changed by inserting a predetermined key into the keyhole and turning it to the left or right.
- the start switch 6S detects the operation of the start lever 6.
- the inserted medal sensor 22S detects a medal inserted into the medal slot 22.
- the reel stop signal circuit 56 generates a stop signal in response to the operation of each stop button 7L, 7C, 7R. OK button 26 and Cancel With these operations, the button 27 can switch the display screen of the liquid crystal display device 5 and input an instruction.
- the reel position detection circuit 60 receives the pulse signal from the reel rotation sensor and transmits a signal for detecting the position of each of the rotation reels 3L, 3C, 3R to the CPU 41.
- the payout completion signal circuit 61 generates a medal payout completion signal when the count value of the medal detection unit 50S (the number of medals paid out from the hopper 50) reaches a designated number.
- the CPU 41 receives this medal payout completion signal, the driving of the hopper 50 is stopped via the hopper drive circuit 51 and the payout of medals is completed.
- the medal detection unit 50S includes a medal sensor that also has a physical sensor or the like for detecting a medal paid out from the hopper 50, and can count the number of medals paid out by the medal sensor.
- the random number generator 146 generates a random number belonging to a certain numerical range, and the sampling circuit 147 has a single timing at an appropriate timing after the start lever 6 is operated. Sampling random numbers.
- the internal winning combination is determined based on the random number sampled in this way and the probability lottery table stored in the ROM. After the internal winning combination is determined, random number sampling is performed again to select the “stop control table”.
- a winning symbol combination table is stored in the ROM 42.
- winning symbol combination table winning symbol combinations, winning medal dividends, and winning determination codes representing the winnings are associated with each other.
- the above winning symbol combination table is referred to when the left rotating reel 3L, the central rotating reel 3C, and the right rotating reel 3R are controlled to stop and when the winning confirmation is made after all reels are stopped.
- the CPU 41 sends an operation sent from the reel stop signal circuit 56 at the timing when the player operates the stop buttons 7L, 7C, 7R. Based on the signal and the selected “stop control table”, a signal for stop control of the rotating reels 3L, 3C, 3R is sent to the motor drive circuit 49.
- the CPU 41 sends a payout instruction signal to the hopper drive circuit 51. Supply and pay out a predetermined number of medals from the hopper 50. At that time, the medal detection unit 50S counts the number of medals to be paid out from the hopper 50, and when the count value reaches the designated number, a medal payout completion signal is input to the CPU 41. As a result, the CPU 41 stops driving the hopper 50 via the hopper drive circuit 51 and ends the “medal payout process”.
- a sub control circuit 82 is connected to the main control circuit 81 including the CPU 41.
- the sub control circuit 82 Based on the control command (command) from the main control circuit 81, the sub control circuit 82 performs display control of the liquid crystal display device 5 and output control of the sound of the speakers 21L and 21R.
- FIG. 6 is a block diagram showing a configuration of the sub control circuit shown in FIG.
- the command is supplied from the main control circuit 81 to the sub control circuit 82, and the signal is not supplied from the sub control circuit 82 to the main control circuit 81.
- a signal is sent from the sub control circuit 82 to the main control circuit 81. It can be configured so that it can be trusted.
- the sub control circuit 82 includes a sub CPU 206, a program ROM 208, and a work RAM 210. Further, the sub control circuit 82 is connected to the decision button 2 via the interface circuit 240.
- the sub control circuit 82 includes a display control circuit 250 that performs display control in the liquid crystal display device 5 and a sound control circuit 230 that performs control related to sound generated from the speaker 21.
- the sub CPU 206 has a function of executing various processes such as a process related to the production according to the program stored in the program ROM 208, and the sub control circuit 82 of the sub control circuit 82 according to the various commands supplied from the CPU 41. Take control.
- the program ROM 208 stores a program for controlling a game effect on the liquid crystal display device 5 and the speaker 21 by the sub CPU 206, and in addition, an effect for making a decision regarding the effect.
- Various tables such as pattern data extraction tables are also stored.
- the program ROM 208 includes a plurality of types of effect pattern data corresponding to the screen image displayed on the liquid crystal display device 5 and the sound output from the speaker 21 and all reels 3 (3L, 3C, 3R). ) Is stored, and a plurality of types of end effect pattern data corresponding to the output voice are stored.
- the program ROM 208 corresponds to a first memory that stores performance pattern data.
- the production pattern data includes production pattern data (BB production pattern data) extracted when the BB flag is set, and production pattern data (normal production pattern data) extracted when the BB flag is not set. And specific performance pattern data).
- the normal effect pattern data is effect pattern data that is extracted when the BB flag is not set and a specific sound is not detected.
- the specific effect pattern data is effect pattern data that is extracted when the BB flag is not set and a specific sound is detected (see FIG. 11).
- the normal performance pattern data and the specific performance pattern data correspond to the first performance pattern data in the present invention, and the BB performance pattern data is included in the present invention. This corresponds to the second production pattern data.
- the program ROM 208 stores comparison waveform data to be compared with the waveform indicated by the sound signal output from the microphone 44.
- the sub CPU 206 compares the output waveform data generated based on the sound signal output from the microphone 44 with the comparison waveform data, and determines whether or not the waveform indicated by each waveform data is the same or similar. to decide.
- the sub control circuit 82 is connected to the microphone 44 that converts an input sound from the outside into a sound signal and outputs the sound signal via the signal processing circuit 44a.
- the signal processing circuit 44a includes various circuits such as an AGC circuit and an AZD conversion circuit, and performs various processes for converting the sound signal output from the microphone 44 into output waveform data.
- the AGC circuit automatically controls the amplification factor of the amplifier provided in the AGC circuit so that a constant output can be obtained even if the input sound signal fluctuates.
- the sub control circuit 82 is connected to a data input interface 92 for inputting identification data of the pachislot gaming device 1.
- the identification data input from the data input interface 92 is stored in the work RAM 210.
- the identification data is not particularly limited. For example, an identification number uniquely assigned by a game store, an identification number identifying a pachislot gaming device 1 that is uniquely defined for the symbol or the pachislot gaming device, etc. Can be mentioned.
- Examples of the data input interface 92 include a USB (Universal Serial Bus) port and an RS-232C port.
- the interface 92 is not particularly limited as long as it can be connected to an external device.
- identification data is input by wired connection will be described.
- the present invention is not limited to this, and may be wireless connection such as connection by infrared communication.
- the power configured to use the program ROM 208 as a storage medium for storing programs, tables and the like is not limited to this, and a storage medium that can be read by a computer equipped with a CPU or the like.
- a storage medium such as a hard disk device, a CD-ROM, a DVD-ROM, or a ROM cartridge.
- what is stored in program ROM 208 is ROM 42 It is good also as memorizing.
- these programs may not be recorded in advance, but may be downloaded after the power is turned on and recorded in the work RAM 210 or the like.
- each program may be recorded on a separate storage medium.
- the main control circuit 81 including the CPU 41 and the ROM 42 and the sub control circuit 82 including the sub CPU 206 and the program ROM 208 are not limited to this, and the CPU 41 and the ROM 42 are not limited thereto.
- the program stored in the program ROM 208 may be stored in the ROM 42 and executed by the CPU 41.
- the program stored in the ROM 42 is stored in the program ROM 208 and executed by the sub CPU 206. May be configured like this! / ⁇ .
- the work RAM 210 has a function of storing various flags and variable values as a temporary storage area of the sub CPU 206.
- the work RAM 210 stores identification data input from the data input interface 92.
- the work RAM 210 is equivalent to a second memory that stores identification data.
- the power using the work RAM 210 as the temporary storage area of the sub CPU 206 is not limited to this, and any readable / writable storage medium may be used.
- the audio control circuit 230 is composed of a sound source IC 232 that performs control related to audio, an audio data ROM 234 that stores various types of sound data, and an amplifier 236 (hereinafter referred to as “AMP”) that amplifies the sound signal. Has been.
- the sound source IC 232 is connected to the sub CPU 206, the audio data ROM 234, and the AMP 236!
- the sound data ROM 234 stores sound data related to a plurality of types of effects. Examples of sound data related to the performance include sound data including specific data indicating a specific sound, and sound data not including specific data. In the present embodiment, the case where the specific sound is a specific non-audible sound will be described.
- the sound source IC 232 reads sound data from the sound data ROM 234 when it receives the supply of effect pattern data. At this time, the sound source IC232 shows that the production pattern data is the production pattern for BB. If it is determined that the sound data is not (first production pattern data), sound data not including specific data is extracted. On the other hand, when the sound source IC 232 determines that the effect pattern data is BB effect pattern data, it extracts sound data including specific data. Thus, the extracted sound data is included in the effect pattern data.
- FIG. 7 is a diagram for explaining the sound data extracted when the supply of the BB effect pattern data is received, and is a diagram showing a waveform indicated by the sound data including specific data.
- fO indicates a frequency that becomes a boundary between audible and non-audible
- fl indicates a center frequency of a waveform W indicating a non-audible sound indicated by specific data.
- the sound data including the specific data is data indicating a waveform having a sound waveform W indicating the specific data in a frequency band portion outside the audible range.
- the sound source IC 232 When the sound source IC 232 receives the BB effect pattern data, the sound source IC 232 refers to the identification data stored in the work RAM 210 and reads out sound data corresponding to the identification data of the pachislot gaming device 1. That is, when a BB game occurs in the pachislot gaming device 1, for example, sound data indicating the waveform shown in FIG. 7 is read, while when a BB game occurs in another pachislot gaming device 1, the waveform shown in FIG. 7 is displayed. Sound data that is different from the sound data (sound data in which only the center frequency of the waveform W indicated by the specific data is different from fl) is read.
- the sound source IC 232 converts sound data into a predetermined sound signal and supplies the sound signal to the AMP 236.
- the AMP 236 amplifies the sound signal and the speaker 21 (21L and 21R) force also outputs sound. Therefore, in the other pachislot gaming device 1 that has received the sound, it is based on the non-audible sound included in the sound! /, Which pachislot gaming device 1 is the specific sound based on the identification data Will be judged.
- the display control circuit 250 generates a screen image in accordance with the game result determined by the CPU 41 or the instruction input by the various buttons 26 and 27, and displays the screen image on the liquid crystal display device 5.
- the display data is controlled by an image data processor (hereinafter referred to as VDP) 212, an image data ROM 216 for storing various image data, and a DZA converter 218 for converting the image data as an image signal.
- VDP212 has sub CPU206, It is connected to an image data ROM 216 that stores image data and a DZA converter 218 that converts image data into image signals.
- the VDP 212 includes various circuits such as a so-called sprite circuit, a screen circuit, and a pallet circuit, and can perform various processes for displaying a screen image on the liquid crystal display device 5. That is, the VDP 212 performs display control for the liquid crystal display device 5.
- the VDP 212 includes a storage medium (for example, a video RAM) as a buffer for displaying a screen image on the transparent liquid crystal panel 34 of the liquid crystal display device 5. By storing the image data in a predetermined storage area of the storage medium, a screen image is displayed on the transparent liquid crystal panel 34 of the liquid crystal display device 5 at a predetermined timing.
- the image data ROM 216 stores a plurality of types of effect image data.
- the effect image data is classified into normal effect image data and specific effect image data.
- the effect image data includes, for example, background image data constituting a background image, character image data indicating a character, and the like.
- the specific effect image data is image data relating to an image (for example, the firework image 93a and the notification image 93b shown in FIG. 2) displayed only when a specific sound is input from the microphone 44.
- the normal effect image data is image data related to an image displayed when no specific sound is input from the microphone 44.
- the VDP 212 extracts the effect image from the image data ROM 216 in response to an image display command (command) supplied from the sub CPU 206.
- the VDP 212 stores various images extracted from the image data ROM 216 in a buffer (for example, a video RAM, for example) by superimposing the image power located in the rear in order, for example, in the order of the background image and the character image.
- the screen image is synthesized and supplied to the DZA converter 218 at a predetermined timing.
- the DZA converter 218 converts the screen image as an image signal and supplies the image signal to the liquid crystal display device 5.
- the pachislot gaming device 1 is activated, the variables used in the CPU 41 are initialized to predetermined values, and set values, various timers, etc. are also set to predetermined values. It is assumed that it is operating normally.
- FIG. 8 is a flowchart showing a subroutine of processing performed in the main control circuit. is there.
- This subroutine is executed in advance!
- the main routine force is called and executed at a predetermined timing.
- the CPU 41 determines whether or not there is a request for automatic medal insertion (step S120).
- the case where there is a request for automatic insertion is a case where a winning of replay (replay) is established in the previous game.
- the medals for the insertion request are automatically inserted (step S122), and a medal insertion command is transmitted to the sub-control circuit 82 (step S123).
- step S121 the CPU 41 determines whether or not a medal has been inserted. That is, the CPU 41 receives a detection signal issued by the insertion medal sensor 22S that detects that a medal has been inserted into the medal insertion slot 22, or determines whether the BET switch (1-BET switch 11 or maximum BET By judging whether or not the detection signal issued by the switch 13) has been received, it is judged whether or not the medal has been inserted. If it is determined that a detection signal issued by the BET switch (1-BET switch 11 or maximum BET switch 13) has been received, the CPU 41 calculates the number of medals betted from the number of credits stored in the RAM 43. A process of subtracting the corresponding credit number is performed.
- step S121 If it is determined in step S121 that no medal has been inserted, the CPU 41 returns the process to step S120.
- step S121 determines whether a medal has been inserted, or if the process of step S123 is executed. If it is determined in step S121 that a medal has been inserted, or if the process of step S123 is executed, the CPU 41 determines whether the start lever 6 has been operated (step S124). That is, the CPU 41 determines whether or not an input signal having 6S of start switch has been received.
- step S124 If it is determined in step S124 that the start lever 6 has not been operated, the CPU 41 returns the process to step S120. On the other hand, if it is determined in step S124 that the start lever 6 has been operated, the CPU 41 performs processing related to various settings (step S125). In these various setting processes, random numbers are sampled from the random number generator 146 at the timing when the start lever 6 is operated, and the sampled random number values are stored in the RAM 43. A lottery process for generating an internal winning combination (winning flag) is performed based on the set lottery probability table. In the various setting processes, for example, a WIN lamp lighting lottery process, a process related to selection of a stop control table for stopping the rotating reel, a process of initializing for reel rotation, etc. are performed, and the rotating reel 3 (3L, Start rotating 3C, 3R).
- the rotational position at which the reset pulse described above is generated.
- a code number that is sequentially assigned to each of the rotating reels 3L, 3C, and 3R and a symbol code that indicates a symbol that is assigned to each code number are associated with each other.
- the winning symbol combination table stored in the ROM 42 is referred to when the winning reels 3L, 3C, and 3R are stopped and when the winning is confirmed after all the rotating reels are stopped.
- step S125 After executing the process of step S125, the CPU 41 shifts the process to step S126.
- step S126 the CPU 41 sets a presentation start command in the RAM 43.
- This effect start command is a command for starting display of a predetermined effect image on the liquid crystal display device 5 and causing the spinning force 21 to start outputting predetermined sound, and is determined by the lottery process. Includes data on internal winning combinations.
- the effect start command is supplied to the sub control circuit 82 at a predetermined timing.
- step S126 After executing the process of step S126, the CPU 41 shifts the process to step S128.
- step S128 the CPU 41 determines whether or not the stop button 7 (7L, 7C, 7R) is “ON” based on the presence / absence of an input signal from the reel stop signal circuit 56 (step SI). 28). If it is determined that the stop button 7 is not “ON”, the CPU 41 determines whether or not the automatic stop timer value is “0” (step S 129), and if it is not “0”. Returns the process to step S128.
- step S128 if it is determined in step S128 that the stop button 7 is "ON”, or if it is determined in step S129 that the value of the automatic stop timer is "0", the CPU 41 The force that stops the rotation of the rotating reel 3 corresponding to 7. At that time, winning request (internal winning combination), symbol position (rotating position of rotating reel 3 during operation), selected stop control table The number of sliding frames is determined from the above (step S130).
- step S131 the CPU 41 performs a process of rotating and stopping the rotating reel 3 by the number of sliding frames determined in step S130 (step S131).
- a stop request is set (step S132).
- the CPU 41 determines whether or not all of the three rotating reels 3 (3L, 3C, 3R) have been stopped (step S135). If it is determined that all the rotating reels 3 are not stopped, the process returns to step S128. On the other hand, if it is determined that all the rotating reels 3 have stopped, the CPU 41 performs a winning search (step S136). At this time, the winning symbol combination table stored in the ROM 42 is referred to. It is also possible to determine whether or not the winning flag is normal, and if it is not normal, display an illegal error and interrupt the processing.
- This end effect command is a command for displaying the effect image at the end of the game and outputting the sound according to the game result, and includes data related to the result of the winning search in step S136.
- the end effect command is supplied to the sub control circuit 82 at a predetermined timing.
- the CPU 41 determines whether or not a medal is paid out, that is, whether or not there is a winning number (step S 138).
- the CPU 41 stores or pays out medals of the number corresponding to the gaming state and winning combination (step S139).
- the CPU 41 performs a process of adding the number of credits stored in the RAM 43. Meanwhile, the medal When paying out, the CPU 41 sends a payout command signal to the hopper drive circuit 51 and pays out a predetermined number of medals from the hopper 50.
- the medal detection unit 50S counts the number of medals to be paid out from the hopper 50, and when the count value reaches a designated number, a medal payout completion signal is input to the CPU 41. As a result, the CPU 41 stops driving the hopper 50 via the hopper driving circuit 51 and ends the medal payout process.
- step S140 determines whether or not the RB has been won. If it is determined that the RB has been won, the CPU 41 performs processing related to the RB setting (step S141). In step S141, the CPU 41 performs processing related to setting of the RB lottery probability table and the RB winning symbol combination table. In step S 141, the CPU 41 starts counting the number of RB game winnings and the like, and starts a process of displaying the count value on the accessory operation count display unit 20. After executing the process of step S141, the CPU 41 shifts the process to step S142.
- step S142 the CPU 41 sets an RB setting command in the RAM 43.
- the RB setting command is a command for causing the liquid crystal display device 5 to display an effect image for RB as a screen image and outputting sound related to RB from the speaker 21 and is supplied to the sub-control circuit 82 at a predetermined timing.
- step S140 determines whether or not the player has won a BB (step S143). If it is determined that BB has been won, the CPU 41 performs processing related to BB setting (step S144). In this step S144, the CPU 41 performs processing related to the setting of a lottery probability table for BB, a winning symbol combination table for BB, and the like. In step S144, the CPU 41 starts counting the number of times the BB game is consumed, displaying the count value on the accessory action count display unit 20, counting the number of medals paid out, and the like. Thereafter, the CPU 41 moves the process to step S145.
- step S145 the CPU 41 sets a BB setting command in the RAM 43.
- the BB setting command is a command for displaying an effect image for BB as a screen image on the liquid crystal display device 5 and outputting sound related to BB from the speaker 21.
- the BB setting command has a predetermined timing. Is supplied to the sub-control circuit 82.
- step S143 If it is determined in step S143 that BB has not been won, or if the process of step S145 is executed, the CPU 41 determines whether or not the RB has ended (step S146). If it is determined that the RB has ended, the CPU 41 then performs a process related to RB setting cancellation (step S147). In step S147, the CPU 41 uses the RB lottery probability table set in the processing of step S141, the RB winning symbol combination table, etc., for the normal gaming state (other than RB or BB). Performs processing related to the setting change. Thereafter, the CPU 41 moves the process to step S148.
- step S148 the CPU 41 sets an RB release command in the RAM 43.
- the RB release command is supplied to the sub control circuit 82 at a predetermined timing.
- step S150 it is used for the normal gaming state (other than RB or BB) from the CPU4U, the lottery table for BB set in the processing of step S144, the winning symbol combination table for BB, etc. Performs processing related to setting changes in the lottery probability table. Thereafter, the CPU 41 shifts the processing to step S151.
- step S151 the CPU 41 sets a BB release command in the RAM 43.
- the BB release command is supplied to the sub control circuit 82 at a predetermined timing.
- step S149 If it is determined in step S149 that RB has not ended, or if the process of step S151 is executed, this subroutine ends.
- FIG. 9 is a flowchart showing a subroutine of sound recognition processing performed in the sub control circuit.
- step S180 the sub CPU 206 receives the output waveform data generated based on the input sound input from the microphone 44 from the signal processing circuit 44a.
- the sub CPU 206 refers to the comparison waveform data stored in the program ROM 208 (step S181), and a part of the waveform indicated by the output waveform data is the same as or similar to the specific waveform indicated by the comparison waveform data. It is determined whether or not the waveform is included (step S182). In this processing, the sub CPU 206 determines whether or not the waveforms to be compared are the same or similar based on the similarity obtained by a predetermined calculation formula.
- step S182 NO
- step S182 YES
- the sub CPU 206 specifies the specific waveform in step S183. Set the sound detection flag. After executing the process of step S183, this subroutine is terminated.
- the specific sound detection flag is a flag indicating that a specific sound has been detected, and is cleared when a predetermined period elapses after being set.
- FIG. 10 is a flowchart showing a command reception processing subroutine performed in the sub-control circuit.
- step S200 the sub CPU 206 determines whether or not an effect start command has been received. If it is determined that an effect start command has not been received, the process proceeds to step S210. On the other hand, if it is determined that an effect start command has been received, the process proceeds to step S201.
- step S201 the sub CPU 206 determines whether or not the BB flag is set.
- the sub CPU 206 selects BB effect pattern data (step S 202).
- step S201: NO when it is determined that the BB flag is not set (step S201: NO) and the specific sound detection flag is set (step S203: YES), the sub CPU 206 selects the specific effect pattern data.
- Step S204 If the BB flag is not set (step S201: NO) and it is determined that the specific sound detection flag is not set (step S203: NO), the sub CPU 206 selects the normal performance pattern data. (Step S205).
- FIG. 11 is a diagram showing an example of the effect pattern data extraction table.
- Each effect pattern data is associated with the presence or absence of the BB flag and the presence or absence of the specific sound detection flag.
- the BB flag is not set for normal performance pattern data.
- the specific performance pattern is associated when the specific sound detection flag is not set, and the specific performance pattern is associated when the BB flag is not set and the specific sound detection flag is set.
- the BB effect pattern data is associated with the BB flag when it is set.
- effect pattern data are assigned random numbers according to the presence / absence of the BB flag and the presence / absence of the specific sound detection flag, and one effect pattern data is extracted by random number lottery. For example, if it is determined that the BB flag is not set (step S201: NO) and the specific sound detection flag is set (step S203: YES), multiple specific effect pattern data are included. After the random numbers are assigned, a random number lottery is performed, and one effect pattern data (specific effect pattern data) is extracted (step S204).
- step S204 the sub CPU 206 supplies presentation pattern data that is data indicating the selected presentation pattern to the display control circuit 250 and the audio control circuit 230 (step S206). ). After performing the process of step S206, the process proceeds to step S210.
- step S210 the sub CPU 206 determines whether or not an end effect command has been received. If it is determined that the end effect command has not been received, the process proceeds to step S220. On the other hand, if it is determined that the end effect command has been received, the process proceeds to step S211.
- step S211 the sub CPU 206 determines whether or not the BB flag is set.
- the sub CPU 206 selects the BB end effect pattern data (step S212).
- the sub CPU 206 determines the end specific effect pattern data. Is selected (step S214). If the BB flag is not set (step S211: NO), and it is determined that the specific sound detection flag is not set (step S213: NO), the sub CPU 206 displays the end normal effect pattern data. Select (step S215).
- step S212 After the processing of step S212, step S214, or step S215, the sub CPU 206 displays end effect pattern data that is data indicating the selected end effect pattern. Supply to the path 250 and the voice control circuit 230 (step S216). After performing the process of step S216, the process proceeds to step S220.
- step S220 sub CPU 206 determines whether or not an RB setting command has been received. If it is determined that the RB setting command has not been received, the process proceeds to step S230. On the other hand, when determining that the RB setting command has been received, the sub CPU 206 sets the RB flag in step S221. After performing the process of step S221, the process proceeds to step S230.
- the RB flag is a flag that is set at the start of RB and is cleared at the end of RB.
- step S230 the sub CPU 206 determines whether or not a BB setting command has been received. If it is determined that the BB setting command has not been received, the process proceeds to step S240. On the other hand, when determining that the BB setting command has been received, the sub CPU 206 sets the BB flag in step S231. After performing the process of step S231, the process proceeds to step S240.
- the BB flag is a flag that is set at the start of BB and is set at the end of BB.
- step S230 If it is determined in step S230 that the BB setting command has not been received, or if the process of step S231 has been executed, the sub CPU 206 determines whether or not the RB release command has been received ( Step S240). If it is determined that the RB release command has been received, the RB flag is cleared (step S241).
- step S240 determines whether or not the force has received the BB release command (step S250). If it is determined that the BB release command has been received, this subroutine ends. On the other hand, if it is determined that the BB release command has been received, the sub CPU 206 clears the BB flag (step S251), and ends this subroutine.
- FIG. 12 is a flowchart showing a subroutine of sound output control processing performed in the sound control circuit.
- Sound source IC232 generates sound corresponding to various data supplied from sub CPU206 When the sound source IC 232 receives the production pattern data from the sub CPU 206! /, NA! / (Step S400: NO), the process returns to step S400.
- the sound source IC232 receives the production pattern data (specific production pattern data, normal production pattern data or production pattern data for BB) from the sub CPU 206 (step S400: YES), and the production pattern data is the production pattern for BB. If it is data (step S401: YES) and the BB effect pattern data is not BB end effect pattern data (step S402: NO), sound data including specific data is extracted (step S403).
- the sound source IC 232 receives the production pattern data from the sub CPU 206 (step S400: YES), and the production pattern data is the production pattern data for BB (step S401: YES).
- the BB effect pattern data is the BB end effect pattern data (step S402: YES)
- the sound data at the end including the specific data is extracted (step S404).
- the sound source IC232 receives the production pattern data from the sub CPU 206 (step S400: YES), and the production pattern data is not the production pattern data for BB (step S401: NO).
- the pattern data specifically effect pattern data or normal effect pattern data
- step S405: NO sound data not including the specific data is extracted (step S406).
- the tone generator IC232 is supplied with the production pattern data from the sub CPU 206 (step S400: YES), and the production pattern data is not the production pattern data for BB (step S401: NO). If the pattern data is the end effect pattern data (step S405: YES), the sound data at the end without including the specific data is extracted (step S407).
- step S406 After executing the processing of step S403, step S404, step S406, or step S407, the sound source IC 232 performs audio output to the speaker at a predetermined timing (for example, every 1Z 30 seconds) based on the extracted sound data. Output 21 bits (step S408).
- step S409 NO
- step S409 YES
- step S410 the pattern The data is cleared (step S410), and the process returns to step S400.
- the sound data extracted based on the effect pattern data may be a plurality including game sound data corresponding to the game state and constantly output sound data indicating a sound that is always output repeatedly regardless of the game state. Good.
- the constantly output sound data is composed of always output sound data including specific data and always output sound data not including specific data, and whether the effect pattern data is the first effect pattern data or the second effect sound data. Based on whether the data is pattern data, one of the constantly output sound data may be extracted.
- FIG. 13 is a flowchart showing a subroutine of display control processing performed in the display control circuit.
- the VDP 212 generates a screen image corresponding to various data supplied from the sub CPU 206.
- the VDP 212 receives production pattern data (specific production pattern data, normal production pattern data or production pattern data for BB) from the sub CPU 206! /, In this case (step S300: NO), The demo image is extracted from the image data ROM 216 and stored in the buffer (step S301).
- the VDP 212 receives the production pattern data from the sub CPU 206 (step S300: YES), and if the production pattern data is not the specific production pattern data (step S302: NO), the processing is performed in step S303. Move to.
- step S303 if the sub CPU 206 has not received supply of the end effect pattern data (step S303: NO), the sub CPU 206 extracts the effect image for normal or BB from the image data ROM 216 and stores it in the nota (step S304). ). On the other hand, when the end effect pattern data has been supplied (step S303: YES), the image data ROM 216 output also extracts the normal or BB effect image at the end and stores it in the nota (step S305).
- the VDP 212 receives the production pattern data from the sub CPU 206 (step S300: YES). If the production pattern data is the specific production pattern data (step S302: YES), the VDP 212 performs the processing. Move to step S306.
- step S306 if the sub CPU 206 has not received the supply of the end effect pattern data (step S306: NO), the sub CPU 206 extracts the specific effect image from the image data ROM 216 and stores it in the noffer (step S307). On the other hand, if the end effect pattern data has been supplied (step S306: YES), the specific effect image at the end is extracted from the image data ROM 216 and stored in the buffer (step S308).
- the screen image is output to the liquid crystal display device 5 at predetermined timings (eg, every 1Z30 seconds) until VDP212i (step 1). S 309).
- step S310: NO if the production has not ended (step S310: NO), the process returns to step S300.
- step S310: YES the pattern data is cleared (step S311), and the process returns to step S300.
- the first effect pattern data that does not include the specific data indicating the specific sound that triggers the other pachislot gaming apparatus 1 to execute the specific effect ( Based on the normal performance pattern data or the BB production pattern data), the second production pattern data including the specific data indicating the specific sound (BB end production pattern) Data) and a sound based on the specific data included in the extracted second performance pattern data is output from the speaker 21.
- the pachislot gaming device 1 determines that the sound includes a specific sound and produces a specific effect. Executed. Since the sound output from the speaker 21 spreads around the sound, a specific effect is executed in the other pachislot gaming device 1 installed around the pachislot gaming device 1 in which the BB is generated.
- the player playing the game on the pachislot gaming device 1 in which the BB has occurred can be immersed in a sense of superiority.
- the other pachislot gaming device 1 equipped with the microphone 44 collects the sound.
- the pachislot gaming devices 1 or the pachislot gaming device 1 and the management device are connected. Then, there is no need to perform wiring work. As described above, since the production is performed through sound, the cost and time required for capital investment can be reduced.
- the second sound data is data including specific data indicating a specific non-audible sound waveform
- the sound output from the pachislot gaming device 1 has changed. The effect can be executed without being perceived by the player.
- the first effect pattern data (normal effect pattern data or specific effect pattern data) not including the specific data and the specific waveform indicating the specific waveform corresponding to the identification data Second presentation pattern data including data (BB end presentation pattern data) is stored. Therefore, when a sound based on the specific data output from the speaker 21 is input to the other pachislot gaming device 1 including the microphone 44, the other pachislot gaming device 1 receives the sound from which pachislot game. It can be recognized whether it is output from device 1.
- the data input interface 92 for inputting the identification data since the data input interface 92 for inputting the identification data is provided, it is possible to easily input or change the identification data.
- the specific data is data indicating a waveform of a sound that is not audible.
- the specific data is the waveform specifying the sound data not including the specific data. This is the data that shows the waveform obtained by amplifying the amplitude of the frequency band by a predetermined amount. In this case, since the audible sound is used, the effect can be executed even with a speaker having a narrow output frequency band.
- FIG. 14 is a diagram for explaining the sound data extracted when the supply of the BB effect pattern data is received, and is a diagram illustrating another example of the waveform indicated by the sound data including the specific data.
- the waveform shown in FIG. 14 is a waveform obtained by amplifying the amplitude of the frequency band near the audible frequency f2 by four times instead of the waveform W indicating the non-audible sound shown in FIG.
- the data power indicating the waveform near this frequency f2 corresponds to the specific data in this case.
- the specific data is data indicating a waveform of a sound that is not audible.
- the specific data may be data indicating specific sound. With such a configuration, it is possible to perform the production using audio having a complicated waveform.
- the present invention is not limited to this.
- sound output from a speaker of a gaming machine may be collected by an equipment device in a gaming store equipped with a microphone.
- the facility apparatus can execute an effect of flowing predetermined music or sound into the store, an effect of irradiating a spotlight in the direction of the gaming machine that emitted the sound, and the like.
- the predetermined condition is not limited to this example, and for example, a game medium It may be that the number of payouts or the number of differences has reached a predetermined number, that a predetermined time has been reached, that the game has started and that the power has been played or that the game has been lastly played and that the power has passed a predetermined period.
- FIG. 15 is a perspective view schematically showing a slot machine according to the second embodiment of the present invention.
- the slot machine 1010 includes a cabinet 1011 and a cabinet installed above the cabinet 1011. And a main door 1013 provided on the front surface of the cabinet 1011.
- the slot machine 1010 corresponds to the gaming machine of the present invention.
- a lower image display panel 1016 is provided in front of the main door 1013.
- the lower image display panel 1016 is provided with a liquid crystal panel, and displays 15 display blocks of 10 columns and 5 rows. Each display block 1028 has one symbol.
- the lower image display panel 1016 has one winning line L that horizontally crosses the five display blocks 1028 displayed at the center of each row.
- the winning line L defines a combination of symbols.
- a credit amount display portion 1031 and a payout amount display portion 1032 are set in the lower image display panel 1016.
- the number of credited coins is displayed as an image.
- the payout number display portion 1032 the number of coins to be paid out when the combination of symbols arranged on the winning line L is a predetermined combination is displayed as an image.
- Microphones 1544 are provided on the left and right sides of the front of the lower image display panel 1016.
- a control panel 1020 including a plurality of buttons 1023 to 1027 into which instructions relating to game progress are input by the player, and a coin receiver that accepts coins into the cabinet 1011.
- An entrance 1021 and a bill validator 1022 are provided.
- the control panel Panole 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 to input an instruction to start symbol scrolling.
- the change button 1024 is used when requesting a change of money from a game facility staff.
- the cashout button 1025 is used to input an instruction to pay out a credited coin to the coin tray 1018.
- BET button 1026 is used to input an instruction to bet one coin out of credited coins on the game.
- the maximum BET button 1027 is used to input an instruction to bet a maximum number of coins that can be bet on a single game (in this embodiment, 50 coins) among credited coins.
- the bill validator 1022 recognizes the suitability of the bill and accepts a regular bill into the cabinet 1011. Note that the bill validator 1022 may be configured to be able to read a ticket 1039 with a barcode which will be described later.
- a berry glass 1034 on which characters of the slot machine 1010 are drawn is provided on the lower front surface of the main door 1013, that is, below the control panel 1020.
- An upper image display panel 1033 is provided on the front surface of the top box 1012.
- the upper image display panel 1033 includes a liquid crystal panel, and displays, for example, an image representing introduction of game contents and explanation of game rules.
- the top box 1012 is provided with a speaker 1029.
- a ticket printer 1035 prints a bar code in which data such as the number of credits, date and time, and an identification number of the slot machine 1010 are encoded on a ticket, and outputs the ticket as a bar code ticket 1039.
- a player causes a ticket 1039 with a bar code to be read by another slot machine to play a game with the slot machine, or a ticket 1039 with a bar code is issued at a predetermined location in a gaming facility (for example, a cashier in a casino). Or can be replaced.
- the card reader 1036 reads data from a smart card and writes data to the smart card.
- the smart card is a card possessed by the player, and stores, for example, data for identifying the player and data regarding the history of games played by the player.
- the smart card may store data corresponding to coins, bills or credits.
- a magnetic stripe card may be used instead of the smart card.
- the data display 1037 also has the same power as a fluorescent display. For example, the data display 1037 displays data read by the force reader 1036 and data input by the player via the keypad 1038.
- the keypad 1038 is used to input instructions and data related to ticket issuance.
- Fig. 16 is a diagram showing symbols and code numbers of the respective symbols.
- each display block 1028 a total of 22 symbol rows having code numbers “00” to “21” are scrolled.
- Each symbol column is "JACKPOT 7" , “BLUE 7”, “: BELL”, “CHERRY”, ⁇ STRAWBERRY], “PLUM”, “ORA NGE”, “APPLE” symbols are combined.
- FIG. 17 is a block diagram showing an internal configuration of the slot machine shown in FIG.
- the gaming board 1050 includes a CPU (Central Processing Unit) 1051, a ROM 1055, a boot ROM 1052, and a card slot 1053S corresponding to the memory card 1053, GAL (Generic
- the memory card 1053 is composed of a nonvolatile memory such as CompactFlash (registered trademark) and stores a game program.
- the game program includes a symbol determination program.
- the symbol determination program is a program for determining a symbol (code No. corresponding to a symbol) arranged on the winning line L.
- the card slot 1053S is configured so that the memory card 1053 can be inserted and removed, and is connected to the mother board 1040 by the IDE bus. Therefore, by removing the card slot 105 3S power memory card 1053, writing another game program into the memory card 1053, and inserting the memory card 1053 into the card slot 1053S, the types and contents of games played in the slot machine 1010 Can be changed.
- the game program includes a program related to game progress.
- the game program includes image data and sound data output during the game.
- the CPU 1051, the ROM 1055, and the boot ROM 1052 connected to each other by an internal bus are connected to the mother board 1040 by a PCI bus.
- the PCI bus transmits signals between the motherboard 1040 and the gaming board 1050, and the motherboard 104 Power is supplied from 0 to the gaming board 1050.
- the mother board 1040 is configured using a commercially available general-purpose mother board (printed wiring board on which the basic components of a personal computer are mounted).
- the mother board 1040 corresponds to the controller in the present invention.
- the ROM 1042 is composed 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.
- BIOS Basic Input / Output System
- the BIOS is executed by the main CPU 1041, initialization processing of a predetermined peripheral device is performed, and acquisition processing of the game program stored in the memory card 1053 via the gaming board 1050 is started.
- the ROM 1042 may be rewritable or impossible.
- the RAM 1043 stores data and programs used when the main CPU 1041 operates.
- the RAM 1043 can store a game program.
- the RAM 1043 stores data such as the number of credits, the number of inputs and the number of payouts in one game.
- the mother board 1040 is connected to a main body PCB (Printed Circuit Board) 1060 and a door PCB 1080 described later by USB. Further, a power supply unit 1045 is connected to the mother board 1040.
- a main body PCB Print Circuit Board
- a door PCB 1080 described later by USB.
- a power supply unit 1045 is connected to the mother board 1040.
- the main body PCB 1060 and the door PCB 1080 are connected to a device or device that generates an input signal input to the main CPU 1041 and a device or device whose operation is controlled by a control signal output from the main CPU 1041. Yes.
- the main CPU 1041 executes a game program stored in the RAM 1043 based on an input signal input to the main CPU 1041, thereby performing predetermined arithmetic processing and storing the result in the RAM 1043. For example, a control signal is transmitted to each device or apparatus as a control process.
- the main body PCB 1060 includes lamp 1030, honoichi 1066, coin detection unit 1067, graphic board 1068, speaker 1029, tachichinenore 1069, banknote identification U device 1022, ticket printing Data card 1035, card reader 1036, key switch 1038S and data display 1037 are connected.
- the lamp 1030 is lit in a predetermined pattern based on a control signal output from the main CPU 1041.
- a microphone 1544 that converts input sound from the outside into a sound signal and outputs it is connected to the main body PCB 1060 via a signal processing circuit 1544a.
- the signal processing circuit 1544a includes various circuits such as an AGC circuit and an A / D conversion circuit, and is a circuit that performs various processes for converting the sound signal output from the microphone 1544 into output waveform data.
- the AGC circuit automatically controls the amplification factor of the amplifier provided therein so that a constant output can be obtained even if the magnitude of the input sound signal varies.
- a data input interface 1092 for inputting identification data of the slot machine 1010 is connected to the main body PCB 1060.
- the identification data input from the data input interface 1092 is stored in the RAM1043.
- the RAM 1043 corresponds to the second memory in the present invention.
- the hopper 1066 is installed in the cabinet 1011 and pays out a predetermined number of coins from the coin payout exit 1019 to the coin tray 1018 based on a control signal output from the main CPU 1041.
- the coin detection unit 1067 is provided inside the coin payout exit 1019, and outputs an input signal to the main CPU 1041 when it detects that a predetermined number of coins have been paid out from the coin payout exit 1019. .
- the graphic board 1068 controls image display on the upper image display panel 1033 and the lower image display panel 1016 based on a control signal output from the main CPU 1041.
- the lower image display panel 1016 displays an image corresponding to the effect pattern data.
- scrolled or rearranged symbols are displayed in each display block 1028 of the lower image display panel 1016.
- the credit amount display unit 1031 of the lower image display panel 1016 displays the credit amount stored in the RAM 1043.
- the payout number display portion 31 of the lower image display panel 1016 displays the number of coins paid out.
- the graphic board 1068 includes a VDP (Video Display Processor) that generates image data based on a control signal output from the main CPU 1041, a video RAM that temporarily stores image data generated by the VDP, and the like.
- VDP Video Display Processor
- the image data used when generating the image data by VDP is included in the game program read from the memory card 1053 and stored in the RAM 1043.
- the RAM 1043 stores a plurality of types of effect pattern data corresponding to the screen image displayed on the upper image display panel 1033 and the sound output from the speaker 1029.
- Production pattern data includes, for example, background image data constituting a background image, character image data indicating a character, sound data such as music, and the like. It is.
- the first effect pattern data is classified into normal effect pattern data and specific effect pattern data.
- the normal effect pattern data is effect pattern data that is extracted when a specific sound is detected and activated.
- the specific effect pattern data is effect pattern data extracted when a specific sound is detected.
- the specific effect pattern data is effect pattern data related to an image (for example, the firework image 1093a and the notification image 1093b shown in FIG. 20) displayed only when a specific sound is input from the microphone 1544.
- the second effect pattern data includes sound data including specific data indicating a specific sound. A plurality of second effect pattern data are stored, and when a bonus game is generated, the second effect pattern data force corresponding to the identification data input from the data input interface 1092 is selected. Become.
- the RAM 1043 corresponds to the first memory in the present invention. In the present embodiment, the specific data force will be described in the case of data indicating a specific non-audible sound waveform.
- the RAM 1043 stores comparison waveform data to be compared with the waveform indicated by the sound signal output from the microphone 1544.
- the bill validator 1022 recognizes whether or not a bill is appropriate and accepts a regular bill into the cabinet 1011. When the bill validator 1022 accepts a regular bill, it outputs an input signal to the main CPU 1041 based on the amount of the bill. The main CPU 1041 stores the number of credits corresponding to the amount of bills transmitted by the input signal in the RAM 1043. The
- the ticket printer 1035 Based on the control signal output from the main CPU 1041, the ticket printer 1035 tickets a bar code in which data such as the number of credits, date and time, and identification number of the slot machine 1010 stored in the RAM 1043 are coded. And print it as a ticket with barcode 1039.
- the card reader 1036 reads data from the smart card and transmits it to the main CPU 1041, or writes data to the smart card based on a control signal from the main CPU 1041.
- the key switch 1038S is provided on the keypad 1038, and outputs a predetermined input signal to the main CPU 1041 when the keypad 1038 is operated by the player.
- the data display 1037 displays data read by the card reader 1036 and data input by the player via the keypad 1038 based on the control signal output from the main CPU 1041.
- Control panel 1020 includes spin switch 1023S corresponding to spin button 1023, change switch 1024S corresponding to change button 1024, CASHOUT switch 1025 S corresponding to CASHOUT button 1025, 1—BET switch corresponding to BET button 1026 1026S and the maximum BET switch 1027S corresponding to the maximum BET button 1027 are provided.
- Each of the switches 1023S to 1027S outputs an input signal to the main CPU 1041 when the corresponding button 1023 to 1027 is operated by the player.
- the coin counter 1021C is provided inside the coin receiving slot 1021, and identifies whether or not the coin inserted into the coin receiving slot 1021 by the player is appropriate. Items other than regular coins are discharged from the coin payout exit 1019. Further, the coin counter 1021C outputs an input signal to the main CPU 1041 when it detects a normal coin.
- the reverter 1021S operates based on a control signal output from the main CPU 1041, and a coin that is recognized as a regular coin by the coin counter 1021C is installed in the slot machine 1010 (see FIG. (Not shown) or hopper 1066. That is, if hopper 1066 is filled with coins, Is distributed to the cash box by the reverter 1021S. On the other hand, if it is not filled with hopper 1066 force S coins, the regular coins are distributed to hopper 1066.
- the cold cathode tube 1081 functions as a backlight installed on the back side of the lower image display panel 1016 and the upper image display panel 1033, and is based on a control signal output from the main CPU 1041. Light.
- the main CPU 1041 advances the game by reading and executing the game program.
- FIG. 18 is a flowchart showing a subroutine for sound recognition processing.
- step S500 the main CPU 1041 receives output waveform data generated based on the input sound input from the microphone 1544 from the signal processing circuit 1544a.
- the main CPU 1041 refers to the comparison waveform data stored in the RAM 1043 (step S501), and a part of the waveform indicated by the output waveform data is the same as the specific waveform indicated by the comparison waveform data or It is determined whether or not the force includes a similar waveform (step S502). In this process, the main CPU 1041 determines whether or not the compared waveforms are the same or similar based on the similarity obtained by a predetermined calculation formula.
- step S502 it is determined that a part of the waveform indicated by the output waveform data (in this embodiment, a predetermined non-audible frequency band part) does not include the same or similar waveform as the specific waveform indicated by the comparative waveform data. If so (step S502: NO), this subroutine is terminated. On the other hand, when it is determined that a part of the waveform indicated by the output waveform data includes the same or similar waveform as the specific waveform indicated by the comparison waveform data (step S502: YES), the main CPU 1041 determines in step S503. Set the specific sound detection flag. After executing the processing of step S503, this subroutine is terminated.
- the specific sound detection flag is a flag indicating that a specific sound has been detected, and is cleared when a predetermined period elapses after being set.
- FIG. 19 is a flowchart showing a subroutine of game execution processing.
- the main CPU 1041 determines whether or not a coin has been bet. Judgment is made (step S1010). In this process, the main CPU1041 outputs the input signal output from the 1- BET switch 1026S when the 1- BET button 1026 is operated, or the maximum BET switch 1027S when the maximum BET button 1027 is operated. It is determined whether or not an input signal to be received has been received. If it is determined that the coin has not been BET, the process returns to step S1010.
- step S1010 determines whether a coin has been betted. If it is determined in step S1010 that a coin has been betted, the main CPU 1041 performs a process of subtracting the number of credits stored in the RAM 1043 in accordance with the number of coins betted (step S1011). ). If the number of coins bet is larger than the number of credits stored in the RAM 1043, the process returns to step S1010 without performing the process of subtracting the number of credits stored in the RAM 1043. In addition, when the number of coins bet exceeds the upper limit (50 in this embodiment) that can be bet on one game, a process of subtracting the number of credits stored in the RAM 1043 is performed. Without proceeding, proceed to step S1012.
- step S1012 the main CPU 1041 determines whether or not the spin button 1023 is turned on. In this process, the main CPU 1041 determines whether or not an input signal output from the spin switch 1023S is received when the spin button 1023 is pressed.
- step S1010 If it is determined that the spin button 1023 is not turned ON, the process returns to step S1010.
- the spin button 1023 is not turned on (for example, when an instruction to end the game is input without the spin button 1023 being turned on)
- the main CPU 1041 cancels the subtraction result in step S1011. .
- step S1013 the main CPU 1041 determines whether or not the specific sound detection flag is set.
- the main CPU 1041 selects a specific effect pattern from the power of the first effect pattern data (step S1014).
- step S1 015 the main CPU 1041 selects a normal effect pattern from the power of the first effect pattern data (step S1 015).
- FIG. 20 is a diagram showing an example of an image displayed on the lower image display panel 1016.
- a specific effect image 1093 including a fireworks image 1093a and a notification image 1093b for notifying that a bonus game has occurred in another slot machine 1010 is displayed.
- This image is displayed when it is determined that the input of a specific sound of the microphone 1544 is received.
- the other slot machines 1010 installed within a predetermined range from the one slot machine 1010
- a special effect image is displayed on the screen.
- step S1016 the main CPU 1041 performs symbol determination processing.
- the main CPU 1041 executes a symbol determination program stored in the RAM 1043 to determine a code number when the symbol is stopped. This process will be described in detail later with reference to FIGS.
- step S1017 the main CPU 1041 performs scroll display control processing.
- This process is a process for controlling the display so that the symbols determined in step S1016 are rearranged after the symbol scrolling is started.
- the main CPU 1041 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display block 1028 at the center of each column (step S1018). If it is determined that a bonus game trigger has been established, the main CPU 1041 reads a program for playing a bonus game from the RAM 1043 and executes a bonus game process (step S 1019). The bonus game process will be described later in detail in FIG.
- the main CPU 1041 determines whether or not a prize has been established (step S1020). If it is determined that a prize has been established, the main CPU 1041 pays out coins corresponding to the number of coins inserted and the number of prizes (step S1021), and ends this subroutine. On the other hand, if it is determined that the prize has not been established, End one Chin.
- FIG. 21 is a flowchart showing a subroutine of symbol determination processing. This processing is performed by the main CPU 1041 executing the symbol determination program stored in the RAM 1043.
- the main CPU 1041 executes a random number generation program included in the symbol determination program to select a random value corresponding to each symbol string from a numerical range of 0 to 255 (step S1031). .
- a random number generator may be provided and a random number may be extracted from the random number generator (so-called “nothing” is used).
- the main CPU 1041 determines the code number (see FIG. 16) of each symbol string based on the five selected random numbers (step S 1032).
- the code number of the symbol string corresponds to the code number of the symbol that is stopped and displayed on the winning line L.
- the main CPU 1041 determines a prize by determining the code number of each symbol row. For example, when the code number of each symbol is determined to be “00”, “00”, “00”, “00”, “00”, “00”, the main CPU 1041 has determined that the award is “JACKPOT 7”. .
- FIG. 22 is a diagram showing the relationship between prizes and the number of payouts.
- a bonus game is generated.
- the free game is executed a number of times determined by the selection of random numbers.
- FIG. 23 is a flowchart showing a subroutine of bonus game processing.
- the main CPU 1041 determines the number of games from any of 10 to 25 games by acquiring a random number value (step S1060).
- the main CPU1041 The number of games in the game is stored in the RAM 1043 as data.
- step S1061 the main CPU 1041 selects second effect pattern data.
- audio is output to the speaker 1029 at every predetermined timing (for example, every 1Z30 seconds).
- the second effect pattern data includes sound data including specific data indicating a specific sound. Note that sound data including specific data has already been described with reference to FIG. 7, so description thereof will be omitted here.
- step S1066 the main CPU 1041 performs symbol determination processing.
- the process of step SI 066 is substantially the same as the process described using FIG. Since this process has already been described, a description thereof is omitted here.
- step S1067 the main CPU 1041 performs scroll display control processing.
- the process of step S1067 is substantially the same process as described with reference to FIG. Since this process has already been described, a description thereof is omitted here.
- the main CPU 1041 determines whether or not a bonus game trigger has been established, that is, whether or not “A PPLE” is stopped and displayed (step S 1068). If it is determined that the bonus game trigger has been established, the bonus game repeat count t is newly determined (step S 1069), and the determined repeat count t is added to the current bonus game count T. (Step S 1070). As a result, if the bonus game is won during the bonus game, the remaining number of bonus games will increase. Specifically, for example, if you first move to 20 bonus games and you win 17 bonus games at the 12th bonus game, then 25 (20 times 12 + 17 Times) bonus game.
- the main CPU 1041 determines whether or not a prize is established (step S1071). If it is determined that a prize has been established, the main CPU 1041 pays out coins according to the number of coins inserted and the prize (step S1072).
- step S1070 or step S1071 When the process of step S1070 or step S1071 is executed, or when it is determined in step S1072 that a prize for deviation has been established (when it is determined that there is no deviation)
- the main CPU 61 calculates the number of bonus games T stored in the RAM1043. Read and subtract 1 from the value of the read game number T. Then, the subtracted game number ⁇ is stored again in the RAM 1043 (step S1073).
- the main CPU 1041 determines whether or not the number of times determined in the bonus game number T power step S 1060 has been reached (step S 1074). Specifically, the determination is made based on whether or not the number of games T stored in the RAM1043 has become 0. If the number of games T is not 0, that is, the number of times of execution of the bonus game is determined by the number determined in step S1060 If it is determined that it has not been reached, the process returns to step S1061 to repeat the above-described process. On the other hand, if the number of games is T power ⁇ , that is, if it is determined that the number of times determined in step S1060 has been reached, this subroutine is terminated.
- the first effect pattern data (normally not including specific data indicating a specific sound that triggers another slot machine 1010 to execute a specific effect)
- the second production pattern data including the specific data indicating the specific sound is extracted when the production is executed and the bonus game occurs.
- the sound based on the specific data included in the extracted second effect pattern data is output from the speaker 1029.
- the other slot machine 1010 determines that the sound includes a specific sound and performs a specific effect. Is done. Since the sound output from the speaker 1029 spreads around it, a specific effect is executed in the other slot machines 1010 installed around the slot machine 1010 where the bonus game has occurred.
- the slot machine 1010 when a bonus game occurs in one slot machine 1010, it is possible to perform a completely new effect as if the surrounding slot machine 1010 resonates.
- the effects involving other players in the gaming machine store can increase the liveliness of the entire game store and the expectation of the player who has not yet become a big hit.
- the second sound data force is data including specific data indicating a specific non-audible sound waveform, and therefore the player is told that the sound output from the slot machine 1010 has changed.
- the performance can be performed without being perceived.
- the first effect pattern data not including specific data and the second effect pattern data including specific data indicating a specific waveform corresponding to the identification data are stored. ing. Therefore, when input to another slot machine 1010 equipped with the sound power microphone 1544 based on the specific data output from the speaker 1029, the other slot machine 1010 outputs the sound from which slot machine 10101. It is possible to recognize whether it has been done.
- the slot machine 1010 includes the data input interface 1092 for inputting identification data, the identification data can be easily input or changed.
- each step used to derive the result of 1 should be understood as a self-consistent process.
- transmission / reception, recording, etc. of electrical or magnetic signals are performed.
- such a signal is expressed by bits, values, symbols, letters, terms, numbers, etc., but these are used only for convenience of explanation.
- the processing in each step may be described in an expression common to human behavior, but the processing described in this specification is executed by various devices in principle. Further, other configurations required for performing each step will be obvious from the above description.
- FIG. 1 is a perspective view schematically showing an example of a pachislot gaming device according to a first embodiment of the present invention.
- FIG. 2 is an enlarged front view showing the vicinity of a liquid crystal display device included in the pachislot gaming device shown in FIG. [3]
- FIG. 3 is a perspective view showing a schematic configuration of a liquid crystal display device included in the pachislot gaming device shown in FIG.
- FIG. 4 is a development view of a part of the configuration of the liquid crystal display device shown in FIG.
- FIG. 5 is a block diagram showing an internal configuration of the pachislot gaming device shown in FIG. 1.
- FIG. 6 is a block diagram showing a configuration of the sub control circuit shown in FIG.
- FIG. 8 is a flowchart showing a subroutine of game execution processing performed in the main control circuit.
- FIG. 9 is a flowchart showing a subroutine for sound recognition processing performed in the sub-control circuit.
- FIG. 10 is a flowchart showing a subroutine of command reception processing performed in the sub-control circuit.
- FIG. 11 is a diagram showing an example of an effect pattern data extraction table.
- FIG. 12 is a flowchart showing a subroutine of sound output control processing performed in the sound control circuit.
- FIG. 13 is a flowchart showing a subroutine of display control processing performed in the display control circuit.
- FIG. 14 is a diagram showing a waveform indicated by sound data according to another example.
- FIG. 15 A perspective view schematically showing a slot machine according to the second embodiment of the present invention.
- FIG. 16 is a diagram showing symbols and code numbers of the respective symbols.
- FIG. 17 is a block diagram showing an internal configuration of the slot machine shown in FIG.
- FIG. 18 is a flowchart showing a subroutine for sound recognition processing.
- FIG. 19 is a flowchart showing a subroutine of game execution processing.
- FIG. 20 is a diagram showing an example of an image displayed on the lower image display panel.
- FIG. 21 is a flowchart showing a subroutine of symbol determination processing.
- FIG. 23 is a flowchart showing a subroutine of bonus game processing.
- Gaming board 1060 Main body PCB 1068 Graphic board 1069 Touch panel 1544 Microphone 1544a Signal processing circuit
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Abstract
Description
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US12/160,443 US20100234107A1 (en) | 2006-01-12 | 2006-12-22 | Game machine |
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WO2011005797A1 (en) | 2009-07-07 | 2011-01-13 | Wms Gaming, Inc. | Controlling gaming effects for gaming network nodes |
US10269207B2 (en) | 2009-07-31 | 2019-04-23 | Bally Gaming, Inc. | Controlling casino lighting content and audio content |
WO2011014760A1 (en) | 2009-07-31 | 2011-02-03 | Wms Gaming, Inc. | Controlling casino lighting content and audio content |
US8613667B2 (en) | 2009-12-21 | 2013-12-24 | Wms Gaming, Inc. | Position-based lighting coordination in wagering game systems |
US8814673B1 (en) | 2010-04-26 | 2014-08-26 | Wms Gaming, Inc. | Presenting lighting content in wagering game systems |
US8840464B1 (en) | 2010-04-26 | 2014-09-23 | Wms Gaming, Inc. | Coordinating media in a wagering game environment |
US9367987B1 (en) | 2010-04-26 | 2016-06-14 | Bally Gaming, Inc. | Selecting color in wagering game systems |
US8912727B1 (en) | 2010-05-17 | 2014-12-16 | Wms Gaming, Inc. | Wagering game lighting device chains |
US8827805B1 (en) * | 2010-08-06 | 2014-09-09 | Wms Gaming, Inc. | Balancing community gaming effects |
JP2013153873A (en) * | 2012-01-27 | 2013-08-15 | Universal Entertainment Corp | Gaming machine executing predictive performance |
JP2013153872A (en) * | 2012-01-27 | 2013-08-15 | Universal Entertainment Corp | Gaming machine executing predictive performance |
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JP2002017952A (en) * | 2000-07-05 | 2002-01-22 | Aruze Corp | Game machine |
JP2005168736A (en) * | 2003-12-10 | 2005-06-30 | Aruze Corp | Game machine |
JP2005211338A (en) * | 2004-01-29 | 2005-08-11 | Aruze Corp | Game machine |
JP2005218591A (en) * | 2004-02-04 | 2005-08-18 | Samii Kk | Image display device and game machine |
JP2005304847A (en) * | 2004-04-22 | 2005-11-04 | Aruze Corp | Game machine and game system |
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IL127569A0 (en) * | 1998-09-16 | 1999-10-28 | Comsense Technologies Ltd | Interactive toys |
US20050239545A1 (en) * | 2003-07-14 | 2005-10-27 | Bruce Rowe | Programmatic control of gaming devices |
US7682237B2 (en) * | 2003-09-22 | 2010-03-23 | Ssd Company Limited | Music game with strike sounds changing in quality in the progress of music and entertainment music system |
JP4419530B2 (en) * | 2003-11-20 | 2010-02-24 | 株式会社竹屋 | Game machine |
JP2005211343A (en) * | 2004-01-29 | 2005-08-11 | Aruze Corp | Game system |
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2006
- 2006-01-12 JP JP2006004539A patent/JP2007185282A/en active Pending
- 2006-12-22 AU AU2006335540A patent/AU2006335540A1/en not_active Abandoned
- 2006-12-22 CN CNA2006800509439A patent/CN101355990A/en active Pending
- 2006-12-22 WO PCT/JP2006/325630 patent/WO2007080767A1/en active Application Filing
- 2006-12-22 US US12/160,443 patent/US20100234107A1/en not_active Abandoned
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JP2002017952A (en) * | 2000-07-05 | 2002-01-22 | Aruze Corp | Game machine |
JP2005168736A (en) * | 2003-12-10 | 2005-06-30 | Aruze Corp | Game machine |
JP2005211338A (en) * | 2004-01-29 | 2005-08-11 | Aruze Corp | Game machine |
JP2005218591A (en) * | 2004-02-04 | 2005-08-18 | Samii Kk | Image display device and game machine |
JP2005304847A (en) * | 2004-04-22 | 2005-11-04 | Aruze Corp | Game machine and game system |
Also Published As
Publication number | Publication date |
---|---|
US20100234107A1 (en) | 2010-09-16 |
JP2007185282A (en) | 2007-07-26 |
AU2006335540A1 (en) | 2007-07-19 |
CN101355990A (en) | 2009-01-28 |
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