gaming machines

The gaming machine maintains adjusted volume settings through an operator-maintained lock function, addressing the issue of conventional systems resetting to initial volumes.

JP7723295B2Active Publication Date: 2025-08-14ENTERRISE CO LTD
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Patent Information

Application Number
JP2023205684
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2025-08-14
Estimated Expiration
2043-12-05

AI Technical Summary

Technical Problem

Conventional gaming machines revert to initial volume settings after a predetermined period, requiring players to repeatedly adjust sound volumes to their preferences.

Method used

A gaming machine with an adjusted volume lock function that maintains the set volume adjustment state based on the operator's maintenance operation, even after predetermined release conditions are met.

Benefits of technology

Ensures that the adjusted volume settings for background music and sound effects are retained, eliminating the need for repeated adjustments.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of maintaining a set sound volume adjustment state even after a prescribed release condition is satisfied on the basis of a maintaining operation of an operator.SOLUTION: A game machine includes a control unit capable of receiving adjustment operations for volume of sound. When receiving an adjustment operation, the control unit can set the volume to an adjustment state based on the adjustment operation, when a prescribed condition is satisfied after the adjustment operation has been performed, can set the volume to an initial state, and even when the prescribed condition is satisfied, can receive a maintaining operation to further maintain the adjusted volume.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

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

[0002] BACKGROUND ART Gaming machines have been known in the past that allow adjustment of the volume of game sounds, such as background music (BGM) and sound effects (SE), that are output during a game (see Patent Document 1).

[0003] In such gaming machines, the volume of game sounds can be adjusted based on operations performed by the player on a menu screen, for example. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2021-129624 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in conventional gaming machines, the set volume adjustment state is valid for a predetermined period of time (for example, until a predetermined cancellation condition, such as the end of the automatic timer, is met), but once that period has elapsed, the volume automatically returns to the initial setting. Therefore, the player needs to adjust the volume again to suit their preferences after the predetermined period has elapsed.

[0006] An object of the present invention is to provide a gaming machine that can maintain a set volume adjustment state based on a maintenance operation by an operator even after a predetermined release condition has been met. [Means for solving the problem]

[0007] The present invention provides a control unit capable of receiving an adjustment operation for the volume of a sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state. A maintaining operation for further maintaining the volume in the adjusted state can be accepted even when the predetermined condition is satisfied. It is an amusement machine. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a gaming machine that can maintain the set volume adjustment state based on the operator's maintenance operation even after a predetermined release condition has been met. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] A diagram explaining the state transition of the game area. [Figure 5] FIG. 2 is a diagram illustrating state transitions in the first gaming state. [Figure 6] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 7] This is a diagram explaining the range (MY) and the difference in the favorable zone. [Figure 8] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 9] FIG. 10 is a diagram showing a screen during volume setting. [Figure 10] FIG. 10 is a flowchart showing the flow of the operation process of the slot machine. [Figure 11]FIG. 10 is a flowchart showing the flow of an adjusted volume lock process. DETAILED DESCRIPTION OF THE INVENTION

[0010] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the spirit of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0011] As shown in Figure 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), rather than using physically existing medals.

[0012] Unlike conventional slot machines, this slot machine 1 does not require the insertion of actual medals, nor does it pay out actual medals. Furthermore, in the slot machine 1, electronically converted pseudo gaming media are used as gaming value data to progress the game. This type of slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), or a sealed-in reel gaming machine.

[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 connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0015] The card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals that are real objects.

[0016] In addition, the card unit 7 can mainly perform the game value lending process associated with the transfer of game value data to the slot machine 1 described below, and conversely, the ejection process of the card 70 associated with the transfer of game value data from the slot machine 1.

[0017] Furthermore, the card unit 7 can manage the gaming value data in the slot machine 1 by transmitting and receiving necessary data to and from a medium management unit 620 (described later) of the slot machine 1.

[0018] The card unit 7 also includes a lending button 71. When an operator inserts a banknote into the card unit 7 and then operates the lending button 71, a lending signal is generated and transmitted to the medium management unit 620.

[0019] In this specification, "operator" refers to all users, including players who are playing games, users who have finished playing games (including users walking around the store), and store staff, but may be individually referred to as "store staff" or "player" as necessary.

[0020] Inside the card unit 7, in addition to an I / F (interface) for communication with the slot machine 1, a cash management mechanism 73, a card management mechanism 74, and a card unit side control unit 75 are provided, as shown in FIG.

[0021] The cash management mechanism 73 introduces bills inserted through an opening (not shown) for inserting cash into the card unit 7, and detects and accumulates the bills.

[0022] The card management mechanism 74 introduces and stores the card 70 inserted through an opening (not shown) for inserting and ejecting the card 70, and ejects the card 70 from the opening when the eject button 72 is operated.

[0023] The card unit side control unit 75 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 75 controls the operation of the cash management mechanism 73 and the card management mechanism 74, lends gaming value, authenticates the card 70, reads data from and writes data to the card 70, etc.

[0024] The operation processing 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 issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 73, and a process of adding the gaming value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0025] The operation processing of the card management mechanism 74 includes processing for operating the card management mechanism 74 so that the inserted card 70 is introduced into the card unit 7, processing for operating the card management mechanism 74 so that the card 70 is ejected in response to operation of the eject button 72, and the like.

[0026] The game value lending process includes a process of transmitting game value data for the amount to be lent to the slot machine 1 (a media management unit 620 mounted on a game value control unit 62 described later) in response to the operation of the lending button 71. At this time, a process of subtracting the game value data for the amount to be lent from the game value data of the remaining loan balance temporarily stored in RAM in the card unit 7 is also performed.

[0027] In the authentication process for card 70, when a personal identification number is entered via the display panel when card 70 is inserted into the opening, it is determined whether the entered personal identification number matches the personal identification number written on the card. If the card unit side control unit 75 determines that the two match, it allows the authenticated card 70 to continue to be used, but if it determines that the two do not match, it may not allow the authenticated card 70 to continue to be used (it may restrict its use).

[0028] In the data reading process from the card 70, if gaming value data is written in the card 70, this is read and temporarily stored in the RAM as the loan balance.

[0029] In the writing process to the card 70, when the counting button 44 of the slot machine 1 is operated and the game value data is transferred to the card unit 7, the game value data is temporarily stored in RAM, and then when the ejection button 72 is operated, the game value data is written to the card 70.

[0030] When the eject button 72 is operated, if game value data has already been written to the card 70, the card unit side control unit 75 performs a process (update process) of adding the amount of game value data received from the slot machine 1 to the game value data and writing it to the card 70.

[0031] As a result, when the ejection button 72 on the card unit 7 is operated, the card 70 on which at least one of the game value data and loan balance data owned by the player is written is ejected from the opening.

[0032] The card unit 7 is also connected to be able to communicate with devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown). The card unit 7 sends to the hall computer and the unit management computer various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc., which will be described later), changes in the quantity of game value, the number of games played, and the ratio of special roles.

[0033] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using gaming value data as electronic data, instead of medals, which are real objects. In the following, the term "gaming value" may also be used in place of "gaming value data," as a term corresponding to the conventional "medals."

[0034] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.

[0035] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.

[0036] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the back of the paper in FIG. 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. Since the front door 100 and the cabinet 10 remain locked during play, a player cannot access the inside of the cabinet 10.

[0037] Furthermore, since the slot machine 1 is a medal-less machine, there is no selector or hopper device inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock or unlock the front door 100 and the cabinet 10.

[0038] When store staff perform setting changes, setting value confirmation, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0039] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for performing various effects during a game.

[0040] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0041] The speaker 101 outputs game sounds such as predetermined BGM (background music / an example of a first sound), SE (sound effect / an example of a second sound), etc. In this embodiment, the player can adjust (set) the volume of the BGM, SE, etc. using a volume adjustment function that can be set on the menu screen, for example.

[0042] The adjusted volume is initialized when a predetermined condition is met (for example, when the AT or special role implementation state ends, when five minutes have passed since the attract screen was displayed, when 100 games have been played, etc.). In contrast, the slot machine 1 of this embodiment has a function (hereinafter referred to as "adjusted volume lock function") that locks the adjusted volume based on the player's operation even after the predetermined condition is met. Details of this adjusted volume lock function will be described later.

[0043] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0044] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom 104 is designed to allow the operator to place personal belongings, etc.

[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 a performance button 46.

[0046] Near each switch of the operation unit 4, a sensor is provided that detects the operation by 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 reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation to stop the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.

[0048] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by emitting a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state, for example, from when the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state.

[0049] Information about which stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, game result determination unit 612, game status control unit 615, and media management unit 620, which will be described later.

[0050] The bet switch 41 is used when the operator bets a gaming value. The credited gaming value and the amount of betted gaming value are managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited gaming value" refers to the gaming value (gaming value data) managed by the media management unit 620.

[0051] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.

[0052] The digital counter 43 digitally displays the number of gaming value credits, the number of gaming value paid out (amount won), etc. By checking the digital counter 43, the operator can also check the amount of gaming value he or she has while playing. This also allows the player to play without having to hold actual medals.

[0053] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal lottery." In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data." Furthermore, for example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals."

[0054] The counting button 44 can accept an operation by the operator to transfer the gaming value data from the media management unit 620 to the card unit 7. When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.

[0055] After the counting button 44 is operated, for example, by raising or lowering the lever 42, any quantity of game value data designated by the operator may be transferred to the card unit 7. In this case, the button used by the operator to transfer any quantity of game value data may be the counting button 44, or may be a button different from the counting button 44. Alternatively, any quantity of game value data designated by the operator may be transferred to the slot machine 1 by the operator operating a button on the card unit 7 side.

[0056] Furthermore, the amount of subtraction from the managed game value data when the count button 44 is operated once may be predetermined, such as "1" or "50." Furthermore, the credited game value may continue to be subtracted while the count button 44 is continuously operated (while it is continuously operated).

[0057] In this embodiment, the counting button 44 is arranged in a position visible to the operator of the slot machine 1. The visible position is a position that the operator can reach without unlocking and opening the front door 100, and in this embodiment, it is the front of the cabinet 10.

[0058] 1, the counting button 44 is located on the side of the operation unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 44 is a button related to the card unit 7, and also makes the flow of operations from when the counting button 44 is operated until the card 70 is ejected from the card unit 7 smoother.

[0059] The counting button 44 may also be provided with a lamp inside or around it that emits light in a different color before and after it is operated.

[0060] The cancel button 45 can accept an operation by the operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data that has been bet as a non-betting state.

[0061] For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 updates the betted game value to "0" and adds the game value data bet until it reaches "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the betted game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that changes the betting state to a non-betting state and returns the betted game value to the number of credits.

[0062] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet is placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from the time the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0063] The effect button 46 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 46 may also be operated by the operator during a game depending on the effect. When the effect button 46 is operated during a game, a change occurs in the effect.

[0064] The effect button 46 also includes 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 the effect button 46 is in an inoperable state. When the operation of the effect button 46 triggers the output of a winning notification effect for a special combination or advantageous game state such as AT, the lamp can also flash rapidly in a color different from its normal illumination, such as red or rainbow colors.

[0065] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0066] The reset button 51 is operated to clear various errors and initialize 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 value 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 zone is set to the "normal zone."

[0067] The setting change button 52 is a button that is operated by a store staff member when one of multiple 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 in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0068] During a game or while the game is in progress, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, a store staff member who has a key) can touch the reset button 51 and the setting change button 52. In principle, the cabinet 10 and the front door 100 are unlocked only when 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 set value is a value that represents 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 set value affects the internal lottery. The probability of winning at least some of the possible winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0070] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning 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 supply of the slot machine 1.

[0071] 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, and 20c and three stepping motors 21a, 21b, and 21c. The rotating reel unit 2 is disposed inside the casing 10 in a position corresponding to the position of the reel window 200.

[0072] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether the combination of patterns displayed on the pay line L (described later) is a predetermined combination of patterns, and the game progresses.

[0073] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0074] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0075] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0076] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited gaming value to bet gaming value on the slot machine 1. When a predetermined number (for example, 3) of gaming value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., 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 be used to play one game is automatically bet.

[0078] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining winning combinations. In this embodiment, when a MAX BET (3 bets) is made, one line L is activated.

[0079] In the following, "winning" is not only when a symbol that pays out game value, such as a bell or watermelon, lines up on the valid line L, but also when a symbol that corresponds to a specific symbol, such as a replay, chance symbol, or special symbol (bonus), that does not pay out game value, lines up on the valid line L.

[0080] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and processing to increase or decrease play value data.

[0081] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.

[0082] All the rotating reels 20a, 20b, 20c stop, and a payout process of a predetermined amount of game value is executed according to the combination of symbols (winning combination) that has been aligned (winning) on the pay line L. This ends one game.

[0083] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a predetermined role, the rotation of the reel, etc.) is managed by the main control unit 61.

[0084] <About game status> During play, the type of play area is set as shown in Figure 4, and one play state is set from among multiple play states as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are conducted.

[0085] The gaming state includes a first gaming state (see FIG. 5) and a second gaming state (see FIG. 6). Note that the first gaming state and the second gaming state are not gaming states that are established exclusively, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0086] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Figure 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0087] The special role non-carryover state refers to a state in which a special role (for example, a Type 1 BB, which is a role continuous operation device for a Type 1 special role) has not been won by the internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a specific condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0088] The bonus internal state refers to a state where, although a special combination has been determined by internal lottery, the winning of that special combination is carried over. That is, the bonus internal state means that, by internal lottery, the flag for the special combination has been determined, but the symbols indicating the special combination are not aligned on the effective line L, and the special combination has not yet won. When in a state where the winning of one type of BB has been carried over, no further lottery for one type of BB is conducted.

[0089] The special combination execution state refers to a state where the special combination 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, the operator continues the game with the first game state remaining in the special combination carry-over state without causing the carried-over special combination to win.

[0091] As shown in FIG. 6, the second game state takes one of the general game state, AT (an example of a special game state), and CZ (Chance Zone, an example of a special game state). In the second game state, the general game state, AT, and CZ are in an exclusive relationship.

[0092] The general game state is a state that is neither AT nor CZ, that is, a state where an assist function (for example, operation sequence navigator) does not occur (or occurs less frequently). For example, after RAM clear or after the end of AT (or CZ), until the lottery for AT (or CZ) is determined, the second game state is set to the general game state.

[0093] <Explanation of AT> AT is a state where an assist function that notifies the correct operation mode (correct operation sequence / correct operation timing) of the stop switches 40a, 40b, and 40c of the combinations other than the above-mentioned special combination determined by internal lottery is operating via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc.

[0094] The AT draw is performed according to the winning combination (winning of a rare combination, number of wins of a predetermined combination, etc.) determined by the internal draw when the game section is an advantageous section during the general game state or CZ. When the AT is drawn (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 is executed a specified number of times, or when the assist for a specific combination (e.g., push-order bell) is 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 an example of a special game state, different from the modes described later, and is a zone where it can temporarily stay when it is neither the general game state nor AT, and is a period during which the AT draw is executed. <​​​​​​​​​​​​Processing related to the instruction function includes, for example, processing to exercise the instruction function (provide assistance), drawing of modes (modes in which the AT winning probability is determined, or modes in which the AT additional winning probability is determined), mode transition processing, CZ drawing processing, CZ processing, AT drawing processing (including processing related to the continuation of the AT), AT processing, etc.

[0100] A mode is a zone in which a player can stay in any of the normal gaming state, CZ, and AT. For example, in FIG. 6, a mode (e.g., low probability mode, high probability mode, heaven mode) may be prepared for each of the normal gaming state, CZ, and AT. Furthermore, the player may stay in the same mode during the advantageous zone, not limited to the normal gaming state, CZ, and AT.

[0101] In the normal zone, processing related to the instruction function cannot be executed, but when the conditions for transition to the advantageous zone are met, the transition processing to the advantageous zone is executed. Note that while the gaming zone is the normal zone, the second gaming state is the general gaming state.

[0102] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state (including high probability mode and heaven mode) and an advantageous zone in which the second gaming state progresses in a CZ or AT. The advantageous zone is maintained in this state from the time the gaming zone transitions to the advantageous zone until the specified termination condition is met.

[0103] The possible combination patterns of the game zones and the second game states in the slot machine 1 are summarized as follows: A pattern in which the game zone is the normal zone and the second game state is the normal game state A pattern in which the game zone is a favorable zone and the second game state is a general game state (including high probability mode and heaven mode). - A pattern where the game zone is a favorable zone and the second game state is a CZ - A pattern in which the game zone is a favorable zone and the second game state is an AT state

[0104] <Volume adjustment function and volume lock function> In the slot machine 1 of this embodiment, the volume adjustment function allows the volume of the background music and the volume of the sound effects to be adjusted (set) individually based on the player's adjustment operation. For the sake of convenience, the volume adjustment function and the adjusted volume lock function for the background music and the sound effects will be described below, but similar processing can also be performed for setting game sounds other than the background music and the sound effects.

[0105] Here, BGM (an example of the first sound) refers to music, sound effects, character dialogue, etc. that accompany the video output on the liquid crystal screen 3. In this way, BGM is a sound that can be output in accordance with the control of the sub-control unit 63 mounted on the sub-control board P3, which will be described later.

[0106] On the other hand, SE (an example of a second sound) refers to the sound when game value is paid out, the sound when game value is transferred to the card unit 7 or the like, the sound when game value is bet, the sound when the lever 42 is operated, the sound when the stop switches 40a, 40b, 40c are operated, etc. In this way, SE is a sound that can be output in conjunction with control by the main control unit 61 mounted on the main control board P1, which will be described later, and the game value control unit 620 mounted on the game value control board P2.

[0107] As shown in Fig. 9, the volume adjustment function of this embodiment allows the volume level of BGM to be set between volume levels 1 to 5 (for example, the initial setting is 3) based on the player's adjustment operation, and the volume level of SE to be set between volume levels 1 to 5 (for example, the initial setting is 3). In the example of Fig. 9, the volume level of BGM is set to 4 and the volume level of SE is set to 2 based on the player's adjustment operation. The volume increases as the volume level progresses from 1 to 5.

[0108] Furthermore, even if the player sets the volume levels to 4 for background music and 2 for sound effects as shown in Figure 9, if the maintenance operation (setting "Do you want to lock?" in Figure 9 to "YES") is not performed, the volume levels of background music and sound effects will be returned to the initial volume level of 3 when certain conditions are met.

[0109] Therefore, by performing the maintenance operation (setting "Do you want to lock?" in Figure 9 to "YES" and setting (turning on) the adjusted volume lock function), the player can lock the set volume levels for BGM and SE so that they do not automatically return to the initial settings (volume level 3 for BGM and SE) even after certain conditions have been met.

[0110] An example of a case where a predetermined condition is met is when a winning period (for example, AT, special role implementation state) ends. In this case, if the volume adjustment lock function is on (if a maintenance operation is performed), the volume set by the adjustment operation will be maintained even when the winning period ends and the next winning period begins, and the BGM and SE will not be returned to the initial volume setting.

[0111] Another example of a case where a predetermined condition is satisfied is when the game enters a non-play state and an attract screen, game standby screen, demo screen, etc. is displayed, and five minutes have passed since these screens were displayed. In this case, if the volume adjustment lock function is on, the customized volume setting will be maintained and the background music, etc. will not return to the initial volume even if an attract screen, etc. is displayed or five minutes have passed since these screens were displayed.

[0112] If the volume adjustment lock function is on, the conditions for the volume adjustment lock function to be released (turned off) are, for example: (1) A power outage occurred in slot machine 1. (2) The setting value has been changed. (3) 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 game play was performed within, for example, 5 minutes after the volume adjustment lock function was turned on. And so on.

[0113] This is to prevent malicious acts such as pranks (for example, turning on the volume adjustment lock function without any intention of playing the game), and when any one of the conditions (1) to (5) above is met, the volume of the background music and sound effects will be initialized (volume level will be 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 gaming value control unit 62, and a sub-control unit 63.

[0115] Each of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 is composed of a CPU and a storage unit (ROM, RAM, RWM).

[0116] The connection relationship and communication processing of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 8. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different 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, allowing two-way serial communication to be performed.

[0118] The information and commands sent 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 related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.

[0119] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[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 is carried out from the main control board P1 to the sub-control board P3. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.

[0121] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.

[0122] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0123] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is carried out from the main control board P1 to the operation unit 4 and the like.

[0124] <Description of main control unit 61> The ROM of the main control unit 61 mounted on the main control board P1 stores programs and various data directly related to the progress of the game (for example, control of the spinning reels 20, ball output control, transfer request).

[0125] The RAM and RWM of the main control unit 61 store game data (information relating to the progress of the game) required for the progress of the game.

[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 setting value control unit 613, a section control unit 614, a game status control unit 615, an RT status control unit 616, and an error determination unit 617 by operation of the CPU of the main control unit 61 using memory units (ROM, RAM, RWM; the same applies below).

[0127] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.

[0128] The game data includes the current number of games and game status (data indicating which state or section each game state and game section is in), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0129] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated.

[0130] 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 relating to the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game status control unit 615, and the performance control unit 630.

[0131] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated.

[0132] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations that do not result in a payout of game value, as well as operation mode combinations (e.g., cherry, watermelon, push order bell) that result in a payout of game value if the operation mode of the stop switches 40a, 40b, and 40c is correct.

[0133] When an operation mode role is won and the stop switches 40a, 40b, 40c are operated in accordance with the correct operation mode, the operation mode role is won and the player can win multiple game values (for example, 10) according to the role. If the stop switch 40 is not operated in accordance with the correct operation mode even though the operation mode role is won, the operation mode role will not be won, or another role (such as a so-called 1-piece role) will be won.

[0134] Note that operation mode roles are also won and established during the general gaming state (for example, other than the AT, CZ, and special role implementation states). However, when an operation mode role is won during the general gaming state, the correct operation mode is not generally 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 the AT, the correct operation mode is notified, so there is a high possibility that multiple game values (for example, 10) will be paid out.

[0135] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0136] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c.

[0137] In addition, when a stop switch 40 (e.g., 40c) corresponding to a rotating reel 20 (e.g., 20c) is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0138] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the special role flag), which is the internal lottery result, is positioned on the valid line L of the reel 20, thereby winning the role.

[0139] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operator's operation of the lever 43. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.

[0140] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0141] In addition, when a special role is won, the reel control unit 611 can rotate and stop the reel 20 but prevent the special role from being won, based on the operation of the lever 42 just before the special role is won and the operation of the stop switch 40 just after the special role is won.

[0142] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel windows 200 when the rotation of each reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0143] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. 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 progresses the game using one of a plurality of setting values (for example, 1 to 6) with different degrees of advantage in controlling the progress 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. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0145] Depending on which setting value is used, at least one of the advantages in game progress, such as the machine payout ratio, the probability of winning a specific minor role such as a push-order-independent bell (also called a common bell), the probability of winning a CZ, the probability of winning an AT, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantage in game progress (for example, the larger the machine payout ratio).

[0146] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 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] <Section Control Unit 614> As shown in FIG. 4, the interval control unit 614 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.

[0148] When the gaming zone is a normal zone, if the condition for transition to the advantageous zone is satisfied, the zone control unit 614 sets (transitions) the gaming zone to the advantageous zone.

[0149] Furthermore, when the gaming zone is a favorable zone, the zone control unit 614 determines whether to maintain the favorable zone state or transition to a normal zone (whether to end the favorable zone).

[0150] Specifically, the zone control unit 614 forcibly shifts the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in gaming value during the advantageous zone based on the quantity of gaming value at the time of shifting to the advantageous zone (the advantageous zone difference described below) reaches +2400. Note that the forced termination condition may be, for example, when the zone control unit 614 shifts the second gaming state from the AT to the general gaming state when the gaming zone is the advantageous zone, or when the game enters the CZ, which is a pull-back zone, after the AT ends but the AT cannot be pulled back in the CZ and the game shifts to the general gaming state.

[0151] For example, if the advantageous zone difference number becomes -1000 after entering the advantageous zone, the operator (especially the player) can earn a maximum gaming value of 1000 + 2400 = 3400.

[0152] In addition, when the slot machine 1 is powered on, the setting value is changed, or the RAM is cleared, the interval control unit 614 sets the game interval to a normal interval regardless of the previous game interval.

[0153] The section control unit 614 can transmit information about the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 or the like as information about the progress of the game.

[0154] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state and the second gaming state.

[0155] Specifically, the game state control unit 615 sets the first game state to one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to one of a general game state, an AT, and a CZ.

[0156] The gaming state control unit 615 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0157] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 615 sets the first gaming state to the bonus internal state.

[0158] When a specific condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to a special role non-carryover state.

[0159] In the special role non-carryover state, if a special role is won (from this point until the special role is won, the state is the bonus internal state) and the special role is won, the game state control unit 615 transitions the first game state from the special role non-carryover state to the special role implementation state via the bonus internal state.

[0160] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 615 shifts the first gaming state from the bonus internal state to the special combination execution state.

[0161] Also, in the special combination execution state, when specific conditions are met or when game values are paid out exceeding a predetermined number, the game state control unit 615 shifts the first game state from the special combination execution state to the non-carry-over special combination state.

[0162] Returning to FIG. 6, when not conducting an AT draw in the general game state or 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, and upon the winning of the AT start combination 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, for the second game state, the game state control unit 615 selects any one of a plurality of types of modes related to the progress of the game (for example, a normal mode in which it is difficult to win an AT draw and a high probability mode in which it is easy to win an AT draw). Then, the game state control unit 615 conducts an AT draw (or an AT bonus draw) with an AT winning probability (or a 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 proceed with the game using one of the multiple RT states. For each of the multiple RT states, the probability that the replay flag will be established as a win flag (replay probability) is predetermined, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) is won.

[0169] In this embodiment, the specifications of the internal lottery process (for example, an internal lottery table that specifies which winning combination flags will be established / are likely to be established) that are executed in response to the game start operation (operation of the lever 42) may differ in each RT state. Therefore, the RT state control unit 616 controls the RT state, and the internal lottery table used for the internal lottery is changed in various ways, resulting in the realization of diversity in the game.

[0170] The information regarding the RT state (which RT state it is, such as RT0 or RT1) can be used by the game state control unit 615, the presentation control unit 630, etc. as information regarding the progress of the game.

[0171] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.

[0172] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent 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 the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0174] <Explanation of the gaming value control unit 62> The ROM of the game value control unit 62 mounted on the game value control board P2 stores programs and various data directly related to the management of the game value.

[0175] The RAM and RWM of the gaming value control unit 62 store gaming data (information relating to the progress of the game) required for managing the gaming value.

[0176] The gaming value control unit 62 functions as a medium management unit 620 and a function operation unit 621 through the operation of the CPU of the gaming value control unit 62 using the storage unit.

[0177] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0178] The media 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 performs the following processing.

[0179] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0180] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.

[0181] 7, the media management unit 620 calculates the difference in game value (an example of information regarding the progress of the game), which is the cumulative value obtained by subtracting the number of game value bets from the number of game value payouts, regardless of whether the game is in a normal zone or an advantageous zone, and regardless of whether the game is in a normal gaming state or a special gaming state (CZ, AT). The difference in game value is used to calculate the difference in advantageous zones, whether the complete function is activated, and the like, as described below.

[0182] In addition, as shown in Figure 7, the media management unit 620 calculates the advantageous zone difference number, which is the difference in game value in the advantageous zone (from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone).

[0183] In this embodiment, when this advantageous zone difference number becomes +2400 (hereinafter, it is assumed to be +2400, but this is not limited to this and it may be +1000, +2000, etc.), the media management unit 620 initializes the advantageous zone difference number to 0 (zero). For example, if the game transitions to the AT when the difference number becomes -300 after play in the advantageous zone has started, the media management unit 620 initializes the advantageous zone difference number when 2700 is paid out thereafter (in this case, the advantageous zone difference number becomes +2400). Note that when the advantageous zone difference number becomes +2400, the media management unit 620 transmits a signal to that effect to the zone control unit 614. As a result, the zone control unit 614 transitions the game zone to the normal zone.

[0184] In addition, the media management unit 620 can initialize the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified termination condition being met other than when the advantageous zone difference number becomes +2400.

[0185] The media management unit 620 starts calculating the advantageous zone difference number when the gaming zone transitions to the advantageous zone again.

[0186] 7, the media management unit 620 calculates a range (MY), which is the difference between the maximum and minimum values of the difference number, using the difference number of game values, which is the cumulative value of the number of payouts of game values minus the number of bets of game values since the slot machine 1 was last powered on. Unlike the aforementioned advantageous zone difference number and the difference number of game values, this range (MY) is calculated for all game zones (advantageous zones and normal zones), that is, continuously as long as the slot machine 1 is powered on.

[0187] This information about the range (MY) is used in the function operation unit 621 for the complete function, which will be described later.

[0188] The medium management unit 620 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff.

[0189] The number of bets, the number of credits, the difference, etc. of the gaming value calculated by the media management unit 620 are transmitted to the gaming status control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.

[0190] <Function Activation Unit 621> The function operation unit 621 uses the information about the range (MY) generated by the medium management unit 620 to execute processing related to advance notification.

[0191] When the range (MY) is equal to or greater than the first range, for example, 18500, the function activation unit 621 generates information regarding advance notification indicating that activation of the complete function is imminent.

[0192] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing (the machine will enter a state where play is not possible) unless the power is turned off and on by store staff.

[0193] The gaming operations referred to here mean the operations required to play one game, and include the operation of the bet switch 41 for betting gaming value, in particular, as an operation for starting the spinning reel 20. When the complete function is activated, such gaming operations are not accepted, and therefore, even if the bet switch 41 is operated while the complete function is activated, the betting process for gaming value is not performed.

[0194] It should be noted that information relating to advance notification is transmitted to the performance control unit 630 for each game while this information is being generated by the function operation unit 621. As a result, the performance control unit 630 issues an advance notification.

[0195] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer performed by the performance control unit 630.

[0196] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 630. In this way, by using a flag to represent the information regarding the advance notification, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 630.

[0197] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.

[0198] The function activation unit 621 deactivates the complete function when a store staff member turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being off, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no advance notice is given, and the slot machine 1 becomes playable in a state where the conditions for reactivating the complete function are no longer met.

[0199] <Explanation of the sub-control unit 63> The ROM of the sub-control unit 63 stores programs and various data indirectly related to the progress of the game (for example, control of the effects on the liquid crystal screen 3, control of the LED light emission of the illumination unit 102, and control of the audio output from the speaker 101).

[0200] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0201] The sub-control unit 63 functions as a performance control unit 630 through operations by the CPU of the sub-control unit 63 using the memory unit.

[0202] <Production control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0203] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0204] In addition, when the AT is being executed, the performance control unit 630 executes the AT performance using a performance lottery table dedicated to the AT.

[0205] Specifically, the effect control unit 630 executes the effect during AT preparation using an effect lottery table dedicated to AT preparation, and executes the effect during AT execution using an effect lottery table dedicated to AT execution.

[0206] For example, when a player operates a menu button (not shown) while a game is not being played (in a non-game state), the performance control unit 630 displays a menu screen on the liquid crystal screen 3, as shown in Fig. 9. The performance control unit 630 accepts the player's operation to set the volume of background music, sound effects, etc. on the menu screen.

[0207] Specifically, the performance control unit 630 accepts a setting operation by the player for the volume of the background music and the volume of the sound effects. This setting operation is performed, for example, using cursor buttons (not shown) consisting of up, down, left, right, and other buttons installed on the cabinet 10, as well as a confirm button (not shown). The performance control unit 630 accepts a setting operation for the volume of the background music within a range of 1 to 5 (volume level), and a setting operation for the volume of the sound effects within a range of 1 to 5 (volume level).

[0208] Furthermore, the performance control unit 630 can accept the player's hold operation on the cursor button, decision button, etc. in response to "Do you want to lock?" in FIG. 9, and set the adjusted volume lock function to ON.

[0209] Furthermore, when the adjustable volume lock function is turned on (when "YES" is set to "Do you want to lock?" in FIG. 9 and a maintenance operation is performed), the performance control unit 630 accepts an operation to release the adjustable volume lock function (an operation on the release button or an operation to set "NO" to "Do you want to lock?"). When this operation is accepted, the adjustable volume lock function is released.

[0210] Furthermore, if the adjustment volume lock function is not turned on (if no maintenance operation is performed), when a predetermined condition is met (for example, when AT ends after the volume of BGM or the like is set), the performance control unit 630 initializes the volume set for BGM and SE. Specifically, after the predetermined condition is met, the performance control unit 630 sets the volume level of BGM and SE to 3.

[0211] On the other hand, if the adjusted volume lock function is turned on, the performance control unit 630 maintains the set volume without initializing it even after the specified conditions are met.

[0212] <Basic operation process flow of slot machine 1> The flow of the basic operation process of the slot machine 1 will be described with reference to FIG.

[0213] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 621 determines whether the slot machine 1 is in a playable state (whether the complete function is activated) (step S101).

[0214] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0215] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 and the game value control unit 62 of the slot machine 1 display the amount of credited game value on the digital counter 43, and accept the operation of the bet switch 41, lever 42, etc. by the operator, provided that game value data has been transmitted from the card unit 7. This causes the slot machine 1 to enter a game start state (step S102).

[0216] Next, the media management unit 620 starts counting the range (MY) (step S103). After that, the media management unit 620 counts the range (MY) for each game regardless of whether it is in the normal zone or the advantageous zone.

[0217] Next, the interval control unit 614 allows the game to proceed in the normal interval (step S104).

[0218] The gaming state control unit 615 allows the game to proceed in the normal gaming state (step S105).

[0219] Next, the zone control unit 614 determines whether the gaming zone has become an advantageous zone because the conditions for transitioning to an advantageous zone have been met, or whether the gaming zone is an advantageous zone because the advantageous zone state is maintained (step S106).

[0220] If the gaming zone is not an advantageous zone (S106: NO), the process returns to step S104.

[0221] On the other hand, if the gaming zone is an advantageous zone (S106: YES), the media management unit 620 counts the advantageous zone difference number (in a game that has transitioned to an advantageous zone, counting of the advantageous zone difference number begins) (step S107). After this, the zone control unit 614 continues counting the advantageous zone difference number while the gaming zone is an advantageous zone (in both the general gaming state and the CZ or AT).

[0222] Next, the gaming state control unit 615 determines whether or not to transition the second gaming state to the AT (step S108).

[0223] If the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.

[0224] On the other hand, if the second gaming state transitions to the AT (S108: YES), the gaming state control unit 615 causes the game to proceed in the AT (step S109).

[0225] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) is 19000 or greater.

[0226] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0227] On the other hand, if the complete function does not operate (S110: NO), the section control unit 614 determines whether the advantageous section difference number is +2400 or more (step S111).

[0228] If the advantageous zone difference number is +2400 or more (S111: YES), the zone control unit 614 transitions the game zone to the normal zone, the game status control unit 615 terminates the AT, and the media management unit 620 initializes the advantageous zone difference number to zero (0), after which the processing returns to step S104.

[0229] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game status control unit 615 determines whether or not to end the AT (step S112).

[0230] If the AT ends (S112: YES), the process returns to step S105.

[0231] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.

[0232] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the player to be unable to play the slot machine 1 (step S113).

[0233] Next, in response to the operation of the count button 44, the medium management section 620 and the card unit 7 transmit and receive necessary information to execute the transfer process (step S114).

[0234] Next, in response to the power-off operation by the store staff, the power of the slot machine 1 is turned off (step S115), and in response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). Note that, if the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous zone and advantageous zone difference number are carried over.

[0235] Next, in response to the store staff's operation to restore power, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic flow of operation processing of the slot machine 1.

[0236] <Volume adjustment lock process flow> Next, the adjusted volume lock process of this embodiment will be described with reference to FIG.

[0237] First, based on the player's operation on the menu button, the effect control unit 630 displays a menu screen on the liquid crystal screen 3 (step S201).

[0238] Next, the effect control unit 630 accepts the player's operation of the cursor buttons, enter button, etc. on the menu screen, and displays a volume setting screen as shown in FIG. 9 (step S202).

[0239] Next, the performance control unit 630 executes the setting of the volume of the background music based on the adjustment operation of the player (step S203). Specifically, the player can set the volume of the background music by operating the cursor button, the enter button, etc.

[0240] Next, the performance control unit 630 executes volume setting of the SE based on the adjustment operation by the player (step S204). Specifically, the player can set the volume of the SE by operating the cursor button, the enter button, etc. Note that, in the example of FIG. 11, an example is described in which the volume setting of the BGM (S203) is performed before the volume setting of the SE (S204), 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, it is not necessary to perform either the volume setting of the BGM or the volume setting of the SE.

[0241] Next, the flow branches depending on whether the volume setting has been completed with the adjusted volume lock function turned on (the maintain operation has been performed / "YES" has been set to "Do you want to lock?") (step S205).

[0242] If the volume setting is completed with the adjusted volume lock function turned off (no maintenance operation is performed / "NO" is set to "Do you want to lock?") (S205: NO), the flow branches depending on whether or not a predetermined condition is met thereafter (step S206).

[0243] If the predetermined condition is not met (S206: NO), the process repeats step S206.

[0244] On the other hand, if the predetermined condition is met thereafter (S206: YES), production control unit 630 initializes the volume set for the BGM and SE (step S207), and then the adjusted volume lock process ends.

[0245] Returning to step S205, if the volume setting is completed with the adjusted volume lock function turned on (the maintain operation is performed / "YES" is set to "Do you want to lock?") (S205: YES), the performance control unit 630 will maintain the set volume even after the specified conditions have been met (step S208).

[0246] Next, the flow branches depending on whether or not the volume adjustment lock function has been released due to the occurrence of a power outage to the slot machine 1 or an operation by the player (step S209).

[0247] If the adjusted volume lock function has not been released (S209: NO), the process returns to step S208.

[0248] On the other hand, if the adjusted volume lock function is released (S209: YES), the process proceeds to step S206, after which the adjusted volume lock process ends. The adjusted volume lock process is executed through the above steps.

[0249] To summarize the above, the slot machine 1 of the present invention has the following features: a performance control unit 630 capable of receiving adjustment operations for the volume of game sounds such as background music and sound effects; Equipped with The performance control unit 630 When an adjustment operation by a player is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition (for example, the end of AT) is met after the adjustment operation, the volume can be set to the initial state. Even when a predetermined condition (for example, AT has ended) is satisfied, it is possible to accept a maintenance operation for further maintaining the adjusted volume.

[0250] <Effects of the Invention> BACKGROUND ART Gaming machines that allow adjustment of the volume of game sounds, such as background music and sound effects, that are output during a game are known.

[0251] In such conventional gaming machines, the volume of game sounds can be adjusted based on operations by the player on a menu screen, for example.

[0252] However, in conventional gaming machines, the volume adjustment setting remains valid until a predetermined condition is met, but once the predetermined condition is met, the volume automatically returns to the initial setting, so the player must adjust the volume again to suit their preferences after the predetermined condition is met.

[0253] In contrast, in the present invention, when the volume adjustment lock function is turned on based on the player's operation, the adjusted volume can be maintained even when a predetermined condition is met. Therefore, when the volume adjustment lock function is turned on, the player does not need to adjust the volume every time the predetermined condition is met.

[0254] According to the present invention, it is possible to provide a gaming machine that can maintain the set volume adjustment state based on the player's maintenance operation even after a predetermined release condition has been met.

[0255] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely 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 modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0256] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0257] In the above embodiment, an example is described in which the volume adjustment states for both BGM and SE are locked as a set, but the volume adjustment states for BGM and SE may also be locked individually.

[0258] However, from the viewpoint of user friendliness and volume balance, it is preferable to lock the volume adjustment status for both BGM and SE as a set. If the volume adjustment status for BGM and SE were to be locked individually, the volume balance between BGM and SE might be disrupted if one volume level is reset to the initial setting and the other volume level is adjusted, requiring the player to adjust the volume again.

[0259] In addition, in the above embodiment, an example is described in which the adjusted volume of background music and sound effects can be locked based on a player's maintenance operation, but the present invention is not limited to this. For example, if the on / off switching of the adjusted volume lock function is prohibited by the operation of a store staff member, or if the game is in a specific gaming state such as during an automatic timer, the player may not be able to turn on the adjusted volume lock function.

[0260] Furthermore, it may be possible to set the volume adjustment lock function for each of the BGM and SE individually based on the player's maintenance operation.

[0261] It is also possible to output the background music and sound effects from separate channels, but in this case, control may become complicated, as it may be necessary to lock the first channel to an adjusted volume and set the second channel to its initial volume.

[0262] In addition, if the volume of the BGM and the SE can be set separately as in the above embodiment, they may be separate output channels. However, even in this case, it is possible to configure the BGM and the SE to be output from the same output channel so that the volume of the BGM and the SE can be adjusted.

[0263] Also, although an example has been described in which the on / off switching of the adjustable volume lock function is set by a player's operation (manual), the present invention is not limited to this. For example, the on / off switching of the adjustable volume lock function may be set automatically without being based on a player's operation. In this case, the adjustable volume lock function may be automatically set on when a special role implementation state is started, an AT lottery is won, or a transition to a winning zone occurs, for example.

[0264] Also, the player may be able to set himself / herself to be "away" (hereinafter referred to as "away setting") while playing the slot machine. In this case, when the player sets himself / herself to be away, the LCD screen will display "Away from your seat now."

[0265] In the case where such specifications are adopted, if a player adjusts the volume of the background music and sound effects but continues playing with the volume adjustment lock function set to off, and then sets the player to leave the game, the volume adjustment lock function may be automatically turned on in response to the setting to leave the game. Furthermore, in this case, if the player cancels the setting to leave the game, the volume adjustment lock function may also be automatically turned off.

[0266] In addition, if a player performs an adjustment operation while the adjustable volume lock function is on, the adjustable volume lock function will remain on and accept new settings (volume levels of background music and / or sound effects), and the locked volume content may be changed.

[0267] Alternatively, if the player performs an adjustment operation while the volume adjustment lock function is on, the volume adjustment 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., urging the player to first disable the volume adjustment lock function.

[0269] In addition, with regard to the adjustment operation, the player may be able to set the volume of each of the background music and sound effects, and further, (a) For players who want to listen to background music: BGM volume ≫ SE volume (b) For players who want a balanced sound overall: Normally, the BGM volume is less than or equal to the SE volume, but during AT, the BGM volume is greater than or equal to the SE volume. (c) Initial state: Regardless of the game state, the volume of the background music is the same as the volume of the sound effects. In this case, the player may select and set a desired pattern. When the volume is adjusted by selecting 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) 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 game 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 when (2) or (3) is satisfied, the player may become aware that the setting value has been changed.

[0271] Furthermore, the store may be able to decide which of the above (1) to (5) is to be the condition for releasing the volume adjustment lock function.

[0272] Alternatively, the condition for releasing the volume adjustment lock function may be a change in the player playing the slot machine. In this case, it is sufficient to use a predetermined sensor to detect a change in the player by detecting, for example, the player sitting in a chair, leaving the slot machine, or inserting a card into the card unit.

[0273] Furthermore, without being limited to the above embodiment, the effect control unit may accept the volume setting operation even when a gaming value has been bet but the lever has not been operated. Furthermore, the effect control unit may accept the volume setting operation even when the reels are not spinning.

[0274] In addition, when the gaming machine is a smart slot machine like the one in the above embodiment and the adjustable volume lock function is turned on, the adjustable volume lock function may be set to off when there is a possibility that a different player will play the next game, for example, when a player operates the counting button.

[0275] Also, there may be no need for a complete button as shown in Figure 9. In this case, the volume of each of the BGM and SE may be set and reflected when the volume level is selected individually.

[0276] Furthermore, when the adjustable volume lock function is turned on, the player may be able to set conditions for how long the adjustable volume lock function will be enabled (for example, valid for 24 hours, valid until 5 p.m.). By doing so, the player can use it instead of a timer to notify the player that a scheduled time has arrived. In this case, it is preferable that the remaining time until the adjustable volume lock function is turned off or the time since it was turned on be displayed.

[0277] Alternatively, the adjustable volume lock function may be turned on in a chance state such as a high probability mode, and may be turned off in a low probability mode. In this way, the player can determine the gaming state based on whether the adjustable volume lock function is on or off.

[0278] Furthermore, the operator who can set the condition for how long the adjusted volume lock function will be enabled may be a player or a store staff member.

[0279] Furthermore, in the above embodiment, an example is described in which the first sound is background music and the second sound is sound effects, but the present invention is not limited to this. For example, the first sound and the second sound may both be background music, but the first sound may be vocals and the second sound may be something other than vocals (for example, guitar). Also, the first sound may be a deep bass sound and the second sound may be something other than vocals (for example, a high note or melody). This allows, for example, people who want to listen to vocals or deep bass sounds to enjoy game sounds according to their preferences.

[0280] Furthermore, the volume may be set independently for three or more types of sounds (e.g., third and fourth sounds) rather than being limited to two types of sounds, the first and second sounds. In this case, the volume may be set independently for each type of instrument in the background music, and the volume may be set independently for the payout sound and the sound of the lever operation in the sound effects.

[0281] Furthermore, in the above embodiment, an example is described in which the performance control unit accepts a maintenance operation to maintain the adjusted volume even when a predetermined condition is met, but the present invention is not limited to this. The performance control unit may be able to accept a maintenance operation to keep the adjusted volume locked regardless of whether the predetermined condition is met. In this case, when the user performs a maintenance operation, the performance control unit can continue to lock the adjusted volume thereafter, regardless of whether the predetermined condition is met. In other words, when the adjusted volume lock function is turned on, the performance control unit does not need to perform the process of determining whether the predetermined condition is met.

[0282] In addition, although the above embodiment describes an example in which the bonus is a device for continuously operating a special feature related to a first-class special feature, the present invention is not limited to this. The bonus may be at least one of a first-class special feature, a device for continuously operating a special feature related to a first-class special feature, a second-class special feature, or a device for continuously operating a special feature related to a second-class special feature.

[0283] In addition, a signal indicating the type of game zone may be sent from the zone control unit to the digital counter, so that the digital counter can indicate whether the game zone is a favorable zone or not, for example, by whether or not a dot is displayed.

[0284] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the playing zone from the advantageous zone to the normal zone.

[0285] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the game value may also be used to determine whether or not to activate the complete function.

[0286] Furthermore, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may also be an ART (Assisted Replay Time) machine, or it may be a bonus-only slot machine that does not execute AT, ART, etc., or a slot machine that can execute both a bonus and AT (or ART).

[0287] Although the slot machine in the above embodiment is a medal-less machine, the slot machine to which the present invention is applied does not have to be a medal-less machine. If the slot machine is not a medal-less machine, the slot machine will have components such as a medal insertion slot, a medal payout slot, and a hopper.

[0288] In addition, although the above embodiment describes an example of a so-called smart slot machine, the present invention is not limited to this. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous zone can be executed.

[0289] Furthermore, the gaming machine is not limited to a slot machine, but the present invention can also be applied to a so-called enclosed pinball gaming machine, i.e., a Smart Pachinko (registered trademark) equipped with a handle, a pinball launching device, an electric tulip, etc. This is because the Smart Pachinko (registered trademark) also has the same issues as slot machines. [Explanation of symbols]

[0290] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control section 614 Section Control Unit 615 Game status control unit 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 621 Functional operating part 63 Sub-controller 630 Production Control Unit

Claims

1. a first operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state, Even if the predetermined condition is satisfied, a maintaining operation for further maintaining the volume in the adjusted state can be accepted, the sounds include a first sound and a second sound different from the first sound, The first sound includes at least a sound that is output in conjunction with a predetermined output device during one game in association with the progress of the game, the second sound includes at least a sound output based on an operation on the second operation unit during one game; The second operation unit is capable of receiving an operation necessary for controlling the progress of a game, the control unit is capable of accepting the adjustment operation for the volume of the first sound and the volume of the second sound individually, Gaming machine.

2. a first operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state, a maintaining operation for further maintaining the volume in the adjusted state regardless of whether the predetermined condition is satisfied; the sounds include a first sound and a second sound different from the first sound, The first sound includes at least a sound that is output in conjunction with a predetermined output device during one game in association with the progress of the game, the second sound includes at least a sound output based on an operation on the second operation unit during one game; The second operation unit is capable of receiving an operation necessary for controlling the progress of a game, the control unit is capable of accepting the adjustment operation for the volume of the first sound and the volume of the second sound individually, Gaming machine.

3. an operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state, Even if the predetermined condition is satisfied, a maintaining operation for further maintaining the volume in the adjusted state can be accepted, a setting value control unit that can set one of a plurality of setting values having different advantageous degrees of control over game progress to progress the game; A memory unit capable of storing information related to control of game progress; Furthermore, The control unit A power outage occurred in the gaming machine, The setting value has been changed; The storage unit has been initialized, and The operator sets the volume to the initial state; When at least one of the following conditions is met, the volume can be set to the initial state. Gaming machine.

4. an operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state, a maintaining operation for further maintaining the volume in the adjusted state regardless of whether the predetermined condition is satisfied; a setting value control unit that can set one of a plurality of setting values having different advantageous degrees of control over game progress to progress the game; A memory unit capable of storing information related to control of game progress; Furthermore, The control unit A power outage occurred in the gaming machine, The setting value has been changed; The storage unit has been initialized, and The operator sets the volume to the initial state; When at least one of the following conditions is met, the volume can be set to the initial state. Gaming machine.

5. an operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit If the adjustment operation is not accepted, the volume can be set to the initial state. When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state, A maintaining operation for further maintaining the volume in the adjusted state can be accepted even when the predetermined condition is satisfied. Gaming machine.

6. an operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit If the adjustment operation is not accepted, the volume can be set to the initial state. When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, If a predetermined condition is met after the adjustment operation, the volume can be set to the initial state, a maintaining operation for further maintaining the volume in the adjusted state regardless of whether the predetermined condition is satisfied or not can be accepted; Gaming machine.

7. an operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, After the adjustment operation is performed, if a predetermined condition related to the progress of the game that is unrelated to the adjustment operation is satisfied, the volume can be set to the initial state, A maintaining operation for further maintaining the volume in the adjusted state can be accepted even when the predetermined condition is satisfied. Gaming machine.

8. an operation unit capable of receiving an adjustment operation for the volume of a sound; a control unit capable of controlling the volume of the sound; a control unit capable of receiving an adjustment operation for the volume of a sound; Equipped with The control unit When the adjustment operation is accepted, the volume can be set to the volume adjusted based on the adjustment operation, After the adjustment operation is performed, if a predetermined condition related to the progress of the game that is unrelated to the adjustment operation is satisfied, the volume can be set to the initial state, a maintaining operation for further maintaining the volume in the adjusted state regardless of whether the predetermined condition is satisfied or not can be accepted; Gaming machine.

Citation Information

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