Gaming machine

The gaming machine uses a payout sound dedicated speaker to simulate the payout of electronic data-format medals, addressing the lack of immersive audio in conventional machines and enhancing the gaming experience.

JP2026136938APending Publication Date: 2026-08-26KITA DENSHI CORP
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Patent Information

Application Number
JP2025022801
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-14
Publication Date
2026-08-26

AI Technical Summary

Technical Problem

Conventional gaming machines that dispense physical gaming media lack an effective mechanism for simulating the sound of payout, leading to a less immersive experience.

Method used

A gaming machine that uses electronic data-format medals and includes a payout sound dedicated speaker to reproduce a specific sound mimicking the payout of physical medals, controlled by conditions related to the gaming state and value.

Benefits of technology

Enhances the gaming experience by providing an immersive audio feedback without physical tokens, improving convenience and reducing operational complexity.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026136938000001_ABST
    Figure 2026136938000001_ABST
Patent Text Reader

Abstract

It can enhance the enjoyment of the game. [Solution] The gaming machine, which has a mechanism for dispensing actual gaming media, is equipped with a dedicated speaker 9b for dispensing dispensing sounds that can output a specific sound to reproduce the sound that occurs when gaming media are dispensed, and a sub-control unit 20 that can control the output of the specific sound by the dedicated speaker 9b for dispensing dispensing sounds. The sub-control unit 20 can output a specific sound from the dedicated speaker 9b for dispensing dispensing sounds when the number of dispensed coins exceeds 50 during a bonus state. Therefore, in gaming machines that do not use actual gaming media, it is possible to eliminate the feeling of dissatisfaction when gaming media are dispensed, thereby improving the enjoyment of the game.
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, there is known a gaming machine that installs a speaker (output means) for outputting a sound generated when a gaming medium is paid out near the medal payout opening of a housing, and outputs a sound generated when the gaming medium is paid out (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there was room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention is a gaming machine that does not include a mechanism for inserting and paying out physical gaming media, and enables gaming by managing gaming values that can be used in gaming. The gaming machine includes output means capable of outputting a specific sound for reproducing a sound generated when a gaming medium is paid out in a gaming machine provided with a mechanism for paying out a physical gaming medium, and control means capable of controlling the output of the specific sound by the output means. The control means is capable of causing the output means to output the specific sound when a first condition related to the gaming state and a second condition related to the gaming value are satisfied.

Brief Description of the Drawings

[0006] [Figure 1] It is a schematic front view showing the appearance of a medal-less gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] (a) is an external view of the counting unit, (b) is a cross-sectional view of the counting unit, and (c) is an explanatory diagram showing an example of the screen displayed when the temporary leave button is pressed. [Figure 4] This is a block diagram showing the electrical configuration of a coinless gaming machine. [Figure 5] This shows the gameplay flow of a coinless gaming machine. [Figure 6] This flowchart shows an example of specific sound output processing. [Figure 7] This is an explanatory diagram illustrating a specific example of outputting a particular sound. [Modes for carrying out the invention]

[0007] Hereinafter, preferred embodiments of the gaming machine according to this embodiment will be described with reference to the drawings.

[0008] The gaming machine illustrated in this embodiment is a so-called slot machine, and is a medalless gaming machine that allows players to play using data-format medals provided as electronic information instead of physical tokens. In other words, it is a gaming machine that does not have a mechanism for inserting physical tokens (game medium) (such as a token selector) or a mechanism for dispensing them (such as a hopper device), and allows players to play by managing data-format medals (game value) that can be used for gameplay. Therefore, in a medalless gaming machine, players can play without touching actual tokens. Such gaming machines are generally also called Smart Pachislo (registered trademark), Smaslo (registered trademark), etc.

[0009] Hereinafter, tokens used as data in tokenless gaming machines will be referred to as "game tokens" (game value), and tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data will be referred to as "held tokens."

[0010] (Overall configuration of coinless gaming machine 1) First, the overall configuration of the medalless gaming machine 1 will be explained using Figures 1 and 2.

[0011] As shown in Figure 1, a display window 6 is provided in the center of the front door 1a. Reels 41a to 41c (see Figure 2) are located behind the display window 6. Three symbols are displayed on each reel through the display window 6.

[0012] Below the display window 6, there are control panels facing upwards and forwards. The control panel facing upwards is equipped with a bet button 2a, a MAX bet button 2b, a performance button 2g, and a counting unit 31, while the control panel facing forwards is equipped with a payout button 2d, a start lever 3, and a stop button 5.

[0013] Additionally, below the display window 6, there is a bet count lamp 2f indicating the number of bets, and a bonus notification lamp 7 that can identify when a bonus has been won. Normally, the bonus notification lamp 7 is off, but it lights up when a bonus is won.

[0014] Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5.

[0015] A display unit 8, which functions as a notification means, is provided at the top of the front door 1a. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also have a multi-screen configuration (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required.

[0016] On the side of the display unit 8, there is a speaker 9a capable of outputting sounds related to the game's effects, and a status indicator lamp 11 that lights up according to the game state.

[0017] A payout sound dedicated speaker 9b is provided at the lower part of the front door 1a. The payout sound dedicated speaker 9b is arranged in the vicinity of a portion that is the arrangement position of the medal payout opening in a slot machine that uses real medals. The payout sound dedicated speaker 9b can reproduce sounds related to the effect in the same way as the speaker 9a. That is, the payout sound dedicated speaker 9b is one of a plurality of speakers that can reproduce sounds related to the effect.

[0018] The payout sound dedicated speaker 9b can output a specific sound for reproducing the sound generated when real medals are paid out in a gaming machine equipped with a mechanism for paying out real medals as a sound related to the effect. The specific sound is a recording of the sound generated when real medals are paid out in a gaming machine equipped with a mechanism for paying out real medals. The payout sound dedicated speaker 9b is only used for outputting the specific sound. Hereinafter, a recording of the sound generated when real medals are paid out may be referred to as a pseudo medal sound.

[0019] As shown in FIG. 2, inside the housing 1b, there is provided a main control unit 10 on which a CPU for comprehensively controlling the game is mounted, and also a sub-control unit 20 on which a CPU for performing control related to game effects and the like under the control of the main control unit 10 is mounted.

[0020] Also, inside the housing 1b, a drum unit 4 is provided. The drum unit 4 includes three reels 41a, 41b, and 41c arranged side by side in the horizontal direction, and these reels 41 are each configured to be rotatable by the drive of a stepping motor (not shown). The reels 41a, 41b, and 41c function as variable display means capable of stopping and displaying identification information that is variably displayed based on the determination result of the internal lottery and the player's stop operation.

[0021] The outer surfaces of reels 41a to 41c are each marked with 21 symbols of multiple types that are recognizable from one another, arranged in a predetermined order. Each symbol is assigned a symbol number from "0" to "20". When reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) on each reel 41a to 41c are visible through the display window 6. That is, 3 symbols are displayed vertically from the display window 6 on each reel, resulting in a total of 9 symbols (3 x 3) on all three reels being displayed from the display window 6.

[0022] Inside the enclosure 1b is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. The main control unit 10 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes control programs stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes control programs stored in the ROM to perform processing related to the execution of effects.

[0023] Furthermore, the power supply unit 15 is equipped with a game token count clear button 14 and a probability setting device 16 (not shown). In addition, a dedicated unit 19, which is an inter-machine device, is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0024] As shown in Figure 3(a), the counting unit 31 is equipped with a housing 31a. The housing 31a incorporates a total counting button 32, a counting button 33, a game token count display device 34, and a temporary leave button 35.

[0025] The total counting button 32 and the counting button 33 are operated to transfer the counting data of the game tokens to an external dedicated unit 19 (see Figure 4). The total counting button 32 and the counting button 33 are operated when ending the game.

[0026] If the all-count button 32 or the temporary-away button 35 is pressed, all game tokens will be counted. On the other hand, the counting button 33 counts one game token at a time each time it is pressed. The amount of tokens counted may be set according to the duration for which the all-count button 32 or the temporary-away button 35 is pressed.

[0027] The game token display device 34 displays the total number of game tokens available for play. Therefore, players can play by inserting game tokens within the range of the number of game tokens displayed on the game token display device 34.

[0028] When game tokens are lent out or dispensed, the number of tokens lent out or dispensed is added to the number of game tokens displayed on the game token display device 34. On the other hand, when game tokens are inserted, the number of tokens inserted is subtracted from the number of game tokens displayed on the game token display device 34.

[0029] The dispensing of game tokens is performed by operating the dispensing operation on the dedicated unit 19 (see Figure 4), which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b.

[0030] The number of game tokens that can be displayed in the game token display device 34 has an upper limit (for example, 16,300). If the total number of game tokens exceeds this upper limit due to payouts from winning, for example, the game will be disabled. In the "game disabled" state, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d will not be accepted. If the game becomes disabled because the number of game tokens exceeds the upper limit, the "game disabled" state can be released by reducing the number of game tokens to below the upper limit using the total count button 32.

[0031] The temporary leave button 35 is operated to temporarily interrupt gameplay on the medalless gaming machine 1. For example, the temporary leave button 35 is operated when interrupting gameplay and leaving the seat for an extended period (e.g., 40 minutes).

[0032] As shown in Figure 3(b), the housing 31a of the counting unit 31 is equipped with a temporary absence switch 37 and a full counting switch 38.

[0033] The temporary leave button 35 is integrally provided with two bifurcated rod-shaped pressing parts 35a and 35b. The temporary leave button 35 is held in its initial position by a spring 39a. When the temporary leave button 35 is pressed from its initial position, the tip of the pressing part 35a presses the temporary leave switch 37, and the tip of the pressing part 38b presses the total counting switch 38.

[0034] On the other hand, the total counting button 32 is integrally provided with a rod-shaped pressing portion 32a. The total counting button 32 is held in its initial position by a spring 39b. When the total counting button 32 is pressed from its initial position, the tip of the pressing portion 32a presses the total counting switch 38.

[0035] When the all-counting switch 38 is pressed and turned on, the game token counting control is executed, which transfers the game token counting data as described above.

[0036] As shown in Figure 3(c), when the temporary absence switch 37 is pressed and turned on, the system transitions to the temporary absence control state. When the system transitions to the temporary absence control state, a message 50 indicating that the game has been interrupted is displayed on the display unit 8. The message 50 includes the fact that the game has been interrupted and the remaining time until the game can be resumed. For example, it may display "Away from seat. Remaining time: XX minutes." This makes it possible to identify from the outside that the game has been interrupted.

[0037] The remaining time until gameplay can resume is the remaining time until the temporary absence control state is released. While the temporary absence control state is active, various operations that the sub-control unit 20 can accept, such as operating the performance button 2g or displaying menus, become unavailable. The temporary absence control state is released after a predetermined period of time has elapsed or when game tokens are inserted. It is preferable that the remaining time until gameplay can resume, as displayed in message 50, be set by the arcade considering the operating rate of the game machines.

[0038] In this embodiment, when the temporary leave button 35 is operated, the temporary leave switch 37 and the total counting switch 38 are pressed, so the message 50 is displayed on the display 8 and the game token counting data is transferred. On the other hand, when the total counting button 32 is operated, only the total counting switch 38 is pressed, so only the game token counting data is transferred.

[0039] In other words, when the temporary leave button 35 is operated, the game token counting control (first control) that occurs when the total counting button 32 is operated is executed, and the temporary leave control (second control) that does not occur when the total counting button 32 is operated is also executed.

[0040] In this embodiment, the counting data of the game tokens can be transferred and the number of tokens stored on the IC card before the IC card is taken away. However, if the player leaves their seat without transferring the counting data of the game tokens when temporarily suspending gameplay, there is a risk that the game tokens will be stolen. Therefore, when temporarily suspending gameplay, it is necessary to transfer the counting data of the game tokens and take the IC card with you.

[0041] If the game token counting data cannot be transferred by operating the temporary leave button 35, then when temporarily suspending gameplay, it becomes necessary to operate the temporary leave button 35 and the total counting button 32 or the counting button 33 separately, which is cumbersome.

[0042] However, in this embodiment, the counting control of game tokens and the temporary absence control are performed by operating the temporary absence button 35. Therefore, in the tokenless game machine 1 which does not use actual tokens, it is possible to eliminate the trouble of operating the all-count button 32 and the count button 33 when temporarily suspending gameplay, thereby improving convenience.

[0043] Furthermore, if the number of game tokens displayed on the game token count display device 34 is 0, the operation of the temporary leave button 35 will not be accepted.

[0044] In Figure 3(b), the counting button 33 and its corresponding counting switch 40 (see Figure 4) are not shown. However, the counting button 33 is incorporated into the housing 31a, just like all the counting buttons 32. When the counting button 33 is operated, the counting switch 40 is pressed and the counting data for the game tokens is transferred.

[0045] (Electrical configuration of coinless gaming machine 1) Figure 4 is a block diagram showing the schematic electrical configuration of the medalless gaming machine 1 and the dedicated unit 19. The medalless gaming machine 1 and the dedicated unit 19 are electrically connected. The medalless gaming machine 1 is equipped with a main control unit 10 that controls the progress of the game, a sub-control unit 20 that controls the effects according to the progress of the game, and a medal count control unit 30 that controls the game tokens. The transmission of electrical signals between the main control unit 10 and the sub-control unit 20 is limited to one-way communication from the main control unit 10 to the sub-control unit 20. On the other hand, the medal count control unit 30 can communicate bidirectionally with the main control unit 10. Furthermore, the medal count control unit 30 can communicate bidirectionally with the dedicated unit 19.

[0046] <Main Control Unit 10> The main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, drum unit 4, game token count clear button 14, probability setting device 16, power supply device 15, and bonus notification lamp 7.

[0047] The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that shows the lottery result of the internal lottery process that determines the winning role in the current game, and a winning determination command that shows the result of the winning determination.

[0048] Bet button 2a and MAX bet button 2b are used to insert (bet) game tokens at the start of the game.

[0049] The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to one of "1" to "3" (temporarily stored in RAM).

[0050] In response to the pressing of the bet button 2a or the MAX bet button 2b, the main control unit 10 subtracts the bet amount corresponding to the pressed bet button from the number of game tokens displayed on the game token display device 34 via the token count control unit 30.

[0051] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 34.

[0052] For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens displayed on the game token display device 34 via the token count control unit 30.

[0053] If the payout button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game tokens displayed on the game token display device 34 via the token count control unit 30.

[0054] If the payout button 2d is pressed while the bet number is set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game tokens displayed on the game token display device 34 via the token count control unit 30.

[0055] In other words, the settlement button 2d can be operated to add the number of game tokens set as the bet (multiplier) to the number of game tokens displayed on the game token count display device 34.

[0056] Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit.

[0057] As a result, the number of game tokens for the set bet amount is added to the number of game tokens displayed on the game token display device 34. Then, by pressing the all-count button 32, the count button 33, or the temporary leave button 35, the bet amount can also be returned.

[0058] Start lever 3 is operated when the player starts playing after the game tokens have been inserted.

[0059] The stop button 5 is an operating means (stop operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c).

[0060] The main control unit 10 starts the rotation of the reels 41a to 41c of the drum unit 4 in response to the operation of the start lever 3, and controls the stopping of the reels 41a to 41c of the drum unit 4 in response to the operation of the stop button 5.

[0061] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens displayed on the game token count display device 34. When the game token count clear button 14 is operated, the main control unit 10 updates the number of game tokens displayed on the game token count display device 34 to "0". Therefore, if the game enters a "cannot play" state because the number of game tokens displayed on the game token count display device 34 reaches the upper limit, it can also be reset by an employee operating the game token count clear button 14.

[0062] The probability setting device 16 can change the payout rate in multiple stages (for example, 6 stages), and the degree of advantage for the player can be set in multiple stages.

[0063] The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning a prize in the internal lottery based on the stored setting value. For example, setting 1 has the lowest winning probability, and the higher the number, the higher the winning probability.

[0064] The power supply unit 15 supplies power to each part of the coinless gaming machine 1.

[0065] <Sub-control unit 20> The sub-control unit 20 is connected to various components such as the navigation lamp 12, the number of bet lamps 2f, the performance button 2g, the display unit 8, the speaker 9a, the dedicated speaker 9b for payout sounds, the status notification lamp 11, the back lamp 21, and the temporary leave switch 37.

[0066] The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.

[0067] The bet count lamp 2f indicates that the number of bets has been set and the number of bets (1 to 3 bets) by lighting up an LED before the game starts.

[0068] The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1).

[0069] In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off.

[0070] Furthermore, the sub-control unit 20, upon detecting that game tokens corresponding to the bet amount have been inserted in response to the operation of the settlement button 2d, performs control to turn off the bet amount lamp 2f. In other words, the bet amount lamp 2f lights up when the bet amount is set and turns off when game tokens are inserted.

[0071] The effect button 2g can be operated by the player to change the effects displayed on the display unit 8. The sub-control unit 20 receives the operation of the effect button 2g and controls the display of the effect image shown on the display unit 8.

[0072] The sub-control unit 20 is equipped with a dedicated ROM that stores model-specific data and a common ROM that can be used in common with each of the multiple models.

[0073] The dedicated ROM stores data related to the gameplay specific to each machine. For example, it stores image data of machine-specific effects and audio data of machine-specific effects.

[0074] The common ROM stores image and audio data that can be used in common across multiple models. For example, it stores audio data for specific sounds, such as audio data of the sound produced when a real medal with dimensions of φ25 (approximately 25 mm in diameter) is dispensed, and audio data of the sound produced when a real medal with dimensions of φ30 (approximately 30 mm in diameter) is dispensed.

[0075] The sub-control unit 20 reads audio data from a dedicated ROM and outputs audio related to the performance from speaker 9a, and outputs a simulated medal sound as a specific sound from a dedicated speaker 9b for payout sounds based on the audio data stored in the common ROM.

[0076] The common ROM also stores data that is not related to gameplay, such as audio data for simulated medal sounds, image data for the image displayed when the temporary leave button 35 is pressed, and audio and image data for errors.

[0077] In this embodiment, an example is given in which data that can be used in common for each of the multiple models is stored in a common ROM. However, data that can be used in common for each of the multiple models may also be stored in a specific address of a single ROM.

[0078] When the sub-control unit 20 detects that the temporary leave button 35 has been operated and the temporary leave switch 37 has been turned on, it executes temporary leave control. During temporary leave control, the sub-control unit 20 stops accepting various operations, such as the operation of the performance button 2g and the display of the menu. In addition, during temporary leave control, the sub-control unit 20 reads image data from the common ROM and displays message 50 from the display unit 8 (see Figure 3(c)).

[0079] Furthermore, the sub-control unit 20 does not accept operation of the temporary leave button 35 if the number of game tokens displayed on the game token count display device 34 is 0. Therefore, even if the temporary leave button 35 is operated when the number of game tokens displayed on the game token count display device 34 is 0, the temporary leave control will not be executed, and message 50 will not be displayed on the display unit 8.

[0080] The sub-control unit 20 controls the lighting of the status notification lamp 11 according to the game state, and controls the lighting of the back lamp 21 when a small win occurs.

[0081] <Medal count control unit 30> The medal count control unit 30 is connected to a total count switch 38 corresponding to the total count button 32, a count switch 40 corresponding to the count button 33, and a game medal count display device 34.

[0082] The medal count control unit 30 is equipped with a medal count counter that stores the number of game medals to be displayed on the game medal count display device 34. The medal count control unit 30 updates the number of game medals displayed on the game medal count display device 34 by updating the value of the medal count counter according to the game status. The main control unit 10 can identify the number of game medals displayed on the game medal count display device 34 by communicating with the medal count control unit 30.

[0083] The medal count control unit 30 then detects that the all-count switch 38 or the count switch 40 has been turned on, executes counting control for the game medals, outputs the counting data to the dedicated unit 19, and subtracts the total counted amount from the number of game medals displayed on the game medal count display device 34. On the dedicated unit 19 side, for example, the total number of counted medals until the return button is operated is managed as the number of medals held. Furthermore, when game medals are inserted during gameplay, the medal count control unit 30 subtracts the number inserted from the number of game medals displayed on the game medal count display device 34. On the other hand, when medals are lent out or dispensed, the medal count control unit 30 adds the number lent out or dispensed to the number of game medals displayed on the game medal count display device 34.

[0084] <Dedicated Unit 19> The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is installed externally to the tokenless gaming machine 1 and is connected to the tokenless gaming machine 1 via a connection terminal board, enabling data communication.

[0085] When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the token count control unit 30.

[0086] The medal count control unit 30 identifies the number of game medals to be lent based on the lending data input from the dedicated unit 19, and adds that number to the number of game medals displayed on the game medal count display device 34.

[0087] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the tokenless game machine 1 outputs counting data that allows for the identification of the total number of game tokens to the dedicated unit 19 based on the operation of the total counting button 32, the counting button 33, and the temporary leave button 35.

[0088] When the dedicated unit 19 receives counting data output from the medalless gaming machine 1, it manages the total number of gaming tokens identified based on the counting data as the number of tokens held.

[0089] The dedicated unit 19 is equipped with a card unit (not shown), which can store (record) the number of medals held on an IC card. The IC card can be ejected from the card unit by a return operation (pressing the return button).

[0090] The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again.

[0091] The dedicated unit 19 and the game token count display device 34 are linked, and if the number of game tokens displayed on the game token count display device 34 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation.

[0092] In other words, players cannot obtain an IC card until all of their game tokens have been counted. This prevents players from forgetting to return any remaining game tokens.

[0093] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer.

[0094] This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0095] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called. The unit 19 can output game information such as game execution information and information on the occurrence of advantageous states received from the medalless gaming machine 1 to the calling device.

[0096] (Gameplay flow in coinless gaming machine 1) The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 5.

[0097] The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19.

[0098] Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data.

[0099] When the coinless gaming machine 1 receives lending data, the coin count control unit 30 identifies the number of coins to be lent based on the lending data and displays the number of gaming coins corresponding to that number on the gaming coin count display device 34.

[0100] If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 34 is "0", so it is updated from "0" to "100" (=0+100).

[0101] In the game start process, the next step is to insert game tokens in response to the player's input.

[0102] Specifically, the main control unit 10 sets the number of bets as the number of game tokens used in one game, in response to the operation of the bet button 2a or the MAX bet button 2b. In this embodiment, the number of game tokens used in one game is defined according to the game state.

[0103] For example, if the number of game tokens displayed on the game token count display device 34 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens displayed on the game token count display device 34 from "100" to "97" (=100-3) via the token count control unit 30, and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f.

[0104] Once the specified number of game tokens corresponding to the game state have been bet, the game will be ready to start, and the operation of start lever 3 will become active.

[0105] Perform the lottery process (S2). When the game is started, the start lever 3 is tilted to begin the game, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among multiple winning combinations. The operation of the start lever 3 is the game start operation. The lottery process then functions as a determination means capable of performing a predetermined determination based on the game start operation performed by the player.

[0106] The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0107] Perform the reel rotation process (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0108] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation of the stop buttons 5a to 5c and the result of the internal lottery process. In other words, the reels 41a to 41c function as variable display means that can stop and display symbols (identification information) that are displayed based on the determination result of the internal lottery process and the player's stop operation.

[0109] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the valid line (winning line) is a predetermined combination.

[0110] Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.

[0111] Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.

[0112] Execute the disbursement process (S6). If it is determined that a specific minor role has been won, the main control unit 10 executes a process to dispense the corresponding number of game tokens via the token count control unit 30 (hereinafter also simply referred to as dispensing tokens). If no game tokens are to be dispensed, this step is not executed and the game proceeds to the next step.

[0113] For example, if the main control unit 10 determines that a payout of 10 coins has been achieved, it adds the payout amount "10" to the number of game coins displayed on the game coin display device 34 via the coin count control unit 30.

[0114] The game termination process is executed (S7). During the game termination process, the main control unit 10 sets the game state for the next game. Also, if the player operates the all-count button 32, the count button 33, or the temporary leave button 35 to end the game, the medal count control unit 30 executes the counting process for the game medals.

[0115] Specifically, when a player operates either the all-count button 32 or the count button 33, the medal count control unit 30 counts the number of game medals displayed on the game medal count display device 34.

[0116] More specifically, when the counting button 33 is operated, the counting quantity "1" is subtracted from the number of game tokens displayed on the game token display device 34.

[0117] When the total counting button 32 or the temporary leave button 35 is operated, all the game tokens displayed on the game token display device 34 are counted.

[0118] Furthermore, if the all-count button 32 or the temporary leave button 35 is pressed again while all game tokens are being counted, the counting will be interrupted. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19.

[0119] The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data.

[0120] In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit.

[0121] The IC card can only be dispensed when the number of game tokens displayed on the game token count display device 34 is "0". Therefore, the player must operate the all-count button 32 on the game token display device 34 to execute the counting process until the number of game tokens displayed becomes "0".

[0122] Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).

[0123] (Transition of game state) Next, the control of the transition of the game state by the main control unit 10 will be explained. The medalless game machine 1 in this embodiment is a so-called A-type slot machine. If the medalless game machine 1 were a slot machine that uses actual tokens for gameplay, it would correspond to a slot machine that uses tokens with a diameter of φ25 (approximately 25 mm).

[0124] The gameplay in the medalless gaming machine 1 is broadly divided into normal state and bonus state. The bonus state is advantageous to the player, and the probability of receiving medals in a single game is higher than in the normal state. The bonus state includes BB state and RB state.

[0125] When the coinless gaming machine 1 is shipped, when settings are changed, or when it is reset, gameplay starts in the normal state. In the normal state, gameplay is performed by inserting 3 game tokens. In the normal state, it is possible to win either a Big Bonus (BB) or a Regular Bonus (RB) through an internal lottery. If a BB is won in the normal state, the game transitions to the BB state. The BB state ends, for example, when the number of game tokens dispensed exceeds 240. After the BB state ends, the game transitions to the normal state. If an RB is won in the normal state, the game transitions to the RB state. The RB state ends, for example, when the number of game tokens dispensed exceeds 98. After the RB state ends, the game transitions to the normal state. In the BB state and RB state, gameplay is performed by inserting 2 game tokens.

[0126] (Specific sound output processing) Next, the processing procedure for the specific sound output processing performed by the sub-control unit 20 in the bonus state will be explained using Figure 6. The specific sound output processing is performed within the payout processing at S6 in Figure 5. The specific sound output processing is the process for outputting a specific sound, which is a pseudo-medal sound.

[0127] The sub-control unit 20 is equipped with a pseudo-storage counter. The pseudo-storage counter counts the number of game tokens dispensed and the number of game tokens inserted during the bonus state. That is, the number of game tokens inserted during the bonus state is subtracted from the value of the pseudo-storage counter, and the number of game tokens dispensed during the bonus state is added to the value of the pseudo-storage counter. In this way, the pseudo-storage counter can count the net increase in game tokens during the bonus state. The lower limit of the storage counter value is "0", and the upper limit of the pseudo-storage counter count value is "50".

[0128] Furthermore, when the medalless gaming machine 1 is powered on, the sub-control unit 20 reads a model code that can identify the machine from the main program stored in the dedicated ROM. The model code stores identification data for the simulated medal sound output by the medalless gaming machine 1. That is, it contains data that can identify whether to output a simulated medal sound corresponding to a φ25 or φ30 medal. In this embodiment, the model code of the medalless gaming machine 1 contains identification data for outputting a simulated medal sound corresponding to a φ25 medal. Therefore, the execution of the specific sound output process shown in Figure 6 will output a simulated medal sound corresponding to a φ25 medal.

[0129] As shown in Figure 6, in the specific sound output processing, the sub-control unit 20 determines whether or not it has received a payout command from the main control unit 10, thereby determining whether or not a payout of game tokens occurred during the payout process in S6 of Figure 5 (S10). The payout command from the main control unit 10 includes data that can identify the number of game tokens to be paid out.

[0130] If the sub-control unit 20 determines that no payout has occurred (S10: NO), it terminates processing. If the sub-control unit 20 determines that a payout has occurred (S10: YES), it determines whether or not the game is in a bonus state based on the game state command from the main control unit 10 (S11).

[0131] If the sub-control unit 20 determines that it is not in a bonus state (S11: NO), it terminates processing. If the sub-control unit 20 determines that it is in a bonus state (S11: YES), it adds the number of game tokens dispensed to the value of the pseudo-storage counter (S12).

[0132] Next, the sub-control unit 20 determines whether the number of game tokens dispensed exceeds 50 (S13). That is, it determines whether an additional value is generated after the value of the pseudo-storage counter has reached the upper limit of 50 tokens.

[0133] If the number of game tokens dispensed does not exceed 50 (S13: NO), the process is terminated. If the number of game tokens dispensed exceeds 50 (S13: YES), a simulated token sound is output from the dedicated payout sound speaker 9b (S14).

[0134] At this time, the sub-control unit 20 outputs a number of simulated medal sounds corresponding to the number of medals dispensed that exceed the upper limit of 50 medals, which is the count value of the simulated storage counter. The playback time of the simulated medal sounds is set to a time that assumes the dispensing interval of one medal at a time in the hopper device (approximately 50 ms). Therefore, for example, if the sub-control unit 20 outputs the simulated medal sounds for 12 medals, it will output the simulated medal sounds intermittently over a period of approximately 600 ms (12 × 50 ms).

[0135] In this embodiment, the value of the pseudo-storage counter is reset when the bonus state ends, or when the total counting button 32, the counting button 33, or the temporary leave button 35 is operated. However, the value of the pseudo-storage counter may also be reset at different triggers than those in this embodiment, for example, when the settlement button 2d is operated or when the game token count clear button 14 is operated.

[0136] As described above, the sub-control unit 20 can output a specific sound to the payout sound speaker 9b when the first condition regarding the game state (transition to a bonus state) and the second condition regarding medals (net increase of medals exceeds 50) are met. The first condition includes the fact that the game state is a state advantageous to the player, and that it is a bonus state in which the probability of receiving medals in a single game is higher than in the normal state. The second condition includes the fact that a predetermined number of medals have been received since the start of the bonus state. Furthermore, the sub-control unit 20 does not play a simulated medal sound to speaker 9a, which is different from the payout sound speaker 9b among the multiple speakers.

[0137] (Specific examples of specific sound output) Next, we will explain a specific example of outputting a simulated medal sound as a specific sound using Figure 7. In Figure 7, we will explain an example in which two coins are inserted, the game is played in bonus mode, and 14 coins are paid out.

[0138] Figure 7 also shows an example where the storage counter value is not negative. That is, an example where the lower limit of the storage counter value is "0". Therefore, for example, the number of game tokens inserted in the first game of the bonus state is not reflected in the pseudo-storage counter value, and the storage counter value is "0". On the other hand, an example where the upper limit of the storage counter value is "50" is given. Note that the lower limit of the pseudo-storage counter value may be less than "0". Also, the upper limit of the pseudo-storage counter value may be less than "50" or greater than "50".

[0139] As shown in Figure 7, the initial value of the pseudo-storage counter is "0," so in the first game of the bonus state, the number of tokens inserted is not reflected in the pseudo-storage counter. Then, when a payout occurs in the first game of the bonus state, the number of tokens paid out, 14, is added to the pseudo-storage counter. As a result, the value of the pseudo-storage counter becomes "14." At this time, since the number of game tokens paid out does not exceed 50, the pseudo-storage sound is not output.

[0140] When the second game of the bonus state begins, the number of coins inserted (2) is subtracted from the value of the pseudo-storage counter. As a result, the value of the pseudo-storage counter becomes "12". Then, when a payout occurs in the second game of the bonus state, the number of coins paid out (14) is added to the value of the pseudo-storage counter. As a result, the value of the pseudo-storage counter becomes "26". At this point, since the number of game tokens paid out does not exceed 50, the pseudo-coin sound is not output.

[0141] When the third game in bonus mode begins, the number of coins inserted (2) is subtracted from the pseudo-storage counter. As a result, the pseudo-storage counter becomes "24". Then, when a payout occurs in the third game in bonus mode, the number of coins paid out (14) is added to the pseudo-storage counter. As a result, the pseudo-storage counter becomes "38". At this point, since the number of game tokens paid out does not exceed 50, the pseudo-storage sound is not output.

[0142] When the 4th game in bonus mode is played, the number of coins inserted (2) is subtracted from the pseudo-storage counter. As a result, the pseudo-storage counter becomes "36". Then, when a payout occurs in the 4th game in bonus mode, the number of coins paid out (14) is added to the pseudo-storage counter. As a result, the pseudo-storage counter becomes "50". At this point, since the number of game tokens paid out does not exceed 50, the pseudo-storage sound is not output.

[0143] When the 5th game in bonus mode occurs, the number of coins inserted (2) is subtracted from the pseudo-storage counter. As a result, the pseudo-storage counter value becomes "48". Then, when a payout occurs in the 4th game in bonus mode, the number of coins paid out (14) is added to the pseudo-storage counter value. As a result, the pseudo-storage counter value reaches "50", and an additional 12 coins are added. Therefore, since the number of game tokens paid out exceeds 50, the pseudo-storage sound for 12 tokens is output.

[0144] When the 6th game in bonus mode is played, the number of coins inserted (2) is subtracted from the pseudo-storage counter. As a result, the pseudo-storage counter value becomes "48". Then, when a payout occurs in the 4th game in bonus mode, the number of coins paid out (14) is added to the pseudo-storage counter. As a result, the pseudo-storage counter value reaches "50", and an additional 12 coins are added. Therefore, since the number of game tokens paid out exceeds 50, the pseudo-storage sound for 12 tokens is output.

[0145] From this point onward, the output control of the simulated medal sound will be performed in the same manner until the bonus state ends.

[0146] As described above, when more than 50 game tokens are dispensed during a bonus round, it is possible to output a specific sound that reproduces the sound that occurs when actual tokens are dispensed. Therefore, in the tokenless gaming machine 1, it is possible to eliminate the feeling of dissatisfaction when game tokens are dispensed, thereby improving the enjoyment of the game.

[0147] Furthermore, in gaming machines that use actual tokens, tokens are dispensed when the number of tokens stored as credits exceeds the upper limit of 50. However, in this embodiment, a specific sound is output when the number of game tokens dispensed exceeds the upper limit of 50, which is the value of the simulated storage counter. This allows the storage counter to reproduce the credits, and the reproduction of the token dispensing sound using the specific sound can create a sense of realism.

[0148] Furthermore, in this embodiment, by using a simulated medal sound for a specific sound, a sense of realism can be created in the payout of game medals. By placing the dedicated payout sound speaker 9b near the location of the payout opening, a sense of realism can be created more effectively in the payout of game medals.

[0149] (modified version) In this embodiment, the first condition is being in a bonus state and the second condition is that the number of payouts exceeds 50, but different conditions may be set. For example, the first condition could be being in an AT state or a pseudo-bonus state. Also, for example, the second condition could be that one or more payouts occur.

[0150] In this embodiment, an example was given in which a simulated medal sound is output as the specific sound. However, the specific sound may be of a different nature than that of this embodiment, for example, by using a software-generated reproduction of the sound of actual medals being dispensed as the specific sound.

[0151] In this embodiment, an example was given in which a specific sound is output from a dedicated speaker 9b for payout sounds. However, the speaker for outputting the specific sound may also be used for outputting other sound effects.

[0152] In this embodiment, the output mode of a specific sound was not changed, but it is possible to change the output mode of a specific sound. For example, it is possible to change the output mode of a specific sound according to the type of performance, or according to the state of the game. Examples of changes to the output mode of a specific sound include changing the type of sound, changing the playback time of the sound, or changing the volume. This makes the game more varied and can improve the enjoyment of the game.

[0153] Furthermore, the output pattern of specific sounds may be changed by the player's actions. For example, the player may change the type of sound, change the playback time of the sound, change the volume, or select to turn the sound output on or off. In this case, the player's preferences can be reflected, thereby enhancing the enjoyment of the game.

[0154] In this embodiment, the display of message 50 and the transfer of game token count data were given as examples of the first and second controls that occur when the temporary leave button 35 is operated. However, the manner of the first and second controls may differ from that of this embodiment, for example, by displaying a specific image as the first control and hiding the number of game tokens displayed on the game token count display device 34 as the second control.

[0155] (Effects of the present invention) (1) In a gaming machine (in this example, a medalless gaming machine 1) that does not have a mechanism for inserting or dispensing actual gaming media (in this example, actual tokens), but which can be played by managing game value usable for gameplay (in this example, tokens in data format, game tokens), In a gaming machine equipped with a mechanism for dispensing actual gaming media, an output means (in this example, a dedicated speaker 9b for dispensing sounds) capable of outputting a specific sound to reproduce the sound that occurs when the gaming media is dispensed, Control means (in this example, sub-control unit 20) capable of controlling the output of the specific sound by the output means, Equipped with, The control means is When the first condition regarding the game state (in this example, being in a bonus state) and the second condition regarding the game value (in this example, the number of payouts exceeds 50) are met, the output means can be made to output the specific sound (in this example, Figure 6). Therefore, in gaming machines that do not use actual gaming media, it becomes possible to eliminate the feeling of dissatisfaction when gaming media are dispensed, thereby improving the enjoyment of the game.

[0156] (2) The above first condition includes: This includes a special state (in this example, a bonus state) in which the game state is advantageous to the player and the probability of the aforementioned game value being awarded in a single game is higher than in the normal state (S11 in Figure 6 in this example). Therefore, in gaming machines that do not use actual gaming media, it becomes possible to eliminate the feeling of dissatisfaction when gaming media are dispensed, thereby improving the enjoyment of the game.

[0157] (3) The second condition above includes: This includes the awarding of a predetermined game value (in this example, more than 50 game tokens) after the start of the special state (S13 in Figure 6 in this example). Therefore, in gaming machines that do not use actual gaming media, it becomes possible to eliminate the feeling of dissatisfaction when gaming media are dispensed, thereby improving the enjoyment of the game.

[0158] (4) Equipped with multiple speakers capable of reproducing sounds related to the performance (in this example, speaker 9a, and speaker 9b dedicated to payout sounds), The output means (in this example, the speaker 9b dedicated to the dispensing sound) It is one of the aforementioned multiple speakers and is located at the bottom of the gaming machine (Figure 1 in this example), The control means is Of the multiple speakers mentioned above, the speaker other than the output means is not allowed to output the specific sound (in this example, S14 in Figure 6). Therefore, it is possible to create a sense of realism in the specific sounds that are produced when the game tokens are dispensed, thereby enhancing the enjoyment of the game.

[0159] (5) The specific sound is, This is a recording of the sound produced when a game token is dispensed from a gaming machine equipped with a mechanism for dispensing actual game tokens. Therefore, it is possible to create a sense of realism in the specific sounds that are produced when the game tokens are dispensed, thereby enhancing the enjoyment of the game.

[0160] (6) Interruption operation means (in this example, a temporary leave button 35) that is operated to temporarily interrupt gameplay on the gaming machine, An termination operation means (in this example, the total counting button 32 and the counting button 33) that is operated to end the game on the gaming machine, Equipped with, When the interruption operation means is operated, the first control that occurs when the termination operation means is operated (in this example, game token counting control) is executed, and the second control that does not occur when the termination operation means is operated (in this example, temporary leave control) is executed. Therefore, in gaming machines that do not use physical game media, it becomes possible to eliminate the hassle of operating the termination operation mechanism when temporarily suspending gameplay, thereby improving convenience.

[0161] (Regarding prior art related to (1) to (6) above) Conventionally, patent documents (Japanese Patent Publication No. 2023-166714) have disclosed gaming machines that incorporate innovative designs for the sound of medal dispensing. However, there has been insufficient consideration of the dispensing sound in gaming machines that do not use actual game media.

[0162] Therefore, the present invention aims to provide a gaming machine that does not use actual gaming media, and that can eliminate the feeling of dissatisfaction when gaming media are dispensed. In this way, the present invention provides a gaming machine that can enhance the enjoyment of the game.

[0163] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.

[0164] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention.

[0165] In the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but it is also possible for the sub-control unit 20 to perform some or all of these operations, and for the sub-control unit 20 to operate as various means.

[0166] Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.

[0167] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as actual tokens (slot machines).

[0168] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the reel or other symbols change on the display. [Explanation of symbols]

[0169] 1. Coinless gaming machine 8 Display 10 Main Control Unit 20 Sub-control unit

Claims

1. In a gaming machine that does not have a mechanism for inserting or dispensing actual gaming media, but which can be played by managing the gaming value usable for gameplay, An output means capable of outputting a specific sound to reproduce the sound that occurs when a game medium is dispensed in a gaming machine equipped with a mechanism for dispensing actual game media, A control means capable of controlling the output of the specific sound by the output means, Equipped with, The control means is When the first condition regarding the game state and the second condition regarding the game value are met, the output means can be made to output the specific sound. A gaming machine characterized by the following features.

2. The first condition mentioned above includes: This includes a special state in which the game state is advantageous to the player, and the probability of the aforementioned game value being awarded in a single game is higher than in the normal state. The gaming machine described in feature 1.

3. The second condition mentioned above includes: This includes the fact that a predetermined game value is assigned after the aforementioned special state has started. The gaming machine according to feature 2.

4. Equipped with multiple speakers capable of playing sounds related to the performance, The output means is It is one of the aforementioned multiple speakers and is located at the bottom of the gaming machine. The control means is Of the plurality of speakers, the speaker other than the output means will not output the specific sound. The gaming machine described in feature 3.

5. The aforementioned specific sound is, This is a recording of the sound produced when a game token is dispensed from a gaming machine equipped with a mechanism for dispensing actual game tokens. The gaming machine described in feature 4.

6. Interruption operation means used to temporarily suspend gameplay on a gaming machine, An termination operation means used to end gameplay on a gaming machine, Equipped with, If the interruption operation means is operated, the first control that occurs when the termination operation means is operated is executed, and the second control that does not occur when the termination operation means is operated is executed. A gaming machine according to any one of claims 1 to 5.

Citation Information

Patent Citations

  • Game machine

    JP2023166714A