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JP6371982B2 - Game machine - Google Patents
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JP6371982B2 - Game machine - Google Patents

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JP6371982B2
JP6371982B2 JP2016151617A JP2016151617A JP6371982B2 JP 6371982 B2 JP6371982 B2 JP 6371982B2 JP 2016151617 A JP2016151617 A JP 2016151617A JP 2016151617 A JP2016151617 A JP 2016151617A JP 6371982 B2 JP6371982 B2 JP 6371982B2
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sound source
volume
sound
coefficient
trigger
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JP2018021980A (en
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裕 ▲高▼野
裕 ▲高▼野
繁樹 山田
繁樹 山田
友和 長村
友和 長村
智行 丸田
智行 丸田
孝太 平岡
孝太 平岡
吉田 充
充 吉田
拓也 佐々木
拓也 佐々木
前原 正典
正典 前原
雄樹 三澤
雄樹 三澤
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株式会社オリンピア
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Description

本発明は、回胴式遊技機、ぱちんこ遊技機等の遊技機に関する。   The present invention relates to a gaming machine such as a swivel-type gaming machine or pachinko gaming machine.

特許文献1に、スタートレバーのオンを契機として効果音を出力するとき、背景音楽BGMの音量を下げ、効果音を聴こえ易くする発明が記載され、特許文献2に、「逆押しで7を狙え」の音声ナビを行うとき、BGMの音量を下げ、その音声ナビを聴こえ易くする発明が記載されている。   Patent Document 1 describes an invention that lowers the volume of background music BGM when a sound effect is output when the start lever is turned on, making it easy to hear the sound effect. When the voice navigation of "is performed, an invention is described in which the volume of the BGM is lowered to make it easier to hear the voice navigation.

特開2008−54804号公報JP 2008-54804 A 特開2011−142928号公報JP 2011-142928 A

上記各発明によれば、複数の音源の出力が重なるとき、重要度の低い音源の音量を下げる音量変更により遊技者に伝えたい重要な音を聴こえ易くできる。しかし、先行契機に基づく音量変更をしている最中に、さらに別の音量変更を伴う後続契機が生じたとき、先行契機に基づく音量変更と後続契機に基づく音量変更とが時期的に重なるが、この場合の調整手段を欠く。
この場合に、先行契機に基づく音量変更を中止して後続契機に基づく音量変更を行うと、先行契機に基づく音量変更が十分活かされず、先行契機に基づく音量変更を継続して後続契機に基づく音量変更を中止或は保留するものとすると、後続契機に基づく音量変更が十分活かされず、せっかくのチャンスの到来やそのチャンスの大きさ等を遊技者にタイムリーに伝えることができず、音声メッセージの精度が落ち、遊技誤認等を招く恐れがある。
According to each of the above-described inventions, when the outputs of a plurality of sound sources overlap, it is possible to easily hear important sounds that the player wants to convey to the player by changing the volume of the sound sources with low importance. However, when there is a subsequent trigger with another volume change during the volume change based on the preceding trigger, the volume change based on the preceding trigger and the volume change based on the subsequent trigger overlap in time. In this case, the adjustment means is lacking.
In this case, if the volume change based on the preceding trigger is canceled and the volume change based on the subsequent trigger is performed, the volume change based on the preceding trigger is not fully utilized, and the volume change based on the preceding trigger is continued and the volume based on the subsequent trigger. If the change is canceled or put on hold, the volume change based on the subsequent opportunity will not be fully utilized, and it will not be possible to tell the player in a timely manner about the arrival of the chance or the size of the opportunity, There is a risk that the accuracy will be reduced and game misidentification will occur.

本発明の課題は、先行契機に基づく音量変更と後続契機に基づく音量変更とが時期的に重なる場合、先行契機に基づく音量変更を活かしつつ後続契機に基づく音量変更を活かすことができ、音声メッセージの精度向上等が図れる遊技機を提供する点にある。   The problem of the present invention is that when the volume change based on the preceding trigger and the volume change based on the subsequent trigger overlap with each other, the volume change based on the subsequent trigger can be utilized while utilizing the volume change based on the preceding trigger. This is to provide a gaming machine capable of improving the accuracy of the game.

数の音源により音声演出を行う遊技機において、
複数の階層を有する階層構造の各階層に割り当てられ出力時期が重複する第1音源、第2音源、及び第3音源を含む複数の音源の音量を、前記複数の音源を出力する契機毎に対応付けられ、前記複数の音源毎に設定された複数の音量係数を演算して設定する音量設定手段を設け、
前記音量設定手段は、
先行契機において前記第1音源と前記第2音源とを重複して出力させるとき、前記第1音源の音量を、前記先行契機に対応する前記第1音源の1次音量係数と前記先行契機に対応する前記第1音源の2次音量係数と演算して設定し、前記第2音源の音量を、前記先行契機に対応する前記第2音源の1次音量係数、前記先行契機に対応する前記第2音源の2次音量係数のうちの少なくとも一つを用いて設定し、
前記先行契機の別の後続契機において前記第1音源と前記第2音源と前記第3音源とを重複して出力させるとき、前記第1音源の音量を、前記先行契機において前記第1音源の1次音量係数及び前記第1音源の2次音量係数を演算した結果と、前記後続契機に対応する前記第1音源の3次音量係数と、演算して設定し、前記第2音源の音量を、前記先行契機で用いた前記第2音源の1次音量係数、前記第2音源の2次音量係数のうち少なくとも一つと、前記後続契機に対応する前記第2音源の3次音量係数と、を演算して設定し、前記第3音源の音量を、前記後続契機に対応する前記第3音源の1次音量係数、前記後続契機に対応する前記第3音源の2次音量係数、前記後続契機に対応する前記第3音源の3次音量係数のうちの少なくとも一つを用いて設定する仕様にしている。
In the gaming machine to perform a more sound performance to the sound source of the multiple,
Corresponding to the trigger of outputting the plurality of sound sources, the volume of the plurality of sound sources including the first sound source, the second sound source, and the third sound source that are assigned to each layer of the hierarchical structure having a plurality of layers and whose output times overlap attached is provided with a Ruoto amount setting hand stage set by calculating a plurality of volume coefficients set for each of the plurality of sound sources,
The volume setting means includes
When the preceding trigger to output duplicate and the second sound source and the first sound source, the volume of the first sound source, a primary volume coefficients of the first sound source corresponding to said previous trigger the corresponding to the prior occasion is calculated and a secondary volume coefficients of the first sound source set by the sound volume of the second sound source, the primary volume coefficient of the second sound source corresponding to said previous trigger, the set by using at least one of the secondary volume coefficient of the second sound source corresponding to the prior occasion,
When duplicate to output said third sound source and the second sound source and the first sound source at another subsequent trigger of the preceding trigger, the volume of the first sound source, the in the prior triggered first 1 a primary volume coefficient and the result of calculating the number of secondary volume engagement of the first sound of the sound source, and set said subsequent trigger and tertiary volume coefficients of the first sound source corresponding to the by calculation, The volume of the second sound source is set to at least one of the primary volume coefficient of the second sound source and the secondary volume coefficient of the second sound source used in the preceding trigger, and the second sound source corresponding to the subsequent trigger. and the third-order volume coefficients, a and operation set, wherein the volume of the third sound source, the primary volume coefficients of the third sound source corresponding to said subsequent trigger, the third sound source corresponding to said subsequent trigger secondary volume coefficients, at least one of cubic volume coefficients of the third sound source corresponding to said subsequent trigger It has to be that specifications set One of the using.

本発明遊技機の斜視図。The perspective view of this invention gaming machine. 遊技機の制御装置のブロック図。The block diagram of the control apparatus of a gaming machine. 多次元音量設定手段の仕様説明図。FIG. 6 is an explanatory diagram of the specifications of the multidimensional volume setting means.

図1に、本発明を適用する回胴式遊技機を示す。回胴式遊技機は、一般にパチスロと呼ばれ、遊技機規則、すなわち平成16年(2004年)1月30日の国家公安委員会規則第1での改正を経た昭和60年(1985年)2月12日の国家公安委員会規則第4「遊技機の認定及び型式の検定等に関する規則」に適合するスロットマシンである。以下、用語及びその技術内容は現行の遊技機規則に準ずる。   FIG. 1 shows a swivel game machine to which the present invention is applied. The swivel type gaming machine is generally called a pachislot machine. In 1985, after revisions to the gaming machine rules, that is, the National Public Safety Commission Regulation No. 1 on January 30, 2004 (2004), 2 It is a slot machine that conforms to the National Public Safety Commission Regulation No. 4 “Rules for Game Machine Approval and Type Approval” on May 12. Hereinafter, terms and their technical contents are in accordance with the existing game machine rules.

遊技機筐体8Bは、ハニカムリアキャビネット8R及びキャビネット枠8W、扉状の上下フロントキャビネット8E,8Fを備える。上フロントキャビネット8Eには、静止画又は動画をフルカラーで映し出す上部液晶表示装置71、サーチライト風のドットマトリクス表示装置73、各リール帯10L,10C,10Rの外周に図柄を配した3つの回胴すなわち左リール1L,中リール1C,右リール1Rを表示窓80越しに臨ませるリールパネル8、展開及び収納可能な組ランプe1〜3をもつ左上可動ランプE1,同組ランプe4〜6をもつ右上可動ランプE2,同組ランプe7〜9をもつ左下可動ランプE3,同組ランプe10〜12をもつ右下可動ランプE4、左上ランプE5,右上ランプE6、リールパネル8を囲む門型ランプE7〜E11を備える。下フロントキャビネット8Fには、操作部8S、演出用の下部液晶ボタンABを兼用し上部液晶表示装置71と協働した動画等を表示させる下部液晶表示装置72(可動式ビジョンATV)、両脇のサイドランプE12,E13を備える。91〜94はBGMや各種効果音等の音源を出力するスピーカ、8Mはメダル払出口、8Gはメダル受皿である。なお、左右は遊技者目線での左右を意味する。   The gaming machine housing 8B includes a honeycomb rear cabinet 8R, a cabinet frame 8W, and door-shaped upper and lower front cabinets 8E and 8F. The upper front cabinet 8E has an upper liquid crystal display device 71 for displaying still images or moving images in full color, a searchlight-like dot matrix display device 73, and three rotary cylinders having symbols arranged on the outer circumferences of the reel bands 10L, 10C, and 10R. That is, the reel panel 8 that allows the left reel 1L, the middle reel 1C, and the right reel 1R to face the display window 80, the upper left movable lamp E1 that has the set lamps e1 to 3 that can be expanded and stored, and the upper right that has the same set lamps e4 to e6 Lower left movable lamp E3 with movable lamp E2, same set of lamps e7-9, lower right movable lamp E4 with same set of lamps e10-12, upper left lamp E5, upper right lamp E6, and portal lamps E7 through E11 surrounding the reel panel 8. Is provided. In the lower front cabinet 8F, a lower liquid crystal display device 72 (movable vision ATV) for displaying a moving image or the like in cooperation with the upper liquid crystal display device 71 which also serves as an operation unit 8S and a lower liquid crystal button AB for production, Side lamps E12 and E13 are provided. Reference numerals 91 to 94 denote speakers for outputting sound sources such as BGM and various sound effects, 8M denotes a medal payout opening, and 8G denotes a medal tray. Note that the left and right mean left and right from the player's perspective.

操作部8Sには、遊技メダルの投入口2i、開始ボタンbi・上下左右の移動ボタンb1〜4・終了ボタンboをもつ実機カスタマイズボタンBT、クレジットから一遊技に必要なメダルを引き落とすベットボタン3、クレジットに残る数のメダルをメダル受皿8Gに落す精算ボタン4、各リール1L,1C,1Rを回転させるスタートレバー5、対応するリールを個別に停止させる左・中・右ストップボタン6L,6C,6R、メダル詰り時に押すリジェクトボタン2R、ドアキー穴8Kを備える。また、現時のクレジット数を表示させるクレジット表示器DL1、入賞による払出メダル枚数を表示させるペイアウト表示器DL2、充当掛けメダルが1枚、2枚、3枚になる毎に点灯させる1〜3枚ランプEL1〜3、掛けメダルが受付可能なとき点灯させるベットランプELb、スタートレバー5の操作が可能なとき点灯させるスタートランプELs、再遊技作動図柄の組合せが表示されたとき点灯させるリプレイランプELrを含む遊技基本ランプ類30を備える。   The operation section 8S includes a game medal slot 2i, a start button bi, an up / down / left / right move button b1-4, an end button bo, a real machine customization button BT, a bet button 3 for withdrawing a medal necessary for one game from a credit, Settlement button 4 for dropping the remaining number of medals to the medal tray 8G, start lever 5 for rotating each reel 1L, 1C, 1R, left / middle / right stop button 6L, 6C, 6R for individually stopping the corresponding reel , A reject button 2R to be pressed when a medal is jammed, and a door key hole 8K. In addition, a credit indicator DL1 for displaying the current number of credits, a payout indicator DL2 for displaying the number of payout medals by winning, a 1 to 3 lamp that is lit each time the winning medal is 1, 2, or 3 EL 1 to 3, a bet lamp ELb that is turned on when a winning medal can be accepted, a start lamp ELs that is turned on when the start lever 5 is operable, and a replay lamp ELr that is turned on when a combination of re-game action symbols is displayed. The game basic lamps 30 are provided.

図2に示すように、遊技機筐体8Bの内部に組込む制御装置CNは、遊技を進行させる主遊技制御を実行する所謂メイン側となる、遊技機規則でいう主基板に対応する主制御装置MCと、遊技の進行に伴う演出制御を実行する所謂サブ側となる、遊技機規則でいう周辺基板に対応する周辺制御装置SCとを含む。   As shown in FIG. 2, the control device CN incorporated in the gaming machine housing 8B is a main control device corresponding to a main board in the game machine rule, which is a so-called main side that executes main game control for advancing the game. MC and the peripheral control device SC corresponding to the peripheral board referred to in the gaming machine rules, which is a so-called sub-side that executes effect control accompanying the progress of the game.

主制御装置MCは、ROM及びRWMを内蔵したメインCPUを備える。入力ポートI1には、各リールのインデックスセンサ11L,11C,11R(IDs)、各ストップボタン6L,6C,6R、ベットボタン3、精算ボタン4、スタートレバー5、投入口2i下流のメダルセレクター2に設ける投入センサーSEN0及び通過センサーSEN1,2、メダルセレクター2からメダルを引き継ぐRシュートに設けるセンサーSEN3、メダル払出装置HPの出口に設ける払出センサーSEN4の各信号を入力している。出力ポートO1から、各ストップボタンの内蔵LED61,62,63を、モータドライバDr1を介して各リールに直結するステッピングモータ12L,12C,12R(SM)を、LEDドライバDr2を介して遊技基本ランプ類30を、ソレノイドドライバDr3を介してメダルセレクター2からメダルを離脱させるブロッカー爪部28を突出させるブロッカーソレノイド28sを、モータドライバDr4を介してメダル払出装置HPのメダル払出モータHPmを各制御している。   The main control device MC includes a main CPU incorporating a ROM and an RWM. The input port I1 is connected to the index sensors 11L, 11C, 11R (IDs) of each reel, the stop buttons 6L, 6C, 6R, the bet button 3, the settlement button 4, the start lever 5, and the medal selector 2 downstream of the insertion slot 2i. Input signals SEN0 and passing sensors SEN1, 2 provided, a sensor SEN3 provided on the R chute for taking over medals from the medal selector 2, and a payout sensor SEN4 provided at the exit of the medal payout device HP are input. Stepping motors 12L, 12C, and 12R (SM) that directly connect the built-in LEDs 61, 62, and 63 of each stop button to the respective reels from the output port O1 through the motor driver Dr1, and game basic lamps through the LED driver Dr2 The blocker solenoid 28s for projecting the blocker claw 28 for releasing the medal from the medal selector 2 via the solenoid driver Dr3 is controlled, and the medal payout motor HPm of the medal payout device HP is controlled via the motor driver Dr4. .

メインCPUのROM上には、スタートレバー5の操作を契機に抽出する乱数値が、乱数範囲内において役に対応づけて区分した何れの当せんエリアに属するかに応じて、入賞、再遊技の作動、役物の作動に係る何れかの当せん役又は不当せんを決定する内部抽せん手段K、スタートレバー5の操作後で且つ前遊技の開始から4.1秒経過後に全リールを正転側に加速して定常回転に到達させる回胴回転装置制御手段V1と各リールを対応するストップボタンの操作により個別に停止させる回転停止装置制御手段V2とを含むリール制御手段V、遊技結果が入賞なら所定配当数のメダルを払出すメダル払出手段M、遊技結果が再遊技の作動なら掛けメダルを自動投入するメダル自動投入手段N、遊技結果が再遊技の確率を変動させるリプレイタイムRTへの移行や役物作動中への移行等を伴うのなら遊技状態を移行させる遊技状態移行手段J、所定の回胴演出抽せんにより当せん役別に定めた所定確率により各リールを逆回転等させる所定の回胴演出の当否を決定する回胴演出抽せん手段W、その当せんに係る回胴演出を実行させる回胴演出実行手段Gを設けている。   On the ROM of the main CPU, the winning and replaying operations are performed depending on which winning area the random value extracted when the start lever 5 is operated belongs to the winning area within the random number range. , The internal lottery means K for determining any winning combination or unfairness related to the operation of the accessory, and after operating the start lever 5 and after 4.1 seconds from the start of the previous game, all reels are accelerated to the forward rotation side. Reel control means V1 including a rotating device control means V1 for reaching a steady rotation and a rotation stop device control means V2 for individually stopping each reel by operating a corresponding stop button, a predetermined payout if the game result is a prize Medal payout means M for paying out a number of medals, automatic medal insertion means N for automatically inserting medals if the game result is a replay operation, and replay in which the game result fluctuates the probability of replay Game state transition means J that transitions the game state if accompanied by a transition to Im RT or during operation of an accessory, reverse rotation of each reel with a predetermined probability determined for each winning combination by a predetermined spinning effect drawing, etc. There are provided a spinning effect drawing means W for determining whether or not a predetermined spinning effect is to be performed, and a spinning effect execution means G for executing the spinning effect related to the winning.

また、押し順等の停止操作手順をナビするアシストタイムATの作動を内部当せん役等と関連付けた所定作動条件下で決定するAT作動決定手段H1、アシストタイムATの作動を延長させることとなる継続ゲーム数等の上乗せを内部当せん役等と関連付けた所定上乗せ条件下で決定するAT上乗せ決定手段H2、アシストタイムATの作動決定から作動終了までを管理するAT継続管理手段H3、押し順入賞役について の正解押し順等のAT指示情報を主制御装置MCで管理するペイアウト表示器DL2の表示機能を借りて構築するメインモニタMAに出力させると共に周辺制御装置SCで管理する上部液晶表示装置71に出力させるAT指示情報出力手段H4を設けている。   Further, the AT operation determining means H1 for determining the operation of the assist time AT for navigating the stop operation procedure such as the pressing order under predetermined operating conditions associated with the internal winning combination, etc., and the operation of the assist time AT are extended. AT addition determining means H2 for determining the number of games and the like under a predetermined additional condition associated with an internal winning combination, etc., AT continuation managing means H3 for managing the operation of the assist time AT from the end of the operation to the end of operation, and push-in winning combination AT instruction information such as the correct answer push order is output to the main monitor MA constructed by borrowing the display function of the payout display DL2 managed by the main control device MC and output to the upper liquid crystal display device 71 managed by the peripheral control device SC. AT instruction information output means H4 is provided.

周辺制御装置SCは、ROM及びRWMをもつサブCPUを備える。その入力ポートI2には、主制御装置MCからの送信情報、実機カスタマイズボタンBT、下部液晶ボタンABの信号を入力している。主制御装置MCからの送信情報には、メイン側初期化完了情報、ベットボタン3の操作情報を含むメダル投入情報、スタートレバー5の操作情報を含むリール始動情報、内部抽せんによる当せん役のフラグ情報、ストップボタン6L,6C,6Rの操作情報、遊技結果情報、遊技状態情報、回胴演出情報、AT作動情報、AT指示情報、AT上乗せ情報、AT終了情報、エラー情報等、主制御装置MCで検出し又は決定若しくは実行する各種制御情報が含まれる。抵抗rpを介してサブCPUの主動作電位vdd=3.3VにプルアップするCPU内蔵I2CのシリアルクロックラインSCLとシリアルデータラインSDAには、二次電池BtでバックアップするリアルタイムクロックRTCを接続している。   The peripheral control device SC includes a sub CPU having a ROM and an RWM. The input port I2 receives the transmission information from the main controller MC, the signals of the actual machine customization button BT, and the lower liquid crystal button AB. The transmission information from the main control device MC includes main side initialization completion information, medal insertion information including operation information of the bet button 3, reel start information including operation information of the start lever 5, and flag information of a winning combination by internal lottery. , Stop button 6L, 6C, 6R operation information, game result information, gaming state information, turning effect information, AT operation information, AT instruction information, AT addition information, AT end information, error information, etc. in the main controller MC Various control information to be detected or determined or executed is included. A real-time clock RTC backed up by the secondary battery Bt is connected to the serial clock line SCL and the serial data line SDA of the CPU built-in I2C which is pulled up to the main operating potential vdd = 3.3V of the sub CPU through the resistor rp. Yes.

サブCPUのROM上には、主制御装置MCから受信する主遊技制御の情報、及び/又は、周辺制御装置SCの現在の演出制御の情報に基づいて、サブ側の演出状態を管理する演出状態管理手段Zを設けている。この演出状態管理手段Zは、前記主遊技制御の情報及び/又は前記演出制御の情報に基づいて、出力表現の異なる複数のデバイス、すなわち、上部液晶表示装置71、下部液晶表示装置72、ドットマトリクス表示装置73、各種ランプE1〜13、可動ランプE1〜4を展開・収納させるステッピングモータm1〜4、スピーカ91〜94、内蔵する振動発生装置90等の各デバイスで協働した演出、或は、特定のデバイスによる単独の演出を実行させる演出メッセージを決定する演出メッセージ決定手段Yを含む。   On the sub CPU ROM, an effect state for managing the effect state on the sub side based on the information on the main game control received from the main control device MC and / or the information on the current effect control of the peripheral control device SC Management means Z is provided. The effect state management means Z is based on the information on the main game control and / or the information on the effect control. A plurality of devices having different output expressions, that is, an upper liquid crystal display device 71, a lower liquid crystal display device 72, a dot matrix. The display device 73, various lamps E1-13, stepping motors m1-4 for deploying and storing the movable lamps E1-4, speakers 91-94, built-in vibration generator 90, etc. Production message determining means Y for determining an production message for executing a single production by a specific device is included.

また、 演出状態管理手段Zの統括下、演出メッセージ決定手段Yでの決定等に基づいて作動する次の各手段を設けている。すなわち、上部液晶表示装置71にAT指示情報出力手段H4から出力するAT指示情報に従ったナビ例えば正解押し順が「左中右」ならストップボタン位置に対応させて「123」等を表示させる表示ナビ手段X1、この表示ナビに連動してスピーカ91〜94から操作すべきストップボタンが左か中か右かを音声で知らせる音声ナビ手段X2、遊技状態、回胴演出、AT期間等に応じて液晶表示装置71,72及びドットマトリクス表示装置73に映し出す静止画又は動画等を変更表示させる画像演出手段X3、これに連動して各種ランプE1〜13の点灯及び発光色を制御するランプ演出手段X4、スピーカ91〜94を通じて効果音やBGM等による音声演出制御を行う音声演出手段X5、ステッピングモータm1〜4により可動ランプE1〜E4の展開及び収納を制御するメカ演出手段X6、下部液晶ボタンABの押圧タイミング等に合わせて振動発生装置90を駆動する振動演出手段X7等を設けている。   Further, under the control of the production state management unit Z, the following units are provided that operate based on the determination by the production message determination unit Y. That is, the navigation according to the AT instruction information output from the AT instruction information output means H4 on the upper liquid crystal display device 71. For example, if the correct push order is “left middle right”, “123” or the like is displayed corresponding to the stop button position. In accordance with the navigation means X1, voice navigation means X2 that informs by voice whether the stop button to be operated from the speakers 91 to 94 is interlocked with the display navigation, left, middle or right, according to the gaming state, spinning effect, AT period, etc. Image effect means X3 for changing and displaying still images or moving images displayed on the liquid crystal display devices 71 and 72 and the dot matrix display device 73, and lamp effect means X4 for controlling lighting and emission colors of the various lamps E1 to 13 in conjunction with this. , Voice production means X5 for performing sound production control by sound effects, BGM, etc. through speakers 91-94, and movable steps by stepping motors m1-4. Mechanical representation section X6 for controlling the deployment and storage of the flop E1 to E4, are provided vibration effect means X7 for driving the vibration generating device 90 in accordance with the pressing timing of the lower liquid crystal buttons AB.

音声ナビ手段X2、音声演出手段X5は、音声ROM上に予め記憶した複数の音源から該当する音源を単独又は複数重ねてスピーカ91〜94から出力し、音声演出を行うものであり、これら音声ナビ手段X2及び音声演出手段X5の音量設定手段として、出力時期が重複する音源の音量を、音源別に対応させる次元数別音量係数に基づいて設定する多次元音量設定手段Qを設けている。   The voice navigation means X2 and the voice effect means X5 are for performing sound effects by outputting a corresponding sound source from a plurality of sound sources stored in advance on the voice ROM alone or in a plurality, and performing sound effects. As the volume setting means of the means X2 and the sound effect means X5, multi-dimensional volume setting means Q is provided for setting the volume of the sound source having overlapping output times based on the volume coefficient for each dimension corresponding to each sound source.

CPU内蔵バスに接続するI2CコントローラI2CnのシリアルクロックラインSCLとシリアルデータラインSDAは、表示窓80に臨む9つの図柄をリール帯の背面から照明するリールバックランプBL1〜9を制御するLEDドライバDr5、可動ランプE1〜4を制御するLEDドライバDr6、その他の上フロントキャビネット8Eに設けるランプE5〜11を制御するLEDドライバDr7、下フロントキャビネット8Fに設けるランプE12,13を制御するLEDドライバDr8の各シリアルクロックラインSCLとシリアルデータラインSDAに接続している。   The serial clock line SCL and serial data line SDA of the I2C controller I2Cn connected to the CPU built-in bus are LED drivers Dr5 for controlling the reel back lamps BL1 to 9 that illuminate the nine symbols facing the display window 80 from the back of the reel band, LED driver Dr6 for controlling movable lamps E1-4, LED driver Dr7 for controlling lamps E5-11 provided on upper front cabinet 8E, and LED driver Dr8 for controlling lamps E12, 13 provided on lower front cabinet 8F The clock line SCL and the serial data line SDA are connected.

上部液晶表示装置71及び下部液晶表示装置72は、VDP(Video Display Processor)、出力ポートO2、LCDドライバDr9,10を介して制御している。ドットマトリクス表示装置73は、出力ポートO2、LEDドライバD11を介して制御している。可動ランプE1〜4を駆動するステッピングモータm1〜4は、出力ポートO2、モータドライバDr12を介して制御している。振動発生装置90は、出力ポートO2、モータドライバDr13を介して制御している。スピーカ91〜94からの音声は、音声IC、出力ポートO2、パワーアンプDr14を介して制御している。下部液晶ボタンABをロックしてその押圧を禁止する下部液晶ボタンロッカーARは、出力ポートO2、ソレノイドドライバDr15を介して制御している。なお、振動発生装置90は、重低音を再生するウーハーで構成してもよい。   The upper liquid crystal display device 71 and the lower liquid crystal display device 72 are controlled via a VDP (Video Display Processor), an output port O2, and LCD drivers Dr9 and Dr10. The dot matrix display device 73 is controlled via the output port O2 and the LED driver D11. The stepping motors m1 to m4 that drive the movable lamps E1 to E4 are controlled via the output port O2 and the motor driver Dr12. The vibration generator 90 is controlled via the output port O2 and the motor driver Dr13. Audio from the speakers 91 to 94 is controlled via the audio IC, the output port O2, and the power amplifier Dr14. The lower liquid crystal button locker AR that locks the lower liquid crystal button AB and prohibits the pressing thereof is controlled via the output port O2 and the solenoid driver Dr15. Note that the vibration generator 90 may be constituted by a woofer that reproduces heavy bass.

図3に、多次元音量設定手段Qの仕様を示す。遊技状態は再遊技確率が遊技機規則で定める最低値1/7.3よりも相当程度高めたリプレイタイムRTとアシストタイムATとが同時に作動するアシストリプレイタイムARTを想定している。ただし、再遊技確率が1/7.3の通常時、アシストタイムATの非作動時でもよい。スタートレバー5のオン操作を待つ待機中は、ART中のデフォルト映像が上部液晶表示装置71に表示され、第1音源たるART中デフォルト表示中の背景音楽BGMがスピーカ91〜94から流れている。音声演出手段X5等による 多重音声制御の階層構造として、レイヤー1にBGMを割り当てている。   FIG. 3 shows the specifications of the multidimensional volume setting means Q. The gaming state is assumed to be an assist replay time ART in which the replay time RT and the assist time AT are activated simultaneously, in which the replay probability is considerably higher than the minimum value 1 / 7.3 determined by the gaming machine rules. However, it may be at the normal time when the replay probability is 1 / 7.3 or when the assist time AT is inactive. While waiting for the start lever 5 to be turned on, the default video during ART is displayed on the upper liquid crystal display device 71, and background music BGM during the default display during ART as the first sound source is flowing from the speakers 91-94. BGM is assigned to layer 1 as a hierarchical structure of multiplexed sound control by the sound effect means X5 and the like.

先行契機はスタートレバー5を叩くレバーオンとしており、このレバーオンに基づいて、内部抽せんにより当せん確率の比較的低いチェリー役やスイカ役等の所謂レア役に当せんした時は高確率で、その他の役に当せんした時は低確率で、ある演出ここでは上部液晶表示装置71にアニメーションによるバトルの相手方となる敵キャラが登場するA演出が発生するものとしている。A演出の発生時、第2音源たる敵キャラ登場音と敵キャラ台詞とをBGMに重ねて出力する。敵キャラ登場音と敵キャラ台詞は一体で流す第2音源としている。ただし、レイヤーは別であり、敵キャラ登場音はレイヤー2に、敵キャラ台詞はレイヤー3に割り当てている。   The preceding trigger is a lever-on that hits the start lever 5, and based on this lever-on, when it wins a so-called rare role such as a cherry or watermelon role with a relatively low probability of winning by internal lottery, it is highly probable and other roles When winning, it is assumed that there is a low probability, and here, the A liquid crystal display device 71 produces an A effect in which an enemy character who is the opponent of the battle by animation appears. When the A production occurs, the enemy character appearance sound and the enemy character dialogue as the second sound source are superimposed on the BGM and output. The enemy character appearance sound and the enemy character dialogue are the second sound source that flows together. However, the layers are different, the enemy character appearance sound is assigned to layer 2, and the enemy character line is assigned to layer 3.

後続契機は第1停止すなわち第1番目にストップボタンが押圧操作されたこととしており、この第1停止に基づいて、別の演出ここでは低頻度で挿入するプレミア画像のカットインを生じさせるB演出が発生するものとしている。B演出の発生時、第3音源たるプレミアカットイン音を、BGM、敵キャラ登場音、敵キャラ台詞に更に重ねて出力する。プレミアカットイン音は、レイヤー4に割り当てている。   The subsequent opportunity is that the first stop, that is, the first stop button is pressed, and based on this first stop, another effect, here the B effect that causes the cut-in of the premier image to be inserted at a low frequency Is supposed to occur. When the B production occurs, the premier cut-in sound as the third sound source is further superimposed on the BGM, the enemy character appearance sound, and the enemy character dialogue. The premier cut-in sound is assigned to layer 4.

第2停止を経て、第3停止すなわち第3番目(最後)のストップボタンが押圧操作されたことを契機に、B演出をクリアし、かつ、A演出の敵キャラが逃げ、次のゲームのベットボタン3の操作による今回ゲームのキャンセル操作によりA演出をクリアし、ART中のデフォルト映像の表示に戻るものとしている。なお、第3停止に代えて、第3番目に押したストップボタンから指を離す第3離しとしてもよい。また、具体例は他の遊技場面でもよいし、先行契機、後続契機、キャンセル操作等も任意に選定してよい。   After the second stop, when the third stop, that is, the third (last) stop button is pressed, the B effect is cleared and the enemy character of the A effect escapes and the next game bet The A effect is cleared by canceling the current game by operating the button 3, and the display returns to the default video display during ART. Instead of the third stop, a third release in which the finger is released from the stop button that has been pressed third may be used. In addition, a specific example may be another game scene, and an advance trigger, a subsequent trigger, a cancel operation, and the like may be arbitrarily selected.

第1音源たるBGM、第2音源たる敵キャラ登場音、同第2音源たる敵キャラ台詞、第3音源たるプレミアカットイン音の各音量は、多次元音量設定手段Qにより、それぞれ、対応する次元数別音量係数に基づいて設定している。ART中のデフォルト映像の表示中、第1音源たるBGMのみが100%の音量で出力される。このとき、BGMに対応する1次音量係数、2次音量係数、3次音量係数はオール1で、1×1×1=1で100%の音量となる。100%の音量とは、音声演出手段X5又は音声ナビ手段X2によりスピーカ91〜94から出力する音が一般的な遊技場環境下で一般的な遊技者にとって快適に聞こえるデフォルト設定音量をいう。ただし、実機カスタマイズボタンBTで遊技者が音量を意図的に下げた場合、及び/又は、遊技場側で内部設定ボリューム等で音量を意図的に下げた場合、その意図的に下げた音量が100%の音量となる。   The volume of the BGM as the first sound source, the enemy character appearance sound as the second sound source, the enemy character line as the second sound source, and the premier cut-in sound as the third sound source are respectively set to the corresponding dimensions by the multi-dimensional sound volume setting means Q. It is set based on the volume coefficient by number. During the display of the default video during ART, only BGM as the first sound source is output at a volume of 100%. At this time, the primary volume coefficient, the secondary volume coefficient, and the tertiary volume coefficient corresponding to BGM are all 1, and 1 × 1 × 1 = 1 and the volume is 100%. The volume of 100% refers to a default setting volume at which sound output from the speakers 91 to 94 by the sound production means X5 or the sound navigation means X2 can be heard comfortably for a general player in a general game arcade environment. However, when the player intentionally decreases the volume with the actual machine customization button BT and / or when the volume is intentionally decreased with the internal setting volume or the like on the game hall side, the intentionally decreased volume is 100. % Volume.

レバーオンによる先行契機により第1音源たるBGMと第2音源たるA演出音の敵キャラ登場音と敵キャラ台詞を重複して出力させるとき、レイヤー1が「1」、レイヤー2が「1」、レイヤー3が「0.8」の予め設定した1次音量係数データ(データa)と、レイヤー1が「0.7」、レイヤー2が「1」、レイヤー3が「1」の予め設定した2次音量係数データ(データb)とをセットし、BGMの音量を、対応する1次音量係数1と2次音量係数0.7とを用いて、1×0.7=0.7(70%)と設定し、敵キャラ登場音の音量は、対応する1次音量係数1又はこれと2次音量係数1を掛け算して1すなわち100%に、敵キャラ台詞の音量は対応する1次音量係数0.8又はこれと2次音量係数1を掛け算して0.8すなわち80%に設定する。実際には、掛け合わせる音量係数の数を合わせて演算処理を共通化するため、レイヤー1が「1」、レイヤー2が「1」、レイヤー3が「1」の3次音量係数データ(データc)を前記データa及びbと共にセットし、BGMの音量は、さらに係数1の3次音量係数を掛け算し、敵キャラ登場音及び敵キャラ台詞の音量は、さらに係数1の2次音量係数及び3次音量係数1を掛け算して設定している。A演出時、BGMの音量を抑えて、A演出音を際立たせることができ、遊技者に対し、期待感を効果的に惹起できる。   When the BGM that is the first sound source and the enemy character appearance sound of the A sound effect that is the second sound source and the enemy character line are output in duplicate due to the preceding trigger by lever-on, layer 1 is “1”, layer 2 is “1”, layer 3 is a preset primary volume coefficient data (data a) of “0.8”, layer 1 is “0.7”, layer 2 is “1”, and layer 3 is “1”. Volume coefficient data (data b) is set, and the BGM volume is set to 1 × 0.7 = 0.7 (70%) using the corresponding primary volume coefficient 1 and secondary volume coefficient 0.7. The volume of the enemy character appearance sound is 1 or 100% by multiplying the corresponding primary volume coefficient 1 or this and the secondary volume coefficient 1, and the volume of the enemy character line is the corresponding primary volume coefficient 0. 0.8 or 8 multiplied by the secondary volume coefficient 1 or 0.8 % Set to be. Actually, in order to make the calculation process common by combining the number of volume coefficients to be multiplied, the third volume coefficient data (data c) is “1” for layer 1, “1” for layer 2, and “1” for layer 3. ) Is set together with the data a and b, the volume of the BGM is further multiplied by the third volume coefficient of the coefficient 1, and the volume of the enemy character appearance sound and the enemy character dialogue is further multiplied by the second volume coefficient of the coefficient 1 and 3 It is set by multiplying the next volume coefficient 1. At the time of A production, the volume of BGM can be suppressed to make the A production sound stand out, and the player can be effectively expected.

第1停止による後続契機により第1音源たるBGMと第2音源たるA演出音と第3音源たるB演出音のプレミアカットイン音を重複して出力させるとき、前記データa及びbに対応するレイヤー4のデータとして各「1」を追セットしてデータa’及びb’にすると共に、レイヤー1が「0.5」、レイヤー2が「0.5」、レイヤー3が「0.5」、レイヤー4が「1」の予め設定した3次音量係数データ(データc’)をデータcに代えてセットし、BGM及びA演出音の音量を、それぞれに対応する1次音量係数(1,1,0.8)と2次音量係数(0.7,1,1)と3次音量係数(オール0.5)とを用いて設定する。BGMは1×0.7×0.5=0.35(35%)の音量となり、A演出音の敵キャラ登場音は1×1×0.5=0.5(50%)の音量となり、A演出音の敵キャラ台詞は0.8×1×0.5=0.4(40%)の音量となる。第3音源たるB演出音のプレミアカットイン音の音量は、対応する1次音量係数1を用いて1すなわち100%に設定する。実際には、掛け合わせる音量係数の数を合わせて演算処理を共通化するため、プレミアカットイン音の音量は、さらに係数1の2次音量係数及び3次音量係数を掛け算して設定している。B演出時、BGMの音量を一層抑え、A演出音の音量も抑えつつ、B演出音のプレミアカットイン音を際立たせることができ、遊技者に対し、一段高い期待感を効果的に抱かせることができる。   A layer corresponding to the data a and b when the BGM as the first sound source, the A effect sound as the second sound source, and the premier cut-in sound of the B effect sound as the third sound source are output in duplicate by the subsequent trigger by the first stop. In addition, each data “1” is additionally set as data a ′ and b ′, and layer 1 is “0.5”, layer 2 is “0.5”, layer 3 is “0.5”, The preset tertiary volume coefficient data (data c ′) with the layer 4 being “1” is set instead of the data c, and the volume of the BGM and the A effect sound is set to the corresponding primary volume coefficient (1, 1). , 0.8), the secondary volume coefficient (0.7, 1, 1), and the tertiary volume coefficient (all 0.5). BGM has a volume of 1 x 0.7 x 0.5 = 0.35 (35%), and the enemy character appearance sound of the A-direction sound has a volume of 1 x 1 x 0.5 = 0.5 (50%). The enemy character line of the effect A sound has a volume of 0.8 × 1 × 0.5 = 0.4 (40%). The volume of the premier cut-in sound of the B effect sound as the third sound source is set to 1, that is, 100% using the corresponding primary volume coefficient 1. Actually, the volume of the premium cut-in sound is set by further multiplying the secondary volume coefficient and the tertiary volume coefficient of coefficient 1 in order to share the arithmetic processing by combining the number of volume coefficients to be multiplied. . At the time of B production, the BGM volume can be further reduced, the volume of the A production sound can be reduced, and the premier cut-in sound of the B production sound can be made to stand out, effectively giving the player a higher level of expectation. be able to.

第3停止によりB演出をクリアする。このクリアにより、上部液晶表示装置71の画面から敵キャラが逃げる映像を流し、BGM及びA演出音が重複して出力される状態となる。このとき、BGM及びA演出音の音量は、それぞれに対応する1次音量係数(1,1,1)と2次音量係数(0.7,1,1)と3次音量係数(オール1)とを用いて設定する。BGMは1×0.7×1=0.7(70%)の音量となり、A演出音の敵キャラ登場音は1×1×1=1(100%)の音量となり、A演出音の敵キャラ台詞は1×1×1=1(100%)の音量となる。第3音源たるB演出音のプレミアカットイン音は、クリアされて0となる。   B effect is cleared by the 3rd stop. By this clearing, an image in which the enemy character escapes from the screen of the upper liquid crystal display device 71 is played, and the BGM and the A effect sound are output in duplicate. At this time, the volume of the BGM and the A effect sound is respectively corresponding to the primary volume coefficient (1, 1, 1), the secondary volume coefficient (0.7, 1, 1), and the tertiary volume coefficient (all 1). Use and to set. The BGM has a volume of 1 × 0.7 × 1 = 0.7 (70%), the enemy character appearance sound of the A effect sound is 1 × 1 × 1 = 1 (100%), and the enemy of the A effect sound The character line has a volume of 1 × 1 × 1 = 1 (100%). The premier cut-in sound of the B effect sound as the third sound source is cleared and becomes zero.

次ゲームのベットボタン操作によるキャンセル操作によりA演出をクリアし、上部液晶表示装置71の画面をART中デフォルト表示に戻す。このとき、第2音源たるA演出音の敵キャラ登場音及び敵キャラ台詞は、クリアされて0となり、第1音源のBGMのみとなる。このBGMの音量は、対応する1次音量係数1により100%となる。実際には、掛け合わせる音量係数の数を合わせて演算処理を共通化するため、係数1の2次音量係数及び3次音量係数を掛け算し、1×1×1=1で100%となる。   The A effect is cleared by the cancel operation by the bet button operation of the next game, and the screen of the upper liquid crystal display device 71 is returned to the default display during ART. At this time, the enemy character appearance sound and enemy character line of the A effect sound as the second sound source are cleared to 0, and only the BGM of the first sound source is obtained. The volume of this BGM is 100% due to the corresponding primary volume coefficient 1. Actually, in order to make the calculation process common by combining the number of volume coefficients to be multiplied, the secondary volume coefficient and the tertiary volume coefficient of coefficient 1 are multiplied, and 1 × 1 × 1 = 1 becomes 100%.

なお、レバーオンによる先行契機から1秒経過後にBGMの音量を70%に低下させる遅延処理を挿入することとした場合に、遊技者の遊技進行速度が速く、1秒経過前に第1停止による後続契機が生じても、後続契機によりBGMの音量設定に用いる1次音量係数1と2次音量係数0.7を、先行契機によりBGMの音量を設定するときに用いる1次音量係数1と2次音量係数0.7とにそれぞれ一致させているため、先行契機によりされるBGMの音量低下を反映させた上で後続契機による3次音量係数0.5を加味した1×0.7×0.5=0.35(35%)の音量設定が行え、遊技者の遊技進行速度にかかわらず、先行契機を反映させた後続契機によるBGMの相対的な音量変更が行える。   In addition, when it is decided to insert a delay process that reduces the volume of the BGM to 70% after 1 second from the preceding trigger due to lever-on, the game progress speed of the player is fast and the succession by the first stop before 1 second elapses. Even if an opportunity occurs, the primary volume coefficient 1 and the secondary volume coefficient 0.7 used for setting the volume of the BGM by the subsequent trigger, and the primary volume coefficient 1 and secondary used for setting the volume of the BGM by the preceding trigger. Since the volume coefficient is equal to 0.7, 1 × 0.7 × 0... 0 reflecting the volume decrease of the BGM caused by the preceding trigger and adding the third volume coefficient 0.5 caused by the following trigger. The volume can be set to 5 = 0.35 (35%), and the relative volume of the BGM can be changed by the subsequent opportunity reflecting the preceding opportunity, regardless of the game progress speed of the player.

また、レバーオンによる先行契機から1秒経過後にA演出を発生させて敵キャラを登場させてその登場音及び台詞を遅延出力することとした場合に、遊技者の遊技進行速度が速く、1秒経過前に第1停止による後続契機が生じても、後続契機により敵キャラ登場音や敵キャラ台詞の音量の設定に用いる1次音量係数1,0.8を、先行契機により敵キャラ登場音や敵キャラ台詞の音量を設定するときに用いる1次音量係数1,0.8に一致させ、かつ、後続契機により敵キャラ登場音や敵キャラ台詞の音量を設定するときに用いる2次音量係数を1に定めているため、先行契機による敵キャラ登場音や敵キャラ台詞の出力が予定どおりあった後の後続契機による3次音量係数0.5を加味した1×1×0.5=0.5(50%)や0.8×1×0.5=0.4(40%)の音量設定が行え、遊技者の遊技進行速度にかかわらず、先行契機を反映させた後続契機による敵キャラ登場音や敵キャラ台詞の相対的な音量変更が行える。   Also, if one second has elapsed from the preceding trigger due to lever-on, and the A character is generated, the enemy character appears, and the appearance sound and dialogue are delayed, the player's game progress speed is fast and one second has elapsed. Even if there is a subsequent trigger due to the first stop before, the primary volume coefficient 1,0.8 used to set the volume of the enemy character appearance sound and enemy character dialogue by the subsequent trigger, the enemy character appearance sound and the enemy by the preceding trigger The secondary volume coefficient used to set the volume of the enemy character appearance sound and the enemy character line is set to 1 by making it coincide with the primary volume coefficient 1,0.8 used when setting the volume of the character line, and by the subsequent opportunity. Therefore, 1 × 1 × 0.5 = 0.5 in consideration of the third volume coefficient 0.5 of the subsequent trigger after the enemy character appearance sound and the enemy character dialogue output by the preceding trigger are as scheduled. (50%) and 0.8x1x .5 = 0.4 (40%) volume can be set, regardless of the player's game progress speed, the relative volume change of the enemy character appearance sound and enemy character dialogue due to the subsequent opportunity reflecting the previous opportunity Yes.

以上のもので、A演出はなく、B演出のみが発生する場合、BGMとプレミアカットイン音との二重重複となる。この場合、BGMの音量を、対応する1次音量係数1と、BGMの音量を変更させるための2次音量係数と3次音量係数のどちらか一方を0.5、他方を1としたものとを用い、1×0.5=0.5(50%)と設定する。また、プレミアカットイン音の音量を、対応する1次音量係数1、2次音量係数1、3次音量係数1のうちの少なくとも一つを用いて100%に設定するようにしており、BGMの音量を必要以上に低下させることなく、音源の重複数に応じたより適切な音量設定が行えるようにしている。   In the above, when there is no A production and only B production occurs, it becomes double overlap of BGM and a premier cut-in sound. In this case, the BGM volume is set to the corresponding primary volume coefficient 1, and either the secondary volume coefficient or the tertiary volume coefficient for changing the BGM volume is set to 0.5, and the other is set to 1. And 1 × 0.5 = 0.5 (50%). The volume of the premier cut-in sound is set to 100% using at least one of the corresponding primary volume coefficient 1, secondary volume coefficient 1, and tertiary volume coefficient 1. A more appropriate volume setting according to the number of overlapping sound sources can be performed without reducing the volume more than necessary.

以上の実施形態では、多次元音量設定手段Qを3次元仕様のものとしたが、重複可能性のある音源が4以上すなわち4次元以上の仕様のものについても適用可能である。また、以上の実施形態では、BGMとA演出とB演出が組合せられるときに、各レイヤーに予め設定した音量係数のデータをセットし、演出の種類に応じてデータをセットする仕様にしたが、レイヤー1にレイヤー2を重ねて再生するときは音量係数を予め定めた第1値に設定し、レイヤー1にレイヤー2及びレイヤー3を重ねて再生するときは音量係数を予め定めた第2値に設定し、レイヤー1にレイヤー2〜4を重ねて再生するときは音量係数を予め定めた第3値に設定する等、再生するレイヤーの重なり状況に応じて音量係数を設定してもよい。音量係数は、0〜1の間で、0.1刻み又はもっと細かな刻み、或は、逆に0.25等の荒い刻みにより設定可能な仕様にしてもよい。なお、回胴式遊技機に本発明を適用したが、ぱちんこ遊技機に本発明を適用してもよい。以上の説明中、具体的例は一例示に過ぎない。   In the above embodiment, the multi-dimensional sound volume setting means Q has a three-dimensional specification. However, the present invention can be applied to a case where there are four or more sound sources that can overlap, that is, a specification having four or more dimensions. In the above embodiment, when the BGM, the A effect, and the B effect are combined, the preset volume coefficient data is set for each layer, and the data is set according to the type of the effect. When playback is performed with layer 2 overlaid on layer 1, the volume coefficient is set to a predetermined first value. When playback is performed with layer 2 and layer 3 superimposed on layer 1, the volume coefficient is set to a predetermined second value. When setting and reproducing layers 2 to 4 on layer 1, the volume coefficient may be set according to the overlapping state of the layers to be reproduced, such as setting the volume coefficient to a predetermined third value. The volume coefficient may be set such that it can be set between 0 and 1 in increments of 0.1 or finer, or conversely, in coarse increments such as 0.25. Note that although the present invention is applied to a rotating type gaming machine, the present invention may be applied to a pachinko gaming machine. In the above description, a specific example is merely an example.

1L,1C,1R;リール
2i;メダル投入口、2;メダルセレクター
3;ベットボタン、4;精算ボタン、5;スタートレバー
6L,6C,6R;ストップボタン
91〜94;スピーカ
CN;制御装置、MC;主制御装置、SC;周辺制御装置
X2;音声ナビ手段、X5;音声演出手段
Q;多次元音量設定手段
1L, 1C, 1R; reel 2i; medal slot, 2; medal selector 3; bet button, 4; checkout button, 5; start lever 6L, 6C, 6R; stop button 91-94; speaker CN; ; Main control device, SC; Peripheral control device X2; Voice navigation means, X5; Voice production means Q; Multi-dimensional volume setting means

Claims (4)

複数の音源により音声演出を行う遊技機において、
複数の階層を有する階層構造の各階層に割り当てられ出力時期が重複する第1音源、第2音源、及び第3音源を含む複数の音源の音量を、前記複数の音源を出力する契機毎に対応付けられ、前記複数の音源毎に設定された複数の音量係数を演算して設定する音量設定手段を設け、
前記音量設定手段は、
先行契機において前記第1音源と前記第2音源とを重複して出力させるとき、前記第1音源の音量を、前記先行契機に対応する前記第1音源の1次音量係数と前記先行契機に対応する前記第1音源の2次音量係数とを演算して設定し、前記第2音源の音量を、前記先行契機に対応する前記第2音源の1次音量係数、前記先行契機に対応する前記第2音源の2次音量係数のうちの少なくとも一つを用いて設定し、
前記先行契機の別の後続契機において前記第1音源と前記第2音源と前記第3音源とを重複して出力させるとき、前記第1音源の音量を、前記先行契機において前記第1音源の1次音量係数及び前記第1音源の2次音量係数を演算した結果と、前記後続契機に対応する前記第1音源の3次音量係数と演算して設定し、前記第2音源の音量を、前記先行契機で用いた前記第2音源の1次音量係数、前記第2音源の2次音量係数のうち少なくとも一つと、前記後続契機に対応する前記第2音源の3次音量係数と、を演算して設定し、前記第3音源の音量を、前記後続契機に対応する前記第3音源の1次音量係数、前記後続契機に対応する前記第3音源の2次音量係数、前記後続契機に対応する前記第3音源の3次音量係数のうちの少なくとも一つを用いて設定することを特徴とする遊技機。
In gaming machines that produce sound effects with multiple sound sources,
Corresponding to the trigger of outputting the plurality of sound sources, the volume of the plurality of sound sources including the first sound source, the second sound source, and the third sound source that are assigned to each layer of the hierarchical structure having a plurality of layers and whose output times overlap attached is provided with a plurality of Ruoto amount setting means set by calculating the volume coefficient set for each of the plurality of sound sources,
The volume setting means includes
When duplicate to output said second sound source and the first sound source in the prior occasion, the corresponding volume of the first sound source, the primary volume coefficients as the previous trigger of the first sound source corresponding to said previous trigger Calculating and setting a secondary volume coefficient of the first sound source, and setting the volume of the second sound source to the primary volume coefficient of the second sound source corresponding to the preceding trigger and the first volume corresponding to the preceding trigger. Set using at least one of the secondary volume coefficients of the two sound sources ,
When duplicate to output the first sound and the second sound source and the third source in another subsequent trigger of the preceding trigger, the volume of the first sound source, the first sound source at the previous trigger a primary volume coefficients and calculation result of the secondary volume coefficients of the first sound source, the aforementioned and subsequent trigger cubic volume coefficients of the first sound source corresponding to the by computing settings, the volume of the second sound source At least one of the primary volume coefficient of the second sound source used in the preceding trigger, the secondary volume coefficient of the second sound source, and the tertiary volume coefficient of the second sound source corresponding to the subsequent trigger; was set in operation, the third volume of the sound source, the primary volume coefficients of the third sound source corresponding to said subsequent trigger, the secondary volume coefficients of the third sound source corresponding to said subsequent trigger, the subsequent trigger At least one of the third-order volume coefficients of the third sound source corresponding to the Gaming machine, wherein the benzalkonium be set using the One.
前記音量設定手段は、前記複数の音源を重複して出力させるとき、前記複数の音量係数の演算時に乗算して音量を設定し、
前記第1音源と前記第2音源とを重複して出力させるときの前記第2音源に対応させる2次音量係数を1に、
前記第1音源と前記第2音源と前記第3音源とを重複して出力させるときの前記第3音源に対応させる2次音量係数及び3次音量係数を1に定めている請求項1記載の遊技機。
The volume setting means sets the volume by multiplying when calculating the plurality of volume coefficients when the plurality of sound sources are output in duplicate.
A secondary volume coefficient corresponding to the second sound source when the first sound source and the second sound source are output in duplicate is set to 1,
The secondary volume coefficient and the tertiary volume coefficient corresponding to the third sound source when the first sound source, the second sound source, and the third sound source are output in an overlapping manner are set to 1. Gaming machine.
前記第3音源の重複はなく前記第1音源と前記第2音源とを重複して出力させるときの前記第1音源及び前記第2音源に対応させる3次音量係数を有し、この3次音量係数を1に定めている請求項2記載の遊技機。   There is no duplication of the third sound source, and there is a third-order volume coefficient corresponding to the first sound source and the second sound source when the first sound source and the second sound source are output in an overlapping manner. The gaming machine according to claim 2, wherein the coefficient is set to 1. 前記後続契機において前記第2音源の重複はなく前記第1音源と前記第3音源とを重複して出力させるとき、前記第1音源の音量を、前記後続契機に対応する前記第1音源の1次音量係数と前記第1音源の音量を変更させるための2次音量係数及び/又は3次音量係数とを演算して設定し、前記第3音源の音量を、前記後続契機に対応する前記第3音源の1次音量係数、前記後続契機に対応する前記第3音源の2次音量係数、前記後続契機に対応する前記第3音源の3次音量係数のうちの少なくとも一つを用いて設定する仕様にしている請求項1〜3何れか一項に記載の遊技機。 When there is no duplication of the second sound source in the subsequent opportunity and the first sound source and the third sound source are outputted in duplicate, the volume of the first sound source is set to 1 of the first sound source corresponding to the subsequent opportunity. A secondary volume coefficient and a secondary volume coefficient and / or a tertiary volume coefficient for changing the volume of the first sound source are calculated and set, and the volume of the third sound source is set to the first volume corresponding to the subsequent opportunity. Setting is performed using at least one of a primary volume coefficient of three sound sources, a secondary volume coefficient of the third sound source corresponding to the subsequent trigger, and a third volume coefficient of the third sound source corresponding to the subsequent trigger. The gaming machine according to any one of claims 1 to 3, which is a specification .
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