Game machine
The gaming machine's control unit allows players to lock their adjusted volume settings, addressing the issue of repeated volume adjustments in conventional machines and improving user convenience.
Patent Information
- Application Number
- JP2023205684
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-05
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2043-12-05
AI Technical Summary
Conventional gaming machines automatically return to the initial volume setting after a predetermined period or condition is met, requiring players to repeatedly adjust the volume to their preference.
A control unit in the gaming machine that allows players to lock their adjusted volume settings through a maintenance operation, maintaining the set volume even after predetermined conditions are satisfied.
Enables players to maintain their preferred volume settings without needing to adjust them repeatedly, enhancing user convenience and gaming experience.
Smart Images

Figure 2025090456000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been known a gaming machine capable of adjusting the volume of game sounds such as background music (BGM) and sound effects (SE) output during a game (see Patent Document 1).
[0003] In such a gaming machine, for example, based on an operation by a player on a menu screen, the volume of the game sound can be adjusted.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in a conventional gaming machine, the set volume adjustment state is valid for a predetermined period (for example, until a predetermined release condition such as the end of AT is satisfied), but when that period elapses, it automatically returns to the initial set volume. Therefore, after the predetermined period has elapsed, the player needs to adjust the volume again according to their preference.
[0006] An object of the present invention is to provide a gaming machine capable of maintaining the set volume adjustment state even after a predetermined release condition is satisfied, based on a maintenance operation by an operator.
Means for Solving the Problems
[0007] The present invention is a control unit capable of receiving an adjustment operation for the volume of sound, comprising the control unit when receiving the adjustment operation, can set the volume to the adjusted state based on the adjustment operation, when a predetermined condition is satisfied after the adjustment operation is performed, can set the volume to the initial state, even when the predetermined condition is satisfied, can receive a maintenance operation for further maintaining the volume in the adjusted state, is a gaming machine.
Effect of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine capable of maintaining the set volume adjustment state even after a predetermined release condition is satisfied based on the maintenance operation of the operator.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Embodiments for Carrying Out the Invention
[0010] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 11. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. In the following description, "connection" includes both the case where the connection targets are directly connected and the case where the connection targets are indirectly connected via another board or device.
[0011] As shown in FIG. 1, the slot machine 1 of the present embodiment is a reel type gaming machine in which the quantity of gaming values is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals.
[0012] In this slot machine 1, unlike conventional slot machines, it is not necessary to insert physically existing medals, and physically existing medals are not paid out. In the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed reel gaming machine, etc.
[0013] First, the card unit 7 connected to this slot machine 1 will be described below.
[0014] <Configuration of Card Unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.
[0015] In addition, the card unit 7 can store a card 70 that stores gaming value data as electronic data instead of physically existing medals inside it.
[0016] In addition, the card unit 7 can mainly perform a game value lending process associated with the transfer of game value data described below to the slot machine 1, and conversely, a card 70 ejection process associated with the transfer of game value data from the slot machine 1.
[0017] Also, the card unit 7 can manage the game value data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management unit 620 (described later) of the slot machine 1.
[0018] Moreover, the card unit 7 is provided with a lending button 71. When a bill is inserted into the card unit 7 by the operator and then the lending button 71 is operated by the operator, a lending signal is generated and transmitted to the medium management unit 620.
[0019] In this specification, the "operator" means all of the player who is a user executing the game, the user who has finished the game (including the user walking inside the store), and the store staff. However, if necessary, it may be individually denoted as "store staff", "player", etc.
[0020] Inside the card unit 7, in addition to the I / F (interface) for communication with the slot machine 1, as shown in FIG. 2, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided.
[0021] The cash management mechanism 73 introduces the bill inserted from an opening (not shown) for inserting cash into the card unit 7 and detects and accumulates the bill inside the card unit 7.
[0022] The card management mechanism 74 introduces and accommodates the card 70 inserted from an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the ejection button 72 is operated.
[0023] The card unit side control unit 75 is composed of a CPU, a RAM, a ROM, etc. The card unit side control unit 75 performs operation control of the cash management mechanism 73 and the card management mechanism 74 respectively, lending process of game values, authentication process of the card 70, data reading process and writing process from and to the card 70, etc.
[0024] The operation process of the cash management mechanism 73 includes a process of operating the cash management mechanism 73 so that the inserted banknote is introduced into the card unit 7, a process of giving an error notification to that effect when the inserted banknote is jammed in the cash management mechanism 73, a process of adding the game value corresponding to the inserted banknote to the current lending balance and temporarily storing it in the RAM, etc.
[0025] The operation process of the card management mechanism 74 includes a process of operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, a process of operating the card management mechanism 74 so that the card 70 is ejected along with the operation of the ejection button 72, etc.
[0026] The lending process of game values includes a process of transmitting the game value data to be lent along with the operation of the lending button 71 to the slot machine 1 (the medium management unit 620 mounted on the game value control unit 62 described later). At that time, a process of subtracting the game value data to be lent from the game value data of the lending balance temporarily stored in the RAM in the card unit 7 is also performed.
[0027] In the authentication process of the card 70, when the PIN is input via the display panel when the card 70 is inserted into the opening, it is determined whether or not the input PIN matches the PIN written on the card. When the card unit side control unit 75 determines that both match, it allows the card 70 to be used continuously as the authentication target, but when it determines that both do not match, it may not allow the card 70 to be used continuously as the authentication target (restrict the use).
[0028] In the data reading process from the card 70, if game value data is written in the card 70, it is read out and temporarily stored in the RAM as the loan balance.
[0029] In the writing process to the card 70, when the game value data is transferred to the card unit 7 along with the operation of the counting button 44 of the slot machine 1, the game value data is temporarily stored in the RAM, and then, when the ejection button 72 is operated, the game value data is written to the card 70.
[0030] When the ejection button 72 is operated, if game value data has already been written in the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of the game value data received from the slot machine 1 to the game value data and writing it to the card 70.
[0031] Thereby, when the ejection button 72 is operated in the card unit 7, the card 70 in which at least one of the game value data owned by the player and the data of the loan balance is written is ejected from the opening.
[0032] In addition, the card unit 7 is also communicably connected to a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. From the card unit 7 to the hall computer and the unit management computer, for example, information regarding the advantageous game state including the number of game times in the advantageous game state (AT, CZ, special combination (bonus) execution state, etc. described later), the transition of the quantity of game values, the number of played games, various information related to the slot machine 1 such as the accessory ratio, etc. are sent.
[0033] <Configuration of the Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that can progress the game without using real medals as physical items. In the slot machine 1 of this embodiment, instead of real medals as physical items, the game is played using game value data as electronic data. Hereinafter, separately from the "game value data", there may be cases where it is expressed as "game value" as a term corresponding to the conventional "medal".
[0034] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.
[0035] A transparent reel window 200 is provided in the central portion of the front door 100. The operator can visually recognize a plurality of symbols displayed on the surface of each of the plurality of rotating reels 20 described later through this reel window 200.
[0036] In the front door 100, near the right end portion of the front door 100 in the front view of the slot machine 1 (the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole. Since the locked state of the front door 100 and the housing 10 is maintained during the game, the player cannot access the inside of the housing 10.
[0037] Also, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and the store staff does not need to replenish real medals during the game. Therefore, during the game, except when an error occurs in the slot machine 1, in principle, the store staff does not lock / unlock the front door 100 and the housing 10.
[0038] When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 can be rotated with respect to the housing 10. Thereby, the store staff can access the inside of the housing 10.
[0039] Above the reel window 200, a liquid crystal screen 3, a speaker 101, and a lighting decoration unit 102 for performing various effects during the game are provided.
[0040] The liquid crystal screen 3 displays various effect videos (effect screens) during the player's game.
[0041] The speaker 101 outputs game sounds such as predetermined BGM (an example of background music / first sound) and SE (an example of sound effect / second sound). In the present embodiment, the player can adjust (set) the volume of the BGM, SE, etc. using a volume adjustment function that can be set on, for example, the menu screen.
[0042] Note that the adjusted volume is initialized when a predetermined condition is satisfied (for example, when the AT or the special combination execution state ends, when 5 minutes have elapsed since the attraction screen was displayed, when 100 games have been played, etc.). On the other hand, the slot machine 1 of the present embodiment has a function (hereinafter referred to as "adjusted volume lock function") of locking the adjusted volume based on the player's operation even after a predetermined condition is satisfied. Details of this adjusted volume lock function will be described later.
[0043] The lighting decoration unit 102 is composed of LEDs or the like, and lights up or goes out in a predetermined pattern, for example, when an effect screen with high expectancy is displayed or a combination wins.
[0044] Below the reel window 200, an operation unit 4, a lower panel 103, a front bottom 104, etc. are provided. The title of the slot machine 1 and the like are displayed on the lower panel 103. The front bottom 104 is designed to allow the operator to place personal belongings.
[0045] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and an effect button 46.
[0046] Near each switch of the operation unit 4, there is a sensor that detects the operation of the player and outputs an operation signal to the control unit 6.
[0047] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each rotating reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c receive an operation for stopping the rotation of the corresponding rotating reels 20a, 20b, 20c while the rotating reels 20a, 20b, 20c are rotating. That is, when the stop switch 40a is operated, the rotation of the rotating reel 20a stops; when the stop switch 40b is operated, the rotation of the rotating reel 20b stops; and when the stop switch 40c is operated, the rotation of the rotating reel 40c stops.
[0048] Inside the stop switches 40a, 40b, 40c, there is a lamp. The lamp can indicate in a light emission color (for example, red) that the stop switches 40a, 40b, 40c are in an inoperative state from when the lever 42 is operated until each rotating reel 20a, 20b, 20c reaches a constant speed rotation state.
[0049] Information on the fact that the stop switches 40a, 40b, 40c have been pressed (information on which stop switch 40 has been pressed, in what order, and at what timing) is used by the rotating reel control unit 611, game result determination unit 612, game state control unit 615, medium management unit 620, etc., which will be described later.
[0050] The bet switch 41 is used when the operator bets game values. The quantity of the credited game values and the bet game values is managed by the slot machine 1 (medium management unit 620). Hereinafter, the term "credited game values" means the game values (game value data) managed by the medium management unit 620.
[0051] The lever 42 functions as a start switch that receives an operation for rotating the rotary reels 20a, 20b, and 20c.
[0052] In the digital counter 43, the credit number of game values, the payout number (winning number) of game values, etc. are digitally displayed. By checking the digital counter 43, the operator can also check during the game the amount of game values he / she has. Also, thereby, the player can play the game without having actual medals in hand.
[0053] Note that the "payout number of game values" in this embodiment does not mean the operation of actually paying out medals outside the slot machine 1, but means "based on the winning established by internal lottery, the corresponding amount of game values increases". That is, the "payout number of game values" means "the increase in the numerical value of the virtual game medium converted into electronic data". Also, for example, the "predetermined number of game values" corresponds to the concept of the "predetermined number of medals" in the past.
[0054] The counting button 44 can receive an operation by the operator for transferring game value data from the medium management unit 620 to the card unit 7. When the counting button 44 receives the operator's operation, a transfer signal is generated by the counting button 44.
[0055] Note that after the counting button 44 is operated, for example, by raising and lowering the lever 42, any amount of game value data specified by the operator may be transferred to the card unit 7. In this case, the button for the operator to transfer any amount of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, by the operator operating the button on the card unit 7 side, any amount of game value data specified by the operator may be transferred to the slot machine 1.
[0056] Also, the amount of subtraction of the game value data being managed when the count button 44 is operated once may be determined in advance, such as "1" or "50". Also, while the count button 44 is being continuously operated (while it is being continuously operated), the credited game value may continue to be subtracted.
[0057] In the present embodiment, the count button 44 is disposed at a position visible to the operator among the slot machines 1. The visible position is a position where the operator can touch it without unlocking and opening the front door 100, and in the present embodiment, it is the front surface of the housing 10.
[0058] More specifically, as shown in FIG. 1, the count button 44 is disposed on the side of the operation unit 4 closer to the card unit 7 in a front view of the slot machine 1. Thereby, it becomes easier for the player to understand that the count button 44 is a button related to the card unit 7, and the operation flow from when the count button 44 is operated until the card 70 is discharged from the card unit 7 becomes smooth.
[0059] Also, the count button 44 may be provided with a lamp whose emission color changes before and after being operated, inside or around it.
[0060] The cancel button 45 can receive an operation by the operator to change the game value in the bet state (bet state) to the non-bet state (non-bet state). When the cancel button 45 receives the operator's operation, a cancel signal is generated by the cancel button 45. Thereafter, the medium management unit 620 that has received the cancel signal manages the game value data in the bet state as the non-bet state.
[0061] For example, when the cancel button 45 is operated in a state where the gaming value in the bet is 1 or more, the media management unit 620 updates the gaming value in the bet to "0" and adds the gaming value data that has been bet until it becomes "0" to the credited gaming value data. As a result, the credit number displayed by the digital counter 43 increases by the amount of the gaming value data that has been bet. That is, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that returns the gaming value in the bet to the credit number by transitioning the bet state to a non-bet state.
[0062] Note that the bet cancellation process based on the operation of the cancel button 45 is effective when the lever 42 has not been operated yet while in the bet state. On the other hand, the bet cancellation process is invalidated from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In the present embodiment, the cancel button 45 is arranged near the bet switch 41.
[0063] The effect button 46 is a button used for the player to perform volume settings, confirmation of game data, and various menu settings related to the game when playing the game. Also, the effect button 46 may be operated by the operator according to the effect during the game. When the effect button 46 is operated during the game, a change occurs in the effect.
[0064] In addition, the effect button 46 is provided with a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state and is turned off when it is in an inoperable state. Also, when outputting a winning notification effect for an advantageous game state such as a special role and an AT when the effect button 46 is operated, the lamp can also blink rapidly in a light emission color different from the normal lighting, such as red or rainbow color.
[0065] Also, inside the housing 10, as shown in FIG. 2, a reset button 51 and a setting change button 52 are provided.
[0066] The reset button 51 is operated when clearing various errors and initializing the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated, the quantity of game values managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state", and the game section is set to the "normal section".
[0067] The setting change button 52 is a button that is operated by a store staff member when any one of a plurality of levels of setting values is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set to the setting change mode, the setting change button 52 becomes in an operable state, and when the setting change button 52 is operated in this state, setting of the setting value becomes possible.
[0068] During game progress or game standby, since the cabinet 10 and the front door 100 are locked, those who do not have the right to unlock (for example, store staff members who own the key) cannot touch the reset button 51 and the setting change button 52. The scene where the cabinet 10 and the front door 100 are unlocked is, in principle, limited to the case where an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 51 and the setting change button 52.
[0069] The setting value is a value representing the payout rate, which indicates the ratio of the total number of game values paid out to the total number of game values inserted into the slot machine 1. The set setting value affects the internal lottery. And depending on the setting value, at least a part of the winning probabilities of the winning candidates are different. The setting value is set by the store staff before the store opens.
[0070] Also, as shown in FIG. 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power of the slot machine 1.
[0071] As shown in FIGS. 1 and 2, the rotary reel unit 2 includes three rotary reels 20a, 20b, 20c and three stepping motors 21a, 21b, 21c. The rotary reel unit 2 is arranged inside the housing 10 corresponding to the position of the reel window 200.
[0072] On the surfaces of the rotary reels 20a, 20b, 20c, for example, patterns (symbols) as shown in FIG. 3 are arranged. Whether the combination of patterns displayed on the effective line L described later when the rotation of the rotary reels 20a, 20b, 20c stops is a predetermined combination of patterns is determined by the game result determination unit 612 described later, and the game proceeds.
[0073] The stepping motors 21a, 21b, 21c are provided corresponding to the rotary reels 20a, 20b, 20c and drive the corresponding rotary reels 20a, 20b, 20c.
[0074] The stepping motors 21a, 21b, 21c stop the rotation of the rotary reel 20 (for example, 20a) corresponding to the operated stop switch 40 (for example, 40a) within 190 milliseconds after the stop switches 40a, 40b, 40c are operated during the rotation of the rotary reels 20a, 20b, 20c. The stepping motors 21a, 21b, 21c rotate once every 504 steps. Thereby, the rotary reels 20a, 20b, 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps that can be advanced within 190 milliseconds is 127 steps.
[0075] The rotation and stop of these rotary reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotary reel control unit 611 described later.
[0076] <Flow of the game by the operator> The operator bets game values on the slot machine 1 by using the game values credited by operating the bet switch 41. When a predetermined number (for example, 3) of game values are bet on the slot machine 1, the valid line L is activated. Thereafter, the lever 42 can be operated, that is, the game can be started.
[0077] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values that can execute one game are automatically bet.
[0078] FIG. 1 shows an example in which the valid line L is composed of one downward-right slanting line. The valid line L is a virtual line for determining the winning of a combination. In this embodiment, when three bets (triple bet) which is MAX BET are made, one line L is activated.
[0079] Hereinafter, not only the combinations with a payout of game values such as bells and watermelons are aligned on the valid line L, but also the symbols corresponding to specific combinations such as replay, chance symbols, and special combinations (bonuses) where no payout of game values is made are aligned on the valid line L are also expressed as "winning".
[0080] One game (one play) in this embodiment refers to a series of operations by which a player operates the bet switch 41, the lever 42, and the stop switches 40a, 40b, 40c, etc., and includes internal lottery, winning determination processing, and increase / decrease processing of game value data to obtain a predetermined game result.
[0081] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery for determining the lottery flag is performed and the rotation of the rotating reels 20a, 20b, 20c is started. In this state, when any one of the stop switches 40a, 40b, 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.
[0082] When all the rotating reels 20a, 20b, and 20c stop and align (win) with the combination (winning combination) of symbols on the active line L, a payout process for a predetermined number of game values is executed. Thereby, one game ends.
[0083] Note that at least a part of the information regarding the progress of the game until these predetermined game results are obtained (for example, the fact that the bet switch 41 has been operated, the fact that the lever 42 has been operated, the fact that the stop switch 40 has been operated, the fact that an internal lottery has been executed, the fact that a predetermined winning combination has been hit, the fact that the rotating reel has rotated, etc.) is managed by the main control unit 61.
[0084] <Regarding the game state> During the game, as shown in FIG. 4, the type of game section is set, and as shown in FIGS. 5 and 6, one game state is set from among a plurality of game states. Based on the set game section and game state, an internal lottery and a predetermined lottery are conducted.
[0085] The game states include a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for convenience of explanation.
[0086] As shown in FIG. 5, the first game state includes a non-special-winning-carry-over state, a bonus internal state (special-winning-carry-over state), and a special-winning execution state. The non-special-winning-carry-over state, the bonus internal state, and the special-winning execution state are in a mutually exclusive relationship.
[0087] The non-special-winning-carry-over state means a state in which a special winning combination (for example, a type 1 BB which is a winning combination continuous operating device for the first type of special winning combination) has not been hit by the internal lottery and the winning of the special winning combination has not been carried over. The non-special-winning-carry-over state is set, for example, when the set value described later is changed, when the RAM is initialized (an example of a specific condition), when more than a predetermined number of game values are paid out in the special-winning execution state, etc.
[0088] The bonus internal state refers to a state where, although a special symbol has been determined by internal lottery, the winning of that special symbol has been carried over. That is, the bonus internal state means that, by internal lottery, the flag of the special symbol has been determined, but the symbols indicating that special symbol are not aligned on the effective line L, and the special symbol has not yet won. Note that when the winning of the first type of BB has been carried over, no further lottery for the first type of BB is conducted.
[0089] The special symbol execution state refers to a state where the special symbol determined by internal lottery has won, and no payout of more than a predetermined number of game values has been made.
[0090] During the game of the slot machine 1, without winning the special symbol in the carried-over state, the operator continues the game with the first game state remaining in the special symbol carry-over state.
[0091] As shown in FIG. 6, the second game state takes one of a general game state, an AT (an example of a special game state), and a CZ (a chance zone. An example of a special game state). In the second game state, the general game state, the AT, and the CZ are in an exclusive relationship.
[0092] The general game state is a state that is not an AT or a CZ, that is, a state where an assist function (for example, an operation sequence navigator) does not occur (or occurs less frequently). For example, after RAM clear or after the end of an AT (or CZ), until the AT lottery (or CZ lottery) is determined, the second game state is set to the general game state.
[0093] <Explanation of AT> AT is a state in which an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of symbols other than the special symbol determined by internal lottery via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc. is operating.
[0094] The AT draw is performed according to the winning combinations (winning of rare combinations, number of times of winning of predetermined combinations, etc.) determined by the internal draw when the game section is an advantageous section during the general game state or CZ. When an AT is drawn (an AT transition signal is generated) by the AT draw while the game section is an advantageous section, the second game state transitions from the general game state or CZ to AT.
[0095] When a predetermined number of games have elapsed since the start of the game in AT, when the stock number of AT becomes 0 (zero), when the total number of game values paid out since the start of the game in AT reaches a predetermined number, when the assist has been executed a specified number of times, or when the assist for a specific combination (for example, the push-order bell) has been executed a specified number of times, etc., the second game state transitions from AT to the general game state. As a result, AT ends.
[0096] <Explanation of CZ> CZ is, unlike the modes described later, an example of a special game state and is a zone where it can stay temporarily when it is neither the general game state nor AT, and is a period during which the AT draw is executed.
[0097] Also, CZ enters when certain conditions are met, such as when winning the CZ draw performed based on the winning combination determined by the internal draw, when the number of games cleared in the advantageous section reaches a predetermined number of games, or when the accumulated points reach a predetermined value according to the progress of the game. During this CZ, the AT winning probability becomes higher than in the general game state, and the second game state is more likely to transition to AT.
[0098] <Regarding the game section> The above-mentioned game section is a state (section) for determining whether or not the process related to the instruction function is performed. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.
[0099] The processes related to the instruction function include, for example, processes for exerting (assisting with) the instruction function, lottery for modes (modes with a defined AT hit probability or modes with a defined AT topping-up hit probability), mode transition processes, CZ lottery processes, CZ processes, AT lottery processes (including processes related to the continuation of AT), AT processes, and the like.
[0100] Note that a mode is a zone where one can stay in any of the general gaming state, CZ, or AT. For example, in FIG. 6, modes (for example, a low-probability mode, a high-probability mode, a heaven mode) may be prepared for each of the general gaming state, CZ, and AT. Also, it is not limited to the general gaming state, CZ, and AT, and one can stay in the same mode during the advantageous section.
[0101] During the normal section, the processes related to the instruction function cannot be executed, but it is a section where the transition process to the advantageous section is executed when the transition conditions to the advantageous section are satisfied. Note that while the gaming section is in the normal section, the second gaming state is the general gaming state.
[0102] The advantageous section is a section where the processes related to the instruction function can be executed. The advantageous section includes an advantageous section where the second gaming state progresses in the general gaming state (including the high-probability mode and the heaven mode) and an advantageous section where it progresses in CZ or AT. The state where the gaming section is in the advantageous section is maintained until a predetermined end condition is satisfied after the gaming section has transitioned to the advantageous section.
[0103] Note that summarizing the combination patterns of the gaming section and the second gaming state that can be taken in the slot machine 1 is as follows. · A pattern where the gaming section is in the normal section and the second gaming state is in the general gaming state · A pattern where the gaming section is in the advantageous section and the second gaming state is in the general gaming state (including the high-probability mode and the heaven mode) · A pattern where the gaming section is in the advantageous section and the second gaming state is in CZ · A pattern where the gaming section is in the advantageous section and the second gaming state is in the AT state
[0104] <Regarding the volume adjustment function and the adjusted volume lock function> In the slot machine 1 of the present embodiment, with the volume adjustment function, based on the adjustment operation of the player, the volume of the BGM and the volume of the SE can be individually adjusted (set). Hereinafter, for convenience of explanation, the volume adjustment function and the adjusted volume lock function for the BGM and the SE will be described, but the same processing can also be executed for the settings of game sounds other than the BGM and the SE.
[0105] Here, the BGM (an example of the first sound) is the music, sound effects, character lines, etc. associated with the video output on the liquid crystal screen 3. In this way, the BGM can be a sound output in accordance with the control by the sub-control unit 63 mounted on the sub-control board P3 described later.
[0106] On the other hand, the SE (an example of the second sound) is the sound when a game value is paid out, the sound when a game value is transferred to the card unit 7 or the like, the sound when a game value is bet, the sound when the lever 42 is operated, the sound when the stop switches 40a, 40b, 40c are operated, and so on. In this way, the SE can be a sound output in accordance with the control by the main control unit 61 mounted on the main control board P1 and the game value control unit 620 mounted on the game value control board P2 described later.
[0107] In the volume adjustment function of the present embodiment, as shown in FIG. 9, based on the adjustment operation of the player, the volume level of the BGM can be set between volume levels 1 to 5 (for example, the initial setting is 3), and the volume level of the SE can be set between volume levels 1 to 5 (for example, the initial setting is 3). In the example of FIG. 9, based on the adjustment operation of the player, the volume level of the BGM is set to 4, and the volume level of the SE is set to 2. Note that the volume increases as the volume level progresses from 1 to 5.
[0108] Even when the player sets the volume levels to volume level 4 for BGM and volume level 2 for SE as shown in FIG. 9, if the maintenance operation (the operation of setting "Do you want to lock?" in FIG. 9 to "YES") has not been performed, when a predetermined condition is satisfied, the volume levels of BGM and SE are returned to the initial setting volume level of 3.
[0109] Therefore, by performing the maintenance operation (by setting "Do you want to lock?" in FIG. 9 to "YES" and setting (turning on) the adjusted volume lock function), the player can lock the set volume levels so that they do not automatically return to the initial setting (volume level 3 for BGM and SE) even after a predetermined condition is satisfied for BGM and SE.
[0110] As an example of when a predetermined condition is satisfied, for example, it is the end of a winning period (e.g., AT, special winning state). In this case, if the adjusted volume lock function is on (if the maintenance operation has been performed), even when the winning period ends and in the next winning period, the volume set by the adjustment operation is maintained, and BGM and SE are not returned to the initial setting volume.
[0111] Also, as another example of when a predetermined condition is satisfied, for example, it is that a non-game state is entered and an attract screen, a game standby screen, a demo screen, etc. are displayed, and for example, 5 minutes have elapsed since these screens were displayed. In this case, if the adjusted volume lock function is on, even when an attract screen or the like is displayed or 5 minutes have elapsed since those screens were displayed, the customized volume settings are maintained, and BGM, etc. are not returned to the initial setting volume.
[0112] Note that when the adjusted volume lock function is on, the conditions for releasing (turning off) the adjusted volume lock function are, for example, (1) A power failure has occurred in the slot machine 1, (2) The set value has been changed, (3) The RAM has been initialized. (4) The player has turned off the adjustment volume lock function. (5) The volume has been adjusted in a non-game state where 60 minutes or more have elapsed, and the adjustment volume lock function has been turned on, but no game has been executed within, for example, 5 minutes after the adjustment volume lock function has been turned on. And so on.
[0113] This is to prevent malicious acts such as pranks (for example, the act of turning on the adjustment volume lock function even though there is no intention to play a game). When any one of the conditions (1) to (5) is satisfied, the volume of the BGM and SE is initialized (the volume level is set to 3).
[0114] <Configuration of Control Unit 6> As shown in FIG. 2, the control unit 6 includes a main control unit 61, a game value control unit 62, and a sub-control unit 63.
[0115] Each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).
[0116] Hereinafter, the connection relationship and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be described with reference to FIG. 8. In this embodiment, each of the main control unit 61, the game value control unit 62, and the sub-control unit 63 is mounted on a different circuit board.
[0117] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, and two-way serial communication can be executed.
[0118] The information and commands transmitted from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands regarding various errors, a bet request signal for game values due to the operation of the bet button 41, a payout request signal for game values corresponding to winning combinations, a request signal for bet cancellation processing due to the operation of the cancel button 45, a transfer request for game values due to the operation of the count button 44, and so on.
[0119] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the credit count has reached the upper limit value (a value for prompting the operator to transfer because the credit count is too high), information regarding the presence or absence of communication abnormalities between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and so on.
[0120] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication from the main control board P1 to the sub-control board P3 is performed. The information and commands transmitted from the main control board P1 to the sub-control board P3 include information regarding game values (for example, bet / payout information for game values, total number of game values acquired during AT), information indicating the start / end of a game, start / end information for accessory operation, information regarding various errors, and so on.
[0121] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication from the game value control board P2 to the sub-control board P3 is performed.
[0122] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described later, information indicating the operation of the complete function, commands related to the prior notice before the operation of the complete function, information related to the transfer of game values (for example, indication of the start of transfer, during transfer, transfer completed, etc.), information indicating the number of credits or the number of winnings, information indicating that the number of credits has reached the upper limit, error information in case a backup error of the number of credits has occurred, and so on.
[0123] As the functions of the operation unit 4 such as the lever 42, stop switches 40a, 40b, 40c are activated as the game progresses, one-way serial communication is performed from the main control board P1 to the operation unit 4 and the like.
[0124] <Description of the main control unit 61> In the ROM of the main control unit 61 mounted on the main control board P1, programs and various data directly related to the progress of the game (for example, control of the rotating reels 20, ball output control, transfer request) are stored.
[0125] In the RAM and RWM of the main control unit 61, game data (information related to the progress of the game) necessary for the progress of the game is stored.
[0126] The main control unit 61 functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617 by operations using the storage units (ROM, RAM, RWM; hereinafter the same) by the CPU of the main control unit 61.
[0127] That is, in the present embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control executed by the main control unit 61 is, for example, internal lottery processing, control of the rotating reels 20a, 20b, 20c, control of various game states and / or game sections, various error monitoring such as communication connection monitoring between the slot machine 1 and the card unit 7, error processing, and so on.
[0128] In addition to the current number of games, the game data includes data indicating the game status (which state or section each game state and game section is in). The game data in this embodiment includes, for example, data indicating that the first game state is a state where special combinations are not carried over, a bonus internal state, and the like.
[0129] <Internal lottery unit 610> The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42 and designates one of the flags of a plurality of combination flags as the winning flag. Specifically, the internal lottery unit 610 conducts an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the RT state when the lever 42 is operated.
[0130] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information regarding the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the effect control unit 630.
[0131] The internal lottery table shows information on the combinations that may be won by the internal lottery. The internal lottery unit 610 conducts an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated, based on the internal lottery table.
[0132] Note that in the information on the combinations shown in the internal lottery table, one or more combinations of symbols and the corresponding combinations are associated and set. In addition to the losing combinations where no game value is paid out, the combinations include operation mode combinations (e.g., cherry, watermelon, push-order bell) where game value is paid out if the operation modes of the stop switches 40a, 40b, and 40c are correct.
[0133] If the operation mode role is assigned and the stop switches 40a, 40b, and 40c are operated according to the correct operation mode, the operation mode role wins, and a plurality (for example, 10) of game values corresponding to that role can be obtained. Even if the operation mode role is assigned, if the stop switch 40 is not operated according to the correct operation mode, the operation mode role does not win, or another role (such as a so-called single-card role) wins.
[0134] Note that the operation mode role is assigned and established even during the general game state (for example, other than the AT, CZ, and special role execution states). However, when the operation mode role is assigned during the general game state, basically the correct operation mode is not notified, so the operation mode role may be missed, or the number of game values paid out may be 1. On the other hand, during AT, since the correct operation mode is notified, the possibility of paying out a plurality (for example, 10) of game values increases.
[0135] <Rotary Reel Control Unit 611> Based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, the rotary reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, 20c or rotation stop control to stop the rotation.
[0136] Specifically, when the lever 42 is operated in a state where the rotation of all the rotary reels 20a, 20b, 20c has stopped, the rotary reel control unit 611 starts the rotation of all the rotary reels 20a, 20b, 20c.
[0137] Also, when the stop switch 40 (for example, 40c) corresponding to the rotating rotary reel 20 (for example, 20c) is operated, the rotary reel control unit 611 stops the rotation of the rotary reel 20 (for example, 20c) corresponding to the operated stop switch 40 (for example, 40c).
[0138] During the rotation stop control during the game by the player, based on the operations of the stop switches 40a, 40b, and 40c, the rotation reel control unit 611 stops the rotation of the rotation reels 20a, 20b, and 20c so that the combination of symbols corresponding to the winning flag (excluding the flags for special winning combinations) which is the internal lottery result is arranged on the effective line L of the rotation reel 20, and thus that winning combination wins.
[0139] Also, when a certain time (4.1 seconds, which is the so-called wait time) has elapsed since the start of the rotation of the rotation reels 20a, 20b, and 20c in the previous game, the rotation reel control unit 611 starts the rotation of the rotation reels 20a, 20b, and 20c based on the operation of the lever 43 by the operator. That is, in this slot machine 1, until 4.1 seconds have elapsed since the start of the rotation of the rotation reels 20a, 20b, and 20c in the previous game, even if the lever 42 is operated, the rotation of the rotation reels 20a, 20b, and 20c is not started and the game does not proceed.
[0140] Also, during the rotation stop control during the game by the operator, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination determined by the internal lottery, the positions of the rotation reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control to stop the rotation of the rotation reel 20 by pulling in the symbol corresponding to the winning combination onto the effective line L. Kick-out control is a control to stop the rotation of the rotation reel 20 so that the symbols corresponding to non-winning combinations do not align on the effective line L.
[0141] When a special winning combination wins, the rotation reel control unit 611 can cause the rotation and stop of the rotation reel 20 based on the operation of the lever 42 immediately before the special winning combination wins and the operation of the stop switch 40 immediately after that, but can prevent that special winning combination from winning.
[0142] <Explanation of the game result determination unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each rotating reel 20 stops. The result of the game is determined based on whether or not the winning combination has won, based on the symbols aligned on the active line L.
[0143] Specifically, when the combination of symbols stopped on the active line L matches a predetermined combination of symbols, it is determined that the winning combination has won. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.
[0144] <Explanation of the setting value control unit 613> The setting value control unit 613 controls the progress of the game using any one of a plurality of types of setting values (for example, 1 to 6) with different degrees of advantage in the progress control of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. The information (setting value signal) of the setting value set by the setting value control unit 613 can be used in the internal lottery unit 610, the effect control unit 630, etc.
[0145] Depending on which setting value is being used, at least one of the degree of advantage in the progress of the game, for example, the machine cut, the probability of hitting a specific minor winning combination such as a push-order-ignoring bell (also called a common bell), the probability of hitting CZ, the probability of hitting AT, etc., is different. For example, the larger the setting value (for example, the closer it is to 6), the greater the degree of advantage in the progress of the game (for example, the larger the machine cut).
[0146] Note that the slot machine 1 may further include a setting key. The setting key is a key for switching to the setting change mode and is provided inside the housing 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.
[0147] <Interval control unit 614> As shown in FIG. 4, during the game, the interval control unit 614 sets one of a plurality of game intervals (a normal interval and a favorable interval).
[0148] When the game interval is the normal interval, if the transition condition to the favorable interval is satisfied, the interval control unit 614 sets (transitions) the game interval to the favorable interval.
[0149] Further, when the game interval is the favorable interval, the interval control unit 614 determines whether to maintain the state of the favorable interval or to transition to the normal interval (whether to end the favorable interval).
[0150] Specifically, when the forced end condition including the case where the difference in game value during the favorable interval (the favorable interval difference described later) based on the quantity of game value at the time of transitioning to the favorable interval reaches +2400 is satisfied, the interval control unit 614 forcibly transitions the game interval from the favorable interval to the normal interval. Note that the forced end condition may be, for example, when the game interval is the favorable interval, the second game state has transitioned from AT to the general game state, or after the end of AT, although entering the pull-back zone CZ, it has transitioned to the general game state without being able to pull back AT in the CZ.
[0151] For example, if the favorable interval difference becomes -1000 after the favorable interval is entered, the operator (especially the player) can obtain a maximum of 1000 + 2400 = 3400 game values.
[0152] Also, when the power of the slot machine 1 is turned on, when the set value is changed, or when the RAM is cleared, etc., regardless of the previous game interval, the interval control unit 614 sets the game interval to the normal interval.
[0153] Note that the interval control unit 614 can transmit information regarding the game interval (whether it is the normal interval or the favorable interval) as information regarding the progress of the game to the effect control unit 630 or the like.
[0154] <Game state control unit 615> The game state control unit 615 sets the settings for each of the first game state and the second game state.
[0155] Specifically, the game state control unit 615 sets the first game state to any one of the non-carry-over state of special winning combinations, the bonus internal state, and the special winning combination execution state, and sets the second game state to any one of the general game state, AT, and CZ.
[0156] The game state control unit 615 sets the first game state to the non-carry-over state of special winning combinations, for example, immediately after the RAM of the main control unit 61 is cleared.
[0157] And when a special winning combination is determined by internal lottery and the special winning combination does not win, the game state control unit 615 sets the first game state to the bonus internal state.
[0158] In the bonus internal state, when a specific condition is satisfied (for example, when the RAM is cleared or the set value is changed), the game state control unit 615 shifts the first game state from the bonus internal state to the non-carry-over state of special winning combinations.
[0159] In the non-carry-over state of special winning combinations, when a special winning combination is determined (from this point until the special winning combination wins, it is the bonus internal state), and the special winning combination wins, the game state control unit 615 shifts the first game state from the non-carry-over state of special winning combinations to the special winning combination execution state via the bonus internal state.
[0160] Also, in the bonus internal state, when the special winning combination wins, the game state control unit 615 shifts the first game state from the bonus internal state to the special winning combination execution state.
[0161] Also, in the special role execution state, when specific conditions are met or when more than a predetermined number of game values are paid out, the game state control unit 615 shifts the first game state from the special role execution state to the special role non - carry - over state.
[0162] Returning to FIG. 6, when not conducting an AT draw in the general game state or in CZ, the game state control unit 615 sets the second game state to the general game state.
[0163] Also, when the AT ends, the game state control unit 615 shifts the second game state from AT to the general game state or CZ.
[0164] In this way, the game state control unit 615 can transition the second game state between the general game state and CZ, between CZ and AT, and between AT and the general game state.
[0165] Also, when the game state control unit 615 shifts the second game state to AT, it first starts the AT - preparation state. Then, upon winning of the AT - start trigger during the AT - preparation state, it starts the AT - execution state. Also, when the game state control unit 615 ends the AT - execution state, it shifts the second game state to the general game state or CZ.
[0166] Also, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT draw and a high - probability mode in which it is easy to win the AT draw) regarding the progress of the game for the second game state. Then, the game state control unit 615 conducts an AT draw (or an AT - bonus draw) with the AT - winning probability (or the bonus probability) associated with the selected mode.
[0167] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.
[0168] <RT state control unit 616> The RT state control unit 616 can carry out game progress using one of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) that the flag of replay is established as a winning flag is defined in advance, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) is won.
[0169] In this embodiment, for each RT state, the specifications of the internal lottery process (for example, the internal lottery table that defines which winning combination flags are established / are likely to be established) executed in response to a game start operation (operation on the lever 42) can be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for internal lottery are variously changed, and as a result, the diversity of the game is realized.
[0170] Note that information regarding the RT state (which of the RT states such as RT0, RT1, etc.) can be used by the game state control unit 615, the effect control unit 630, etc. as information regarding the progress of the game.
[0171] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the game value control board P2, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.
[0172] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted from the main control unit 61 to each of the game value control unit 62 and the sub-control unit 63 as information regarding the error.
[0173] As a result, the game value control unit 62 performs processing according to the content of an error such as backup processing of the game value being managed, and the sub-control unit 63 can perform processing to notify the liquid crystal screen 3 and the speaker 101 of the content of the generated error.
[0174] <Explanation of the game value control unit 62> In the ROM of the game value control unit 62 mounted on the game value control board P2, programs and various data directly related to the management of game values are stored.
[0175] In the RAM and RWM of the game value control unit 62, game data (information related to the progress of the game) necessary for the management of game values is stored.
[0176] By the operation of using the storage unit by the CPU of the game value control unit 62, the game value control unit 62 functions as a medium management unit 620 and a function operation unit 621.
[0177] <Explanation of the medium management unit 620> The medium management unit 620 manages the credit number and bet number of game values.
[0178] The medium management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and executes the following processing.
[0179] Specifically, when game values are bet based on the operation of the player (when an input request is made), the medium management unit 620 decreases the credit number (an example of information related to the progress of the game) according to the bet number of game values, and when game values are credited based on the operation of the player, the medium management unit 620 increases the credit number.
[0180] In addition, when the winning flag is established by internal lottery and the winning combination corresponding to the winning flag wins based on the player's operation (when a payout request is made), the media management unit 620 increases the credit count according to the number of payouts of the game value based on the type of the winning combination.
[0181] In addition, as shown in FIG. 7, the media management unit 620 calculates a difference value of the game value (an example of information regarding the progress of the game), which is the cumulative value of the number obtained by subtracting the number of bets of the game value from the number of payouts of the game value, regardless of whether it is in the normal section or the advantageous section, and also regardless of whether it is in the general game state or the special game state (CZ, AT). The difference value of the game value is used for, for example, calculating the advantageous section difference value and determining whether the complete function operates, which will be described later.
[0182] In addition, as shown in FIG. 7, the media management unit 620 calculates an advantageous section difference value, which is the difference value of the game value in the advantageous section (from when the game section shifts from the normal section to the advantageous section until it shifts back to the normal section again).
[0183] In this embodiment, when this advantageous section difference value becomes +2400 (hereinafter, it is assumed to be +2400, but it is not limited thereto and may be +1000, +2000, etc.), the media management unit 620 initializes the advantageous section difference value to 0 (zero). For example, when shifting to AT when the difference value becomes -300 after the start of the game in the advantageous section, the media management unit 620 initializes the advantageous section difference value when 2700 is paid out thereafter (in this case, the advantageous section difference value becomes +2400). The media management unit 620 transmits a signal to that effect to the section control unit 614 when the advantageous section difference value becomes +2400. Thereby, the section control unit 614 shifts the game section to the normal section.
[0184] In addition, when a predetermined end condition is satisfied and the advantageous section ends other than when the advantageous section difference value becomes +2400, the media management unit 620 can initialize the advantageous section difference value to 0 (zero).
[0185] When the game section transitions back to the advantageous section, the media management unit 620 starts calculating the difference in the advantageous section.
[0186] Also, as shown in FIG. 7, the media management unit 620 calculates a range (MY), which is the difference between the maximum value and the minimum value of the difference, using the difference in game values, which is the cumulative value of the number obtained by subtracting the number of bets on game values from the number of payouts of game values since the power of the slot machine 1 was last turned on. This range (MY) is different from the aforementioned difference in the advantageous section, the difference in game values, etc., and is calculated continuously for all game sections (advantageous sections and normal sections), that is, as long as the power of the slot machine 1 remains on.
[0187] Information regarding this range (MY) is used in the complete function described later in the function operation unit 621.
[0188] When the power of the slot machine 1 is turned off by the store staff, the media management unit 620 resets the range (MY).
[0189] Note that the number of bets on game values, the number of credits, the difference, etc. calculated by the media management unit 620 are transmitted as information regarding the progress of the game to the game state control unit 615, the effect control unit 630, etc.
[0190] <Function operation unit 621> The function operation unit 621 executes processing related to the prior notice using the information regarding the range (MY) generated by the media management unit 620.
[0191] When the range (MY) becomes equal to or greater than a first range, for example, 18,500, the function operation unit 621 generates information related to a prior notice indicating that the activation of the complete function is approaching.
[0192] This complete function is a so-called stop function. When the complete function is activated, the slot machine 1 stops accepting operations related to the game, and the operator cannot continue the game (enters a non-game state) unless the power is turned off or on by the store staff.
[0193] The operation related to the game mentioned here means the operation for completing one game, and particularly includes the operation of the bet switch 41 for betting the game value as an operation for starting the rotating reel 20. When the complete function is activated, such an operation related to the game cannot be accepted. Therefore, even if the bet switch 41 is operated while the complete function is activated, the bet process of the game value is not performed.
[0194] Note that the information regarding the prior notice is transmitted to the effect control unit 630 every game, for example, while this information is being generated by the function activation unit 621. Thereby, a prior notice is made by the effect control unit 630.
[0195] Also, when the range (MY) becomes less than 18500 which is the first range, the function activation unit 621 stops generating the information regarding the prior notice. Thereby, no prior notice is made by the effect control unit 630.
[0196] Note that the information regarding the prior notice may be a flag for turning on or off the notification of the prior notice. In this case, when the notification of the prior notice changes from off to on, the information with the flag "on" is transmitted to the effect control unit 630, and conversely, when the notification of the prior notice changes from on to off, the information with the flag "off" is transmitted to the effect control unit 630. In this way, by making the information regarding the prior notice in a flag format, it is possible to suppress an excessive signal transmitted from the main control unit 610 to the sub-control unit 630.
[0197] Also, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or more which is the second range.
[0198] When the store staff turns off the power of the slot machine 1, the complete function is released by the function activation unit 621. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function released, but the range (MY) is reset to 0 (zero). Therefore, no prior notice is given, and gaming on the slot machine 1 becomes possible while being far from the condition for the complete function to operate again.
[0199] <Explanation of the sub-control unit 63> In the ROM of the sub-control unit 63, programs and various data related to the indirect control of game progress (for example, effect control of the liquid crystal screen 3, LED emission control of the electrical decoration unit 102, sound output control of the speaker 101) are stored.
[0200] In the RAM and RWM of the sub-control unit 63, various data related to effect control are stored.
[0201] The sub-control unit 63 functions as an effect control unit 630 by the operation using the storage unit by the CPU of the sub-control unit 63.
[0202] <Effect control unit 630> The effect control unit 630 determines at least one of a moving image / still image output on the liquid crystal screen 3, a sound pattern output from the speaker 101, a light emission pattern of the electrical decoration unit 102 such as an LED, a light emission pattern of the effect button 46, etc. as an effect pattern by executing effect lottery.
[0203] Specifically, the effect control unit 630 selects an effect lottery table based on the game progress information (for example, game state, stay mode) transmitted from the main control unit 61, and executes effect lottery using the selected effect lottery table.
[0204] In addition, when the AT is being executed, the effect control unit 630 executes the AT effect using the AT-exclusive effect lottery table.
[0205] Specifically, the effect control unit 630 executes the effect during AT preparation using a dedicated effect extraction table for AT preparation, and executes the effect during AT execution using a dedicated effect extraction table for during AT execution.
[0206] When the player operates a menu button (not shown), for example, when the game is not being executed (during a non-game state), the effect control unit 630 causes the menu screen to be displayed on the liquid crystal screen 3 as shown in FIG. 9. The effect control unit 630 accepts the player's operation to set the volume of BGM, SE, etc. on the menu screen.
[0207] Specifically, the effect control unit 630 accepts the player's setting operation for each of the volume of BGM and the volume of SE. This setting operation is executed, for example, with respect to cursor buttons (not shown) such as up button, down button, left button, right button, etc. installed in the housing 10, and a decision button (not shown). The effect control unit 630 accepts a setting operation for the volume of BGM in the range of 1 to 5 (volume level), and accepts a setting operation for the volume of SE in the range of 1 to 5 (volume level).
[0208] In addition, the effect control unit 630 can accept the player's maintenance operation on the cursor button, decision button, etc. for "Do you want to lock?" in FIG. 9, and set the adjustment volume lock function to on.
[0209] Also, when the adjustment volume lock function is on (when "YES" is set for "Do you want to lock?" in FIG. 9 and a maintenance operation has been performed), the effect control unit 630 accepts an operation for releasing the adjustment volume lock function (operation to the release button, or operation to set "NO" for "Do you want to lock?"). When this operation is accepted, the adjustment volume lock function is released.
[0210] Also, when the adjusted volume lock function is not turned on (when no maintenance operation is performed), if a predetermined condition is satisfied (for example, after the volume of BGM or the like is set, the AT ends), the effect control unit 630 initializes the volumes set for BGM and SE. Specifically, after the predetermined condition is satisfied, the effect control unit 630 sets the volume levels of BGM and SE to 3.
[0211] On the other hand, when the adjusted volume lock function is turned on, even after a predetermined condition is satisfied, the effect control unit 630 maintains the set volume without initializing the set volume.
[0212] <Basic operation process flow of the slot machine 1> Using FIG. 10, the basic operation process flow of the slot machine 1 will be described.
[0213] With the power of the slot machine 1 turned on and the set value changed, the function operation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is in operation) (step S101).
[0214] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115 described later.
[0215] On the other hand, when the slot machine 1 is in a playable state (S101: YES), on the condition that game value data is being transmitted from the card unit 7, the main control unit 61 and the game value control unit 62 of the slot machine 1 cause the digital counter 43 to display the quantity of the credited game values, and accept operations of the operator on the bet switch 41, lever 42, etc. Thereby, the slot machine 1 enters the game start state (step S102).
[0216] Next, the medium management unit 620 starts counting the range (MY) (step S103). After that, regardless of the normal section and the advantageous section, the medium management unit 620 counts the range (MY) for each game.
[0217] Next, the section control unit 614 advances the game in the normal section (step S104).
[0218] The game state control unit 615 advances the game in the general game state (step S105).
[0219] Next, the section control unit 614 determines whether the game section has become an advantageous section due to the transition condition to the advantageous section being satisfied, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).
[0220] If the game section is not an advantageous section (S106: NO), the process returns to step S104.
[0221] On the other hand, if the game section is an advantageous section (S106: YES), the medium management unit 620 counts the advantageous section difference (in the game that has transitioned to the advantageous section, the counting of the advantageous section difference is started) (step S107). Thereafter, the section control unit 614 continues to count the advantageous section difference while the game section is an advantageous section (regardless of whether it is in the general game state or CZ, AT).
[0222] Next, the game state control unit 615 determines whether to shift the second game state to AT (step S108).
[0223] If the second game state does not shift to AT (S108: NO), the process returns to step S105.
[0224] On the other hand, if the second game state shifts to AT (S108: YES), the game state control unit 615 advances the game in AT (step S109).
[0225] Next, the function operation unit 621 determines whether to activate the complete function (step S110). Specifically, the function operation unit 621 determines whether the range (MY) has become 19000 or more.
[0226] When the complete function is activated (S110: YES), the process proceeds to step S113 described later.
[0227] On the other hand, when the complete function is not activated (S110: NO), the section control unit 614 determines whether the advantageous section difference has become +2400 or more (step S111).
[0228] When the advantageous section difference has become +2400 or more (S111: YES), the section control unit 614 shifts the game section to the normal section, the game state control unit 615 ends the AT, and the medium management unit 620 initializes the advantageous section difference to zero (0). Then, the process returns to step S104.
[0229] On the other hand, when the advantageous section difference is not +2400 or more (S111: NO), the game state control unit 615 determines whether to end the AT (step S112).
[0230] When the AT ends (S112: YES), the process returns to step S105.
[0231] On the other hand, when the AT does not end (S112: NO), the process returns to step S109.
[0232] Returning to step S110, when the complete function is activated (S110: YES), the function operation unit 621 controls so that the operator cannot proceed with the game on the slot machine 1 (step S113).
[0233] Next, in response to the operation of the count button 44, the medium management unit 620 and the card unit 7 execute a transfer process by transmitting and receiving necessary information (step S114).
[0234] Next, in response to the power-off operation by the store staff, when the power of the slot machine 1 is turned off (step S115), the medium management unit 620 initializes the range (MY) to 0 (zero), and the function operation unit 621 releases the complete function (step S116). When the slot machine 1 is only restored from power-off, the range (MY) is initialized and the complete function is released, but the advantageous section and the advantageous section difference number are carried over.
[0235] Next, in response to the power restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). Thereafter, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0236] <Flow of adjustment volume lock process> Next, with reference to FIG. 11, the adjustment volume lock process of the present embodiment will be described.
[0237] First, based on the operation of the menu button by the player, the effect control unit 630 causes the menu screen to be displayed on the liquid crystal screen 3 (step S201).
[0238] Next, the effect control unit 630 receives operations on the cursor button, decision button, etc. in the menu screen by the player, and displays a volume setting screen as shown in FIG. 9 (step S202).
[0239] Next, based on the adjustment operation of the player, the effect control unit 630 executes the volume setting of the BGM (step S203). Specifically, the player can set the volume of the BGM by operating the cursor button, decision button, etc.
[0240] Next, based on the adjustment operation of the player, the effect control unit 630 executes the volume setting of the SE (step S204). Specifically, the player can set the volume of the SE by operating the cursor button, the determination button, etc. In the example of FIG. 11, an example is described in which the volume setting of the SE (S204) is performed after the volume setting of the BGM (S203), but the present invention is not limited to this. The volume setting of the BGM may be performed after the volume setting of the SE. Furthermore, either one of the volume setting of the BGM and the volume setting of the SE may not be performed.
[0241] Next, depending on whether the volume setting is completed in a state where the adjustment volume lock function is turned on (a maintenance operation is performed / "YES" is set for "Do you want to lock?"), the flow branches (step S205).
[0242] If the volume setting is completed in a state where the adjustment volume lock function is turned off (a maintenance operation is not performed / "NO" is set for "Do you want to lock?") (S205: NO), then depending on whether a predetermined condition is satisfied thereafter, the flow branches (step S206).
[0243] If the predetermined condition is not satisfied (S206: NO), the process repeats step S206.
[0244] On the other hand, if the predetermined condition is satisfied thereafter (S206: YES), the effect control unit 630 initializes the volume set for the BGM and the SE (step S207). After that, the adjustment volume lock process ends.
[0245] Returning to step S205, if the volume setting is completed in a state where the adjustment volume lock function is turned on (a maintenance operation is performed / "YES" is set for "Do you want to lock?") (S205: YES), the effect control unit 630 maintains the set volume even after the predetermined condition is satisfied (step S208).
[0246] Next, the flow branches depending on whether the adjustment volume lock function is released due to the occurrence of a power cut to the slot machine 1 or the operation of the player or the like (step S209).
[0247] If the adjustment volume lock function is not released (S209: NO), the process returns to step S208.
[0248] On the other hand, if the adjustment volume lock function is released (S209: YES), the process proceeds to step S206. Thereafter, the adjustment volume lock process ends. The adjustment volume lock process is executed according to the above procedure.
[0249] Summarizing the above, the slot machine 1 of the present invention has an effect control unit 630 capable of receiving an adjustment operation for the volume of game sounds such as BGM and SE, and the effect control unit 630 when receiving an adjustment operation by the player, can set the volume to the adjusted state volume based on the adjustment operation, when a predetermined condition (for example, the end of AT) is satisfied after the adjustment operation is performed, can set the volume to the initial state volume, and can receive a maintenance operation for further maintaining the adjusted state volume even when a predetermined condition (for example, the end of AT) is satisfied.
[0250] <Advantages of the Invention> Conventionally, there has been known a gaming machine capable of adjusting the volume of game sounds such as BGM and SE output during a game.
[0251] In such a conventional gaming machine, for example, the volume of game sounds can be adjusted based on an operation by the player on a menu screen.
[0252] However, in conventional gaming machines, the set volume adjustment state is effective until a predetermined condition is satisfied. However, when the predetermined condition is satisfied, the volume automatically returns to the initial setting. Therefore, after the predetermined condition is satisfied, the player needs to adjust the volume again according to their preference.
[0253] On the other hand, in the present invention, when the adjusted volume lock function is turned on based on the player's operation, the adjusted volume can be maintained even when a predetermined condition is satisfied. Therefore, when the adjusted volume lock function is turned on, the player does not need to adjust the volume every time the predetermined condition is satisfied.
[0254] According to the present invention, it is possible to provide a gaming machine that can maintain the set volume adjustment state even after a predetermined release condition is satisfied based on the player's maintenance operation.
[0255] [Other Embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately designed and changed without changing the gist of the present invention. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.
[0256] Also, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.
[0257] In the above embodiment, an example is described in which the volume adjustment states for both BGM and SE are set and locked. However, the volume adjustment states of BGM and SE may be individually locked.
[0258] However, from the perspective of user-friendliness and volume balance, it is preferable that the volume adjustment states for both BGM and SE are locked as a set. If the volume adjustment states of BGM and SE are individually locked, when one volume level returns to the initial setting and the other volume level is adjusted, the volume balance between BGM and SE may be disrupted, and the player may need to perform volume adjustment again.
[0259] Also, in the above embodiment, an example is described in which the adjusted volumes of BGM and SE can be locked based on the player's holding operation, but the present invention is not limited to this. For example, when the on / off switching of the adjusted volume lock function is prohibited by the operation of the store staff, or when in a specific gaming state such as during AT, the player may not be able to turn on the adjusted volume lock function.
[0260] Also, based on the player's holding operation, it may be possible to individually set the adjusted volume lock function for each of BGM and SE.
[0261] Note that BGM and SE can each be output from separate channels. In this case, however, control such as locking the first channel to the adjusted volume and setting the second channel to the initial volume state is required, which may complicate the control.
[0262] Also, when the volumes of BGM and SE can be individually set as in the above embodiment, they can be on separate output channels. However, even in this case, it is also possible to configure it so that the volumes of BGM and SE can be adjusted by outputting BGM and SE from the same output channel.
[0263] In addition, an example is described in which the on / off switching of the adjusted volume lock function is set by the player's operation (manual), but the present invention is not limited to this. For example, the on / off switching of the adjusted volume lock function may be set automatically without being based on the player's operation. In this case, the adjusted volume lock function may be automatically set to on when, for example, a special role implementation state is started, an AT lottery is won, or the game moves to a winning zone.
[0264] Also, the player may be able to set himself / herself to be "away" while playing the slot machine (hereinafter referred to as "away setting"). In this case, when the player sets himself / herself to be away, the message "Away" is displayed on the liquid crystal display.
[0265] In the case where such a specification is adopted, if a player adjusts the volume of the BGM and SE but continues playing with the adjusted volume lock function set to off, and then sets the away from seat setting, the adjusted volume lock function may be automatically turned on in response to the away from seat setting. Furthermore, in this case, if the player cancels the away from seat setting, the adjusted volume lock function may also be automatically turned off.
[0266] In addition, if the player performs an adjustment operation while the adjustable volume lock function is on, the adjustable volume lock function will remain on and new settings (volume levels of BGM and / or SEs) will be accepted, and the locked volume contents may be changed.
[0267] Alternatively, when the player executes an adjustment operation while the adjustable volume lock function is on, the adjustable volume lock function may be automatically changed to off.
[0268] Furthermore, while the volume adjustment lock function is on, adjustment operations by the player may not be accepted. In this case, an announcement may be output from a speaker, a liquid crystal display, etc., to prompt the player to first release the volume adjustment lock function.
[0269] In addition, regarding the adjustment operation, the player may be able to execute volume setting of each of the BGM and SE, and further, (a) For players who want to listen to background music: BGM volume ≫ SE volume (b) For players who want a well-balanced sound: Normally, the BGM volume is less than or equal to the SE volume, but during AT, the BGM volume is more than the SE volume. (c) Initial state: Regardless of the game state, the volume of the BGM is the same as the volume of the SE. Patterns may be prepared in advance, such as the above. In this case, the player may be able to select and set a pattern that he or she likes. When the volume is adjusted by selecting any one of the patterns, the selected pattern becomes the target of the volume adjustment lock function.
[0270] In the above embodiment, the condition for turning off the volume adjustment lock function is as follows: (1) A power outage occurred in slot machine 1; (2) The setting value has been changed. (3) The RAM has been initialized. (4) The player has turned off the volume adjustment lock function. (5) The volume was adjusted after 60 minutes or more of non-playing had elapsed, and the volume adjustment lock function was turned on, but no play was performed within, for example, 5 minutes after the volume adjustment lock function was turned on. However, (2) and (3) do not have to be the conditions for turning off the volume adjustment lock function. This is because if the volume adjustment lock function is locked as a result of (2) or (3) being satisfied, there is a risk that the player will become aware that the setting has been changed.
[0271] In addition, the store may be able to determine which of the above (1) to (5) is to be set as the release condition of the adjusted volume lock function.
[0272] Alternatively, different from this, the fact that the player executing the game on the slot machine has changed can also be set as the release condition of the adjusted volume lock function. In this case, it suffices to be able to detect that the player has changed by using a predetermined sensor such as the fact that the player has sat on the chair, left the slot machine, inserted a card into the card unit, etc.
[0273] In addition, not limited to the above embodiment, the effect control unit may accept a volume setting operation even when a game value is bet but the lever is not operated. Furthermore, the effect control unit may accept a volume setting operation even when the rotating reel is not rotating.
[0274] In addition, when the adjusted volume lock function is turned on in the smart slot as in the above embodiment, for example, when a player operates the count button, etc., when there is a possibility that a different player will execute the next game, the adjusted volume lock function may be set to off.
[0275] In addition, there may be no completion button as shown in FIG. 9. In this case, the volume of each of the BGM and SE may be set and reflected when the volume level is individually selected.
[0276] In addition, when the adjusted volume lock function is turned on, the player may be able to perform a condition setting (for example, valid for 24 hours, valid until 17:00) on how long to enable the adjusted volume lock function. By doing so, the player can use it instead of a timer that notifies that the scheduled time has come, for example. In this case, it is preferable to display the remaining time until the adjusted volume lock function is turned off or the time since it was turned on.
[0277] Alternatively, different from this, in a chance state such as a high probability mode, the adjusted volume lock function may be turned on, and in a low probability mode, the adjusted volume lock function may be turned off. By doing so, based on whether the adjusted volume lock function is on or off, the player can determine the gaming state.
[0278] Also, the operator who can set the condition for how long to enable the adjusted volume lock function may be a player or a store staff.
[0279] In the above embodiment, an example is described where the first sound is BGM and the second sound is SE, but the present invention is not limited to this. For example, both the first sound and the second sound may be BGM, but the first sound is vocal and the second sound is non-vocal (for example, guitar). Also, the first sound may be a bass sound and the second sound may be other sounds (for example, high pitch, melody). Thereby, for example, people who want to listen to vocals, people who want to listen to bass sounds, etc. can enjoy the game sounds according to their preferences.
[0280] Also, it is not limited to two types of sounds, the first sound and the second sound, and the volumes of three or more types of sounds (for example, the third sound, the fourth sound) may be set individually. In this case, the volume can be set for each type of musical instrument even for BGM, or the volume can be set individually for the payout sound and the lever operation sound even for SE.
[0281] In the above embodiment, an example is described where the effect control unit receives a maintenance operation to maintain the adjusted volume even when a predetermined condition is satisfied, but the present invention is not limited to this. The effect control unit may be able to receive a maintenance operation to continuously lock the adjusted volume regardless of whether a predetermined condition is satisfied. In this case, when the user performs a maintenance operation, the effect control unit can continuously lock the adjusted volume regardless of the establishment of the predetermined condition thereafter. That is, when the adjusted volume lock function is on, the effect control unit may not perform the determination process itself on whether a predetermined condition is satisfied.
[0282] Also, in the above embodiment, an example of the bonus being a device continuous operation device for the first type of special accessory is described, but the present invention is not limited thereto. The bonus may be at least any one of a first type of special accessory, a device continuous operation device for the first type of special accessory, a second type of special accessory, or a device continuous operation device for the second type of special accessory.
[0283] Also, by transmitting a signal representing the type of game section from the section control unit to the digital counter, in the digital counter, for example, whether the game section is a favorable section or not can be displayed based on whether dots are displayed or not.
[0284] Also, not limited to the above embodiment, for example, when the AT ends, or when the number of continuous games in the favorable section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the favorable section to the normal section.
[0285] Also, in the above embodiment, a range (MY) was used when operating the complete function, but the present invention is not limited thereto, and the difference in game value may be used to determine whether to operate the complete function.
[0286] Also, in the above embodiment, an example of the slot machine being an AT machine is described, but the slot machine may be an ART (assist replay time) machine, and may also be a slot machine with only a bonus that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).
[0287] Also, the slot machine in the above embodiment was a medal-less machine, but the slot machine to which the present invention is applied may not be a medal-less machine. When the slot machine is not a medal-less machine, the slot machine includes components such as a medal insertion slot, a medal payout slot, and a hopper.
[0288] In addition, although the above-described embodiment describes an example of a so-called slot machine, the present invention is not limited thereto. In the slot machine in this case, an upper limit (for example, 4000 games) may be provided for the number of games in which an advantageous section can be executed.
[0289] Further, the gaming machine is not limited to a slot machine, and the present invention can also be applied to a so-called enclosed pachinko machine, that is, a smart pachinko (registered trademark) equipped with a handle, a pachinko ball launching device, an electric tulip, etc. This is because the smart pachinko (registered trademark) has the same problems as the slot machine.
Explanation of Signs
[0290] 1 Slot machine (gaming machine) 61 Main control unit 610 Internal lottery unit 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control unit 614 Section control unit 615 Game state control unit 616 RT state control unit 617 Error determination unit 62 Game value control unit 620 Medium management unit 621 Function operation unit 63 Sub control unit 630 Effect control unit
Claims
1. A control unit capable of receiving an adjustment operation for the volume of sound, comprising, when the control unit receives the adjustment operation, it can set the volume to the adjusted state based on the adjustment operation, when a predetermined condition is satisfied after the adjustment operation is performed, it can set the volume to the initial state, and even when the predetermined condition is satisfied, it can receive a maintenance operation for further maintaining the volume in the adjusted state, A gaming machine.
2. A control unit capable of receiving an adjustment operation for the volume of sound, comprising, when the control unit receives the adjustment operation, it can set the volume to the adjusted state based on the adjustment operation, when a predetermined condition is satisfied after the adjustment operation is performed, it can set the volume to the initial state, and regardless of whether the predetermined condition is satisfied, it can receive a maintenance operation for further maintaining the volume in the adjusted state, A gaming machine.
3. The sound includes a first sound and a second sound different from the first sound, the first sound includes at least the sound output in conjunction with a predetermined output device during one game along with the progress of the game, the second sound includes at least the sound output based on an operation on an operation unit during one game, the operation unit can receive an operation necessary for controlling the progress of the game, and the control unit can receive the adjustment operation for the volume of the first sound and the volume of the second sound individually, The gaming machine according to claim 1 or 2.
4. A plurality of volume patterns with different volume adjustment balances are prepared in advance between the first sound and the second sound. The control unit can select any one of the plurality of volume patterns based on the adjustment operation. The gaming machine according to claim 3.
5. The control unit can manually set the volume to the adjusted state based on the operation of the operator, or automatically without depending on the operation of the operator. The gaming machine according to claim 1 or 2.
6. A setting value control unit capable of setting any one of a plurality of types of setting values with different advantages in controlling the progress of the game and performing the game progress; A storage unit capable of storing information related to the control of the game progress; Further comprising: The control unit When any one of the following occurs: a power failure has occurred in the gaming machine; the setting value has been changed; the storage unit has been initialized; the operator has set the volume to the initial state; and the gaming machine has been in a non-game state for a predetermined period after entering the adjusted state, the control unit can set the volume to the initial state. The setting value has been changed. The storage unit has been initialized. The operator has set the volume to the initial state, and The gaming machine has been in a non-game state for a predetermined period after entering the adjusted state. The gaming machine according to claim 1 or 2. The gaming machine according to claim 1 or 2.
7. Based on the operation of the operator, it is possible to set departure information indicating that the operator is away from the gaming machine. When the departure information is set, the control unit can maintain the volume in the adjusted state. The gaming machine according to claim 1 or 2.
Citation Information
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