gaming machines

The gaming machine uses sound effects with varying pitches to intuitively convey game value transfers, addressing the need for easier understanding of operations in medal-less gaming machines, thereby improving user experience.

JP7763676B2Active Publication Date: 2025-11-04HEIWA CORP
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Patent Information

Application Number
JP2022015172
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-02
Publication Date
2025-11-04
Estimated Expiration
2042-02-02

AI Technical Summary

Technical Problem

There is a demand for gaming machines with behaviors and operations that are easier to understand, particularly in medal-less gaming machines that use electronic game values instead of physical medals.

Method used

The gaming machine incorporates sound effects with increasing or decreasing pitches to intuitively convey the transfer of game values between the machine and a dedicated unit, using a first operating means to transmit values and a sound control means to output corresponding sound effects when credits increase or decrease.

Benefits of technology

This configuration makes the behavior and operation of the gaming machine more understandable by intuitively conveying the flow of game values through sound cues, enhancing user experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine of which behavior and operation can be understood easily.SOLUTION: A game machine is provided, including first operation means 58, sound output means 36, and sound control means 96, the game machine capable of transmitting and receiving game values between a dedicated unit 200 that is connected to the game machine. When the game value is transmitted to the game machine from the dedicated unit 200 and the number of credits increases, the sound control means 96 causes the sound output means 36 to output an effect sound of which pitch is rising. Based on an operation to the first operation means 58, when the game value is transmitted from the game machine to the dedicated unit 200 and the number of credits is decreases, the sound control means 96 causes the sound output means 36 to output an effect sound of which pitch is lowering.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Conventionally, slot machines, pachinko machines, etc. are known as gaming machines. Among these gaming machines, there are also known gaming machines that allow games to be played using gaming value as electronic information, rather than actual medals or gaming balls (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-122594 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, there is a demand for gaming machines whose behavior and operation are easy to understand.

[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine whose behavior and operation are easy to understand. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine of the present invention comprises: A first operating means; a sound output means; a sound control means; A gaming machine capable of transmitting and receiving gaming values ​​between a dedicated unit connected to the gaming machine, The sound control means when a gaming value is transmitted from the dedicated unit to the gaming machine and the number of credits increases, outputting a sound effect with an increasing pitch from the sound output means; The gaming machine is characterized in that gaming value is transmitted from the gaming machine to the dedicated unit based on an operation on the first operating means, and when the number of credits decreases, a sound effect with a descending pitch is output from the sound output means.

[0007] According to this configuration, when game value is transmitted from the dedicated unit to the gaming machine and the number of credits increases, a sound effect with an increasing pitch is output, and when game value is transmitted from the gaming machine to the dedicated unit and the number of credits decreases, a sound effect with a decreasing pitch is output, so that the flow of game value (increase or decrease in the number of credits) between the dedicated unit and the gaming machine can be intuitively conveyed to the player. In other words, the player can intuitively understand the operations related to the transfer of game value from the dedicated unit to the gaming machine and the operations related to the transfer of game value from the gaming machine to the dedicated unit. Therefore, the behavior and operation of the gaming machine can be made easier to understand. [Effects of the Invention]

[0008] According to the present invention, the behavior and operation of a gaming machine can be made easier to understand. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to an embodiment of the present invention; [Figure 2] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 3] This is a view of the gaming machine and dedicated unit from the front. [Figure 4] 10 is a flowchart for explaining the counting process. [Figure 5] 10A and 10B are diagrams showing waveforms of a first sound effect and a second sound effect. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the present invention will be described by taking as an example a case where the present invention is applied to a slot machine, which is one type of gaming machine. However, the present invention is not limited to slot machines and may be applied to other gaming machines such as pachinko gaming machines. In the following description, basically, "front and rear" means that when a player is in front of the slot machine, the player side is the "front" and the slot machine side is the "rear," "up and down" means that the top side of the slot machine is the "top" and the bottom side is the "bottom," and "left and right" means that the left hand side of the player playing the slot machine is the "left" and the right hand side is the "right."

[0011] Unlike conventional slot machines in which physical medals are inserted to play a game and physical medals are paid out when a winning combination is achieved, the gaming machine of this embodiment is a medal-less gaming machine in which game value as electronic information is used without using physical medals, and game value is consumed or awarded through play. Note that game value in a medal-less gaming machine corresponds to medals, which are game value in conventional slot machines, and game value in a medal-less gaming machine can be considered to be virtual medals, so game value in this embodiment may also be referred to as medals. Furthermore, hereinafter, the number of game values ​​may be considered to be the number of virtual medals, and the number of game values ​​may be expressed as "~ pieces" or "~ pieces."

[0012] FIG. 1 is a front perspective view of a gaming machine X according to this embodiment. The gaming machine X includes a cabinet 10, which is box-shaped and includes a bottom panel, left and right side panels, a top panel, and a back panel, with a front opening that opens to the front side of the cabinet 10. A front door 12 that opens and closes the front opening of the cabinet 10 is provided on the front of the cabinet 10, and the front door 12 includes an upper door 30 that opens and closes the upper part of the opening, and a lower door 40 that opens and closes the lower part of the opening. The front door 12 may be an integrated structure that does not separate the upper door 30 and the lower door 40.

[0013] The housing 10 contains a reel unit, a main control means (main board) 70, a sub-control means (sub-board) 72, and the like (see FIG. 2). The reel unit has three rotating reels (first reel 20a, second reel 20b, and third reel 20c) with multiple symbols displayed around their periphery, a drive motor (stepping motor) for rotating the reels 20a-20c, and an index sensor provided for each of the reels 20a-20c. Each index sensor detects the edge of a semicircular band-shaped index attached to the inside of each of the reels 20a-20c. Then, based on the detection information from the index sensors, the reels 20a-20c are controlled to stop, etc.

[0014] As shown in Fig. 1, a display window 31 is provided in the upper door 30, and three reels 20a to 20c are arranged in a horizontal row behind this display window 31. A liquid crystal display 34 (image display device) is provided in front of the reels 20a to 20c, facing the display window 31.

[0015] The liquid crystal display 34 displays various effect images in its display area (display surface) 35 to assist or enhance the game. The display area 35 has a first display area 35a and a second display area 35b. The first display area 35a is formed in a horizontally long rectangle in approximately the lower half of the liquid crystal display 34 when viewed from the front. The liquid crystal display 34 is a transmissive liquid crystal display, which allows components behind the first display area 35a to be visible.

[0016] A reel unit is arranged behind the first display area 35a so that a portion of the reel unit is visible through the first display area 35a. A plurality of types of symbols are arranged on the outer periphery of each of the reels 20a to 20c, and when the reels 20a to 20c stop, three consecutive symbols are displayed per reel through the first display area 35a and the display window 31. The first display area 35a (display window 31) has an upper, middle, and lower row as display positions for visually viewing the symbols on each of the reels 20a to 20c, and a pay line is set by combining the display positions of each of the reels 20a to 20c. In the gaming machine of this embodiment, the number of game values ​​(prescribed number) required for one game is set to three, and when the prescribed number of game values ​​is inserted, a pay line formed by the middle row of each of the reels 20a to 20c is activated. Furthermore, when the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process (a prize-winning process) corresponding to the winning combination will be executed. That is, whether or not a winning combination has been selected will be displayed based on the symbol combination displayed through the display window 31 when the reels 20a to 20c stop.

[0017] The first display area 35a has a plurality of states, including a transparent state and a state in which an effect image is displayed. When the first display area 35a is in a transparent state, the symbols on the reels 20a to 20c are visible. When the first display area 35a is displaying an effect image, the effect image is displayed in front of the reels 20a to 20c. When the first display area 35a is displaying an effect image, the symbols on the reels 20a to 20c may be visible (easy to see) or may be invisible (hard to see). In this way, the first display area 35a is an area in which the symbols on the reels 20a to 20c are visible and an effect image can be displayed.

[0018] The second display area 35b is the portion of the display area 35 of the LCD display 34 excluding the first display area 35a. In the gaming machine of this embodiment, the second display area 35b is composed of a wide horizontally elongated rectangular area above the first display area 35a, a narrow horizontally elongated rectangular area below the first display area 35a, and narrow vertically elongated rectangular areas on the left and right sides of the first display area 35a. In other words, the second display area 35b is arranged to surround the first display area 35a. The second display area 35b can display images for presentation purposes, and it is also possible to display a single, cohesive image across the second display area 35b and the first display area 35a. The second display area 35b is not transparent and does not allow the components behind it to be visible through it. However, the second display area 35b may also be transparent. In other words, the entire display area 35 may be the first display area 35a.

[0019] The liquid crystal display 34 does not have to be a transmissive liquid crystal display, and the reels 20a to 20c do not have to be visible through the liquid crystal display 34. For example, in addition to the display window 31 that makes the reels 20a to 20c visible, a second display window that makes the liquid crystal display 34 visible may be provided, and the liquid crystal display 34 may be visible through the second display window.

[0020] Additionally, the upper door 30 and the lower door 40 are provided with a plurality of speakers (sound output means) 36. The speakers 36 output various types of sound effects (music, sound effects, voice, etc.) to assist and liven up the game. Additionally, the front door 12 is provided with a plurality of lighting devices 38 for providing notifications, effects, etc.

[0021] The upper door 30 is rotatably connected to the housing 10 via a hinge, thereby opening and closing the upper opening of the housing 10. The lower door 40 is rotatably connected to the housing 10 via a hinge, thereby opening and closing the lower opening of the housing 10. This gaming machine X has a separate cabinet structure, and when replacing the model, the upper door 30 and the reel unit 20 can be replaced while the cabinet 10, the lower door 40, and the power supply unit inside the cabinet 10 remain attached to the gaming parlor's equipment. Also, the gaming machine X is not limited to the separate cabinet type, and the entire slot machine may be replaced when replacing the model.

[0022] In addition, an engagement portion is provided at the lower end of the upper door 30, which protrudes downward from the upper end of the lower door 40 and behind the front surface of the lower door 40, so that the upper door 30 cannot be opened when the lower door 40 is closed.

[0023] An operation area 50 for operating the gaming machine X is provided above the lower door 40. The operation area 50 is provided with a start lever 53 for starting a game, three stop buttons 54 for stopping the rotation of each of the three reels 20a to 20c, a MAX BET button (BET button) 56 operated when betting the maximum number of three medals, a settlement button 57 operated when returning the bet medals to credits, a counting button 58, a gaming value number indicator 100, and the like.

[0024] 2 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a main control means 70 and a sub-control means 72. The main control means 70 receives input signals from the start lever 53, the stop button 54, the bet button 56, the settlement button 57, the count button 58, etc., performs various calculations for executing a game and various calculations related to game value, and controls output means such as the reels 20a to 20c based on the calculation results.

[0025] The sub-control means 72 receives information (signals) sent from the main control means 70, performs various calculations to execute the performance, and controls the performance devices such as the LCD display 34, speaker 36, and lighting device 38 based on the calculation results.

[0026] The main control means 70 and the sub-control means 72 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control means 70 to the sub-control means 72, but information cannot be transmitted from the sub-control means 72 to the main control means 70. The functions of the main control means 70 and the sub-control means 72 are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0027] The main control means 70 comprises a game control means 80, a game value number control means (display control means) 82, a master performance control means 84, and a storage means 86. The sub-control board 72 comprises a sub-performance control means 90 and a storage means 92. The master performance control means 84 and the sub-performance control means 90 constitute a performance control means 96. The master performance control means 84 issues instructions to the sub-performance control means 90 according to the state of the gaming machine. The sub-performance control means 90 controls the performance devices using performance data stored in the storage means 92 based on information (instructions) sent from the master performance control means 84. Note that the control performed by the master performance control means 84 described in this embodiment may be performed by the sub-performance control means 90, and the control performed by the sub-performance control means 90 may be performed by the master performance control means 84.

[0028] The game control means 80 is a means for controlling the progress of a game. In this embodiment, the game value can be stored (accumulated) as credits in the game value number storage area (credit number storage area) 110 of the storage means 86, and when the bet button 56 is pressed in a state in which the game value is stored as credits in the gaming machine, the game control means 80 sets the stored game value as credits to an inserted state, up to a specified inserted number.

[0029] The game control means 80 performs a process to validate a game start operation on the start lever 53 based on the insertion of game value equivalent to the specified insertion number. In the gaming machine of this embodiment, the initial pressing of the start lever 53, which is validated based on the insertion of game value equivalent to the specified insertion number, is accepted as a game start operation, triggering the start of rotation of the reels 20a-20c and the execution of an internal lottery. That is, based on the game start operation on the start lever 53, the game control means 80 performs an internal lottery to determine whether a winning combination will be achieved and starts the rotation of the reels 20a-20c. Furthermore, when the rotation speed of the reels 20a-20c increases to a predetermined speed and enters a steady rotation state, a stop operation on the stop buttons 54a-54c becomes valid. In this state, when a stop operation on the stop buttons 54a-54c is performed, the game control means 80 stops the rotating reels in a manner corresponding to the result of the internal lottery. Furthermore, the game control means 80 judges whether or not a winning combination has been achieved based on the symbol combination displayed on the pay line after the reels 20a to 20c have stopped, and performs processing according to the judgment result (game result). Specifically, the game control means 80 performs processing such as awarding a predetermined number of game values ​​and processing (replay processing) that allows the game to be started again without newly consuming game values, according to the judgment result.

[0030] The game value number control means 82 controls the number of game values ​​(number of credits: stored values ​​in the game value number storage area 110) stored in the game value number storage area 110. Specifically, when a predetermined winning combination (minor winning combination) is achieved and a predetermined number of game values ​​is awarded, the game value number control means 82 increases the number of credits by the predetermined number. Furthermore, when an operation to insert game values ​​is performed at the start of a game, the game value number control means 82 decreases the number of credits by the number of inserted game values. Furthermore, the game value number control means 82 controls the reception of game values ​​transferred from the dedicated unit 200 described below to the gaming machine X. Furthermore, when game values ​​are transferred from the dedicated unit 200 to the gaming machine X, the game value number control means 82 increases the number of credits by the number of transferred game values. Furthermore, the game value number control means 82 controls the transfer of game values ​​from the gaming machine X to the dedicated unit 200. When the game value is transferred from the gaming machine X to the dedicated unit 200, the game value number control means 82 reduces the number of credits by the amount of the game value to be transferred.

[0031] Furthermore, the game value number control means 82 causes the game value number display 100 to display the number of game values ​​(number of credits) stored in the credits. Furthermore, the game value number control means 82 changes the display content of the game value number display 100 according to an increase or decrease in the number of credits. The game value number display 100 has a 5-digit or 6-digit 7-segment display, and the number of credits is displayed by the 7-segment display. Furthermore, in this embodiment, the game value number storage area 110 is capable of storing a maximum of 16,383 game values, and the game value number display 100 displays a value corresponding to the number of credits.

[0032] As shown in FIG. 3, a dedicated unit (game value lending device, game medal lending device, predetermined device) 200 serving as a device for lending game value is provided on the side (right side) of the gaming machine X. The front of the dedicated unit 200 is provided with a bill insertion slot 201 into which bills can be inserted, a card insertion / ejection slot 202 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 203, a replay button (lending operation means) 204, a card return button 205, and the like. The card is used to manage the number of game values ​​owned by the player. In other words, the number of game values ​​owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values ​​by card may be performed by storing the number of play values ​​on the card itself, or by storing the number of play values ​​in a designated management device installed in an amusement facility, etc., and linking the number of play values ​​stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).

[0033] In the dedicated unit 200, an operation (pressing operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine X. When the lending button 203 is pressed, a predetermined number (for example, 50 coins) of game value is credited to the gaming machine X by consuming a stored value stored as a prepaid balance on a bill or card inserted into the bill insertion slot 201.

[0034] Furthermore, in the dedicated unit 200, an operation (pressing operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine X. When the replay button 204 is pressed, game value owned by the player and managed by a card (game value linked to the card) is consumed, and a predetermined number of game values ​​(for example, 50 cards) are credited to the gaming machine X.

[0035] That is, in this embodiment, an operation on the lending button 203 or the replay button 204 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined number of game values ​​is transferred (lent) from the dedicated unit to the gaming machine X. Note that the transfer of medals (credit to the gaming machine X) is executed after a predetermined time (for example, about 2.5 seconds) has elapsed since the lending operation was performed.

[0036] When the player finishes playing, the credited game value can be transferred from the gaming machine X to the dedicated unit 200 based on an operation (pressing operation) on the counting button 58 as a return operation (counting operation). Then, when an operation (pressing operation) on the card return button 205 is performed after the game value has been transferred to the dedicated unit 200, a card that allows the number of game values ​​owned by the player to be known is ejected from the dedicated unit 200 (card insertion / ejection slot 202).

[0037] Next, the processing (counting processing) related to the operation of the counting button 58 in the game value number control means 82 will be described using the flowchart shown in Fig. 4. The game value number control means 82 monitors the state (signal state) of the signal (counting button signal) input from the counting button 58. When the counting button 58 is not operated, the signal input to the game value number control means 82 is OFF, and when the counting button 58 is operated, the signal input to the game value number control means 82 is ON.

[0038] When the game value number control means 82 detects a change from ON to OFF of the counting button signal (detects an OFF edge), or when it detects ON of the counting button signal for a predetermined period of time or longer, it transmits information indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200, and subtracts a value equivalent to the predetermined number from the stored value in the game value number storage area 110. In other words, the game value number control means 82 transfers a predetermined number of game values ​​to the dedicated unit 200 based on the operation of the counting button 58, and subtracts a value equivalent to the predetermined number from the stored value in the game value number storage area 110. As the predetermined number is subtracted (the number of credits is reduced), the game value number displayed on the game value number display 100 is reduced.

[0039] In the counting process, the gaming value number control means 82 first determines whether the counting button signal is ON (step S301). If it is determined in step S301 that the counting button signal is ON (step S301: YES), it determines whether a predetermined condition is met (step S302). On the other hand, if it is determined in step S301 that the counting button signal is not ON (step S301: NO), the processing of step S301 is repeated. The predetermined condition is (1) a condition that the OFF edge of the counting button signal is detected and the ON detection time of the counting button signal (ON detection time) is less than 500 ms (first condition), or (2) a condition that the ON detection time of the counting button signal is 500 ms or more (second condition).

[0040] In step S302, if it is determined that the predetermined condition is met (step S302: YES), the game value number control means 82 determines whether the first condition is met (step S303). On the other hand, in step S302, if it is determined that the predetermined condition is not met (step S302: NO), the process returns to step S301.

[0041] In step S303, if it is determined that the first condition is met (step S303: YES), the gaming value number control means 82 determines whether the number of credits is "1" or more (step S304). On the other hand, in step S303, if it is determined that the first condition is not met (step S303: NO), the gaming value number control means 82 determines whether the number of credits is "50" or more (step S306).

[0042] In step S304, if it is determined that the number of credits is "1" or more (step S304: YES), the gaming value number control means 82 transmits information indicating the number of credits "1" (a value corresponding to a part of the number of credits) to the dedicated unit 200, and subtracts "1" from the number of credits (step S305). After step S305, the process returns to step S301. On the other hand, in step S304, if it is determined that the number of credits is less than "1" (step S304: NO), the process returns to step S301.

[0043] In step S306, if it is determined that the number of credits is equal to or greater than "50" (step S306: YES), the gaming value number control means 82 transmits information indicating a value equivalent to the number of credits "50" (part of the number of credits) to the dedicated unit 200, and subtracts "50" from the number of credits (step S307). After step S307, the process proceeds to step S309. On the other hand, in step S306, if it is determined that the number of credits is less than 50 (step S306: NO), the gaming value number control means 82 transmits information indicating a value equivalent to the current number of credits (e.g., "30", the entire number of credits) to the dedicated unit 200, and sets the number of credits to "0" (step S308). After step S308, the process returns to step S301. In step S308, it is possible that the current number of credits is "0." In that case, information indicating the number of credits "0" may be sent to the dedicated unit 200, and a process of subtracting 0 from the number of credits may be performed, or such a process may not be performed.

[0044] When step S307 is executed, the game value number control means 82 determines whether or not ON of the counting button signal is continuously detected (step S309). In step S309, if it is determined that ON of the counting button signal is continuously detected (step S309: YES), the game value number control means 82 determines whether or not the ON detection time of the counting button signal after the processing of step S307 has reached 300 ms (step S310). On the other hand, in step S309, if it is determined that ON of the counting button signal is not continuously detected (step S309: NO), the process returns to step S301.

[0045] In step S310, if it is determined that the ON detection time of the counting button signal after the processing of step S307 has reached 300 ms (step S310: YES), proceed to step S306. On the other hand, if it is determined in step S310 that the ON detection time of the counting button signal after the processing of step S307 has not reached 300 ms (step S310: NO), proceed to step S309.

[0046] In this embodiment, the settlement button 57 is a button that is operated when returning the game value that has been deposited (set to a deposited state) by operating the bet button 56 to credits. The game value number control means 82 executes a process (deposit return process, predetermined process related to game value) of returning the game value that has been set to a deposited state to credits based on the operation of the settlement button 57. The deposit return process is a process in which the setting of the deposited state of the game value is canceled and the number of game values ​​that were set to a deposited state is added to the number of credits (the value stored in the game value number memory area 110). When the settlement button 57 is operated when there is game value that has been set to a deposited state, the game value is returned to credits based on that operation, and the number of game values ​​displayed on the game value number display 100 increases.

[0047] Next, a description will be given of sounds output in association with a change in the display (change in the number of credits) of the gaming value number display 100. In other words, a description will be given of sounds output in association with the transfer of gaming values ​​between the dedicated unit 200 and the gaming machine X.

[0048] When the game value is transferred from the dedicated unit 200 to the gaming machine X, the effect control means 96 causes the speaker 36 to output a predetermined sound. The sound output at this time is called a first sound effect. Note that data for the first sound effect is stored in the sub-storage means 92, and the effect control means 96 reproduces the data to output the first sound effect.

[0049] The first sound effect is a sound effect whose pitch (pitch, interval) rises. That is, the first sound effect is a sound whose pitch gradually (in stages) rises as time passes. In this embodiment, the first sound effect is designed to always rise in pitch from the start to the end of output and not include any portion (time period) where the pitch falls, but may include a portion (time period) where the pitch falls as long as the player can recognize it as a sound effect whose pitch rises when he or she hears it.

[0050] In this embodiment, when the lending operation means (the lending button 203 or the replay button 204) of the dedicated unit 200 is operated, a signal (lending signal) related to the lending of game value is transmitted from the dedicated unit 200 to the gaming machine X (the game value number control means 82). The lending signal may include information such as the number of game values ​​to be transferred. The lending signal can also be said to be a signal that notifies that a predetermined number of game values ​​will be lent.

[0051] When the game value number control means 82 receives the lending signal, it increases the stored value in the game value number storage area 110 by a predetermined number (e.g., "50") and increases the game value number displayed on the game value number display 100 by a predetermined number (e.g., "50") based on the lending signal. Furthermore, when the game value number control means 82 receives the lending signal, it controls the presentation control means 96 to output a first sound effect from the speaker 36. That is, in this embodiment, when a game value is transferred (lent) from the dedicated unit 200 to the gaming machine X based on the operation of the lending operation means, the game value number displayed on the game value number display 100 increases and the first sound effect is output from the speaker 36.

[0052] In this embodiment, pressing the lending operation means once transfers a predetermined number (e.g., 50 coins) of gaming values ​​from the dedicated unit 200 to the gaming machine X. When the lending operation means is pressed once, the number of gaming values ​​displayed on the gaming value number display 100 increases by a predetermined number (e.g., "50"), and a first sound effect is output once. Even if the lending operation means is continuously pressed (long pressed), the gaming value is not transferred from the dedicated unit 200 to the gaming machine X, and the display on the gaming value number display 100 is not updated, and the first sound effect is not output. In other words, when the lending operation means is pressed once and the gaming value is transferred and the first sound effect is output based on the pressing operation, stopping the pressing and pressing the lending operation means again transfers the gaming value from the dedicated unit 200 to the gaming machine X, and the first sound effect is output again. However, when the lending operation means is continuously pressed (long pressed), the transfer of the gaming value from the dedicated unit 200 to the gaming machine X may be repeatedly performed, and the display of the gaming value number display 100 may be updated and the first sound effect may be output repeatedly. In this case, the first sound effect may be output every time a predetermined number (for example, 50 coins) of gaming values ​​is transferred (every time the display of the gaming value number display 100 is updated by "50"). The transfer cycle of the predetermined number (for example, 50 coins) of gaming values ​​(the update cycle of the gaming value number display 100) and the output cycle of the first sound effect may be different or the same.

[0053] The increase in the display of the game value number display 100 based on the operation of the lending operation means may be done all at once or gradually. Specifically, for example, when the lending operation means is operated and the displayed game value number increases by "50", the increase by "50" may be instantaneous, or may be increased by "1" at a time.

[0054] Furthermore, the start of outputting the first sound effect based on the operation of the lending operation means and the start of updating the display of the game value number display 100 may be earlier than the start of the latter, or the latter may be earlier than the start of the former, or both may be started approximately at the same time.

[0055] It should be noted that the number of game values ​​transferred when the lending operation means is operated does not have to be constant. For example, if the number of game values ​​linked to the cards is 50 or more, 50 game values ​​may be transferred from the dedicated unit 200 to the gaming machine X based on the operation of the replay button 204, and if the number of game values ​​linked to the cards is less than 50 (and is one or more), the same number of game values ​​as the number of game values ​​linked to the cards may be transferred from the dedicated unit 200 to the gaming machine X based on the operation of the replay button 204. In this case, the first sound effect may be output once regardless of the number of game values ​​to be transmitted (whether the number of game values ​​is the predetermined number of 50 or less).

[0056] Furthermore, when a gaming value is transferred from the gaming machine X to the dedicated unit 200, the effect control means 96 causes the speaker 36 to output a predetermined sound. The sound output at this time is called a second sound effect. Note that data for the second sound effect is stored in the sub-storage means 92, and the effect control means 96 reproduces the data to output the second sound effect.

[0057] The second sound effect is a sound effect whose pitch (pitch, interval) decreases. That is, the second sound effect is a sound whose pitch gradually (in stages) decreases as time passes. In this embodiment, the second sound effect is a sound whose pitch continues to decrease from the start to the end of output and does not include any portion (time period) where the pitch increases, but it may include a portion (time period) where the pitch increases as long as the player can recognize it as a sound effect whose pitch decreases when he or she hears it.

[0058] When the counting button 58 is operated, the game value number control means 82 executes a counting process and decreases the stored value in the game value number storage area 110 (see FIG. 4). When the counting button 58 is operated, the game value number control means 82 also controls the presentation control means 96 to output a second sound effect from the speaker 36. That is, in this embodiment, based on the operation of the counting button 58, the game value number displayed on the game value number display 100 decreases and the second sound effect is output from the speaker 36.

[0059] In this embodiment, when the count button 58 is pressed and then stopped within a predetermined time (e.g., 800 ms), a predetermined number of game values ​​are transferred from the gaming machine X to the dedicated unit 200, and the second sound effect is output once. Specifically, when the pressing is stopped within 500 ms, one game value is transferred, and when the pressing is stopped within 800 ms after 500 ms has elapsed, 50 game values ​​are transferred. That is, when the pressing is stopped within 500 ms, the game value number displayed on the game value number display 100 is decreased by "1," and the second sound effect is output once. Furthermore, when the pressing is stopped within 800 ms after 500 ms has elapsed, the game value number displayed on the game value number display 100 is decreased by "50," and the second sound effect is output once. If the button is stopped within 800 ms after 500 ms or more has elapsed and the number of credits is less than 50 (but 1 or more), the game value equal to the number of credits is transferred. In this case, the game value number displayed on the game value number display 100 decreases to "0" and the second sound effect is output once.

[0060] In addition, when the counting button is pressed twice consecutively, for example, and the second press is made while a second sound effect based on the first press is being output, and a predetermined number of game values ​​is transferred from the gaming machine X to the dedicated unit 200 based on the second press, the second sound effect (based on the second press) associated with the transfer may or may not be output. For example, when the second press is made while a second sound effect based on the first press is being output, the second sound effect based on the second press may be output by overwriting the second sound effect being output (the second sound effect based on the first press). In other words, when the second press is made while a second sound effect based on the first press is being output, the output (playback) of the second sound effect being output (the second sound effect based on the first press) may be stopped midway, and the second sound effect may be output (playback) from the beginning based on the second press.

[0061] When the count button 58 is pressed for a time period between 500 ms and 800 ms, the display of the game value number display 100 may be decreased all at once or gradually. Specifically, for example, when the count button 58 is pressed and the displayed game value number is decreased by "50", the decrease by "50" may be instantaneous, or the decrease may be made by "1" at a time.

[0062] Furthermore, in this embodiment, when the counting button 58 is continuously pressed (long pressed), a predetermined number (e.g., 50 coins) of game values ​​are transferred from the gaming machine X to the dedicated unit 200 every time a predetermined time (e.g., 300 ms) elapses, and the second sound effect is played in a loop. That is, when the counting button 58 is pressed and held, the transfer of the predetermined number of game values ​​is repeated at predetermined intervals, and the output of the second sound effect is repeated at predetermined intervals. In other words, when the counting button 58 is pressed and held, a number of game values ​​corresponding to the length of time the button was pressed and held is transferred from the gaming machine X to the dedicated unit 200, and the second sound effect is output a number of times corresponding to the length of time the button was pressed and held.

[0063] In this embodiment, the timing at which the second sound effect is output when the counting button 58 is pressed and held is not synchronized with the timing at which a predetermined number of game values ​​(e.g., 50 coins) are transferred. That is, when the counting button 58 is pressed and held, the transfer period of the game value is not an integer multiple (a natural number multiple) of the output period of the second sound effect, and the output period of the second sound effect is not an integer multiple of the transfer period of the game value. In other words, when the counting button 58 is pressed and held, if the time difference between the timing at which the first game value is transferred (transfer of 50 game values) after the counting button 58 is started to be pressed and the timing at which the first second sound effect is output is α, and the time difference between the timing at which the second game value is transferred (transfer of 50 game values) and the timing at which the second second sound effect is output is β, then α and β are different. The timing at which the second sound effect is output when the counting button 58 is pressed and held down may be synchronized with the timing at which a predetermined number of game values ​​(for example, 50 coins) are transferred. That is, when the counting button 58 is pressed and held down, the transfer period of the game value may be an integer multiple of the output period of the second sound effect, and the output period of the second sound effect may be an integer multiple of the transfer period of the game value. In other words, the α and the β may be the same.

[0064] When the count button 58 is pressed and held down and the transfer of the predetermined number "50" of game values ​​is repeated at a predetermined cycle, the game value number displayed on the game value number display 100 may be decreased by, for example, "1" at a time, by the predetermined number "50" at a time, or may be decreased all at once (instantaneously) by the amount of game value decreased based on a single long press. When the count button 58 is decreased by a specific number (for example, "1" at a time or "50" at a time), the timing at which the display on the game value number display 100 decreases by "50" does not have to be synchronized with the timing at which the second sound effect is output. That is, the cycle at which the game value number displayed on the game value number display 100 decreases by the predetermined number "50" does not have to be an integer multiple (a natural number multiple) of the output cycle of the second sound effect, and the output cycle of the second sound effect does not have to be an integer multiple of the cycle at which the game value number displayed on the game value number display 100 decreases by the predetermined number "50". That is, the update cycle of the display of the gaming value number display 100 based on the operation of the count button 58 and the output cycle of the second sound effect do not have to be synchronized. The timing at which the display of the game value number display 100 decreases by "50" may be synchronized with the timing at which the second sound effect is output. That is, the cycle at which the game value number displayed on the game value number display 100 decreases by the predetermined number "50" may be an integer multiple of the output cycle of the second sound effect, and the output cycle of the second sound effect may be an integer multiple of the cycle at which the game value number displayed on the game value number display 100 decreases by the predetermined number "50". That is, the update cycle of the display of the game value number display 100 based on the operation of the count button 58 and the output cycle of the second sound effect may be synchronized.

[0065] Furthermore, the start of outputting the second sound effect based on the operation of the counting button 58 and the start of updating the display of the game value number display 100 may be earlier than the start of the latter, or the latter may be earlier than the start of the former, or both may start approximately at the same time.

[0066] In this embodiment, the first sound effect increases in pitch over time in the order of "B♭·C·E♭·F·A♭·C," for example. The final C is one octave higher than the first C. In this embodiment, the second sound effect decreases in pitch over time in the order of "A♭·G·E♭·C·A♭·E♭," for example. The second E♭ is one octave lower than the first E♭. That is, in both the first and second sound effects, the first and last notes (the lowest and highest notes) are one octave or more apart, but not more than two octaves apart. The second sound effect has a greater range of pitch change than the first sound effect. In other words, the second sound effect has a greater difference in pitch (gap, degree) between the lowest and highest notes than the first sound effect. In other words, the second sound effect has a higher frequency ratio between the highest and lowest sounds (the value obtained by dividing the frequency of the highest sound by the frequency of the lowest sound) than the first sound effect. Also, the difference in pitch change between the first and second sound effects is within one octave (here, "within one octave" includes cases where there is no difference at all).

[0067] The first and second sound effects are similar in length (here, "similar" includes cases where they are completely identical). Specifically, the difference in length is 20% or less, more specifically 10% or less, of the length of one sound. As shown in FIG. 5, the first and second sound effects last for 0.3 seconds or more and less than 0.4 seconds. Alternatively, the length of one sound may be less than 2 seconds, and the difference in length may be 6-10% or less of the length of the other sound. In FIG. 5, for each of the first and second sound effects, the upper waveform is the waveform of Lch (sound output from the left speaker 36), and the lower waveform is the waveform of Rch (sound output from the right speaker 36). In FIG. 5, the horizontal axis of the graph represents time (s), and the vertical axis represents amplitude (dB). Note that the length of the first sound effect here refers to the length from the start of the first B♭ note in "B♭·C·E♭·F·A♭·C" to the start of the final C note (or the length until the volume of the final C note drops below a predetermined volume). The length of the second sound effect refers to the length from the start of the first A♭ note in "A♭·G·E♭·C·A♭·E♭" to the start of the final E♭ note (or the length until the volume of the final E♭ note drops below a predetermined volume). In other words, the final notes of the first and second sound effects may reverberate and linger for a while, but when comparing the lengths of the first and second sound effects, this reverberation (parts not visible on the score) can be ignored. It is also possible to add echo to the first sound effect and the second sound effect (for example, "B♭·C·E♭·F·A♭·C" being played multiple times while gradually decreasing in volume), and in such a case, the first set of sounds played (for example, "B♭·C·E♭·F·A♭·C") may be considered to be the first sound effect or the second sound effect. Also, each unit of sound data stored as data in the auxiliary storage means 92 may be considered to be the first sound effect or the second sound effect.

[0068] 5, the first sound effect has a smaller volume (amplitude) of its final sound relative to its initial sound than the second sound effect. That is, the value obtained by dividing the amplitude of the first sound "B♭" (the maximum amplitude of that sound) of the first sound effect by the amplitude of the final sound "C" is larger than the value obtained by dividing the amplitude of the first sound "A♭" of the second sound effect by the amplitude of the final sound "E♭." In other words, the first sound effect has a larger change in volume (amount of decrease) when comparing the initial and final sounds than the second sound effect. Note that "the first sound effect has a larger amount of decrease in volume when comparing the initial and final sounds than the second sound effect" includes cases where the volume of the final sound of the first sound effect is smaller than the initial sound, and the volume of the final sound of the second sound effect is larger than the initial sound, etc. The volume of the first sound effect (the maximum amplitude of the sound) is greater than the volume of the first sound effect of the second sound, and the volume of the last sound of the first sound effect of the second sound is smaller than the volume of the last sound of the second sound. The first sound effect has the loudest volume at the beginning, and the second sound effect has the loudest volume at the end. The configuration relating to the volume here is based on the premise that the volume setting in the gaming machine X is constant.

[0069] In the gaming machine of this embodiment, even when the settlement button 57 is operated and the gaming value set to the deposited state is returned to credits, sound effects related to the return (such as the first sound effect and the second sound effect) are not output. When the settlement button 57 is operated, the presentation control means 96 may cause the speaker 36 to output a sound effect related to the return. However, it is preferable that the sound effect related to the return be different from the first sound effect and the second sound effect. That is, in the gaming machine of this embodiment, the number of credits is increased based on the operation of the settlement button 57. However, by making the sound effect output at this time different from the first sound effect and the second sound effect, or by not outputting any sound effect, it is possible to make it easier to understand that the flow of gaming value is different from when the first sound effect and the second sound effect are output.

[0070] It is also possible to reverse the first and second sound effects in this embodiment. That is, when the gaming value is transmitted from the dedicated unit 200 to the gaming machine X and the number of credits increases, a sound effect with a decreasing pitch may be output from the speaker 36, and when the gaming value is transmitted from the gaming machine X to the dedicated unit 200 and the number of credits decreases, a sound effect with an increasing pitch may be output from the speaker 36.

[0071] In this embodiment, the main control means (main board) 86 is provided with the game value number control means 82 and the game value number memory area 110, but a board other than the main control means (main board) 86 may be provided with the game value number control means 82, the game value number memory area 110, or a part of these.

[0072] The gaming machine of this embodiment is a first operating means (count button 58); a sound output means (speaker 36); sound control means (performance control means 96); A gaming machine capable of transmitting and receiving gaming values ​​between a dedicated unit 200 connected to the gaming machine, The sound control means when a gaming value is transmitted from the dedicated unit 200 to the gaming machine and the number of credits increases, outputting a sound effect (first sound effect) with an increasing pitch from the sound output means; Based on an operation on the first operating means, a gaming value is transmitted from the gaming machine to the dedicated unit 200, and when the number of credits decreases, a sound effect (second sound effect) with a descending pitch is output from the sound output means.

[0073] According to this configuration, when game value is transmitted from the dedicated unit to the gaming machine and the number of credits increases, a sound effect with an increasing pitch is output, and when game value is transmitted from the gaming machine to the dedicated unit and the number of credits decreases, a sound effect with a decreasing pitch is output, so that the flow of game value (increase or decrease in the number of credits) between the dedicated unit and the gaming machine can be intuitively conveyed to the player. In other words, the player can intuitively understand the operations related to the transfer of game value from the dedicated unit to the gaming machine and the operations related to the transfer of game value from the gaming machine to the dedicated unit. Therefore, the behavior and operation of the gaming machine can be made easier to understand.

[0074] Furthermore, in the gaming machine of this embodiment, when the lending operation means (the lending button 203 or the replay button 204) of the dedicated unit 200 is operated and the game value is transmitted from the dedicated unit 200 to the gaming machine X, a first sound effect is output from the sound output means (the speaker 36) of the gaming machine X. This configuration makes it easier for the player to recognize that the game value has been transmitted from the dedicated unit to the gaming machine. Furthermore, by outputting a sound effect on the gaming machine side, it is possible to give the player a sense of security that the game value has been securely transferred to the gaming machine.

[0075] (Application to pachinko machines) In the above embodiment, an example in which the present invention is applied to a slot machine (including a medal-less gaming machine) that uses medals (including virtual medals) as gaming value has been described, but the present invention may also be applied to a pachinko gaming machine or the like that uses gaming balls (including virtual gaming balls) as gaming value. When the configuration according to the above embodiment is applied to a pachinko gaming machine, the gaming value transmitted and received between the dedicated unit 200 and the gaming machine can be considered as virtual gaming balls.

[0076] That is, when the lending operation means (lend button 203 or replay button 204) of the dedicated unit 200 is operated, a game value (electronic information corresponding to a game ball) is transmitted from the dedicated unit 200 to the pachinko gaming machine, and the number of game values ​​(number of credits) stored in the game value number storage area 110 increases, a sound effect (first sound effect) with an increasing pitch may be output from the sound output means (speaker 36). Also, when a game value is transmitted from the pachinko gaming machine to the dedicated unit 200 based on an operation on the first operation means (counting button 58) provided in the pachinko gaming machine, and the number of game values ​​(number of credits) stored in the game value number storage area 110 decreases, a sound effect (second sound effect) with a decreasing pitch may be output from the sound output means.

[0077] The present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the spirit of the present invention. The present invention can be applied to gaming machines, including slot machines, pachinko machines, medal-less gaming machines, etc.

[0078] It should be noted that within the scope of the present invention, the components may be freely combined, or any component may be modified or omitted. [Explanation of symbols]

[0079] 36 Speaker (sound output means) 58 Count button (first operating means) 70 Main Control Means 82 Game value number control means 96 Production control means (sound control means) 100 Game Value Display 110 Game Value Number Storage Area 200 dedicated unit

Claims

[Claim 1] A first operating means; a sound output means; a sound control means; A gaming machine capable of transmitting and receiving gaming values ​​between a dedicated unit connected to the gaming machine, The sound control means when a gaming value is transmitted from the dedicated unit to the gaming machine and the number of credits increases, outputting a sound effect with an increasing pitch from the sound output means; A gaming machine characterized in that gaming value is transmitted from the gaming machine to the dedicated unit based on an operation on the first operating means, and when the number of credits decreases, a sound effect with a descending pitch is output from the sound output means.

Citation Information

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