Gaming machine
The gaming machine addresses loud speaker sounds by incorporating earphone connectivity and sound control, enhancing player comfort with diverse sound options.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- ENTERRISE CO LTD
- Filing Date
- 2024-09-10
- Publication Date
- 2026-07-01
AI Technical Summary
Conventional gaming machines emit loud sounds from speakers, causing discomfort to players, necessitating a solution to reduce auditory burden.
The gaming machine includes a connection part for external auditory devices and a performance control unit that outputs sound in both stereophonic and non-stereophonic modes, allowing sound to be heard through earphones.
This configuration provides new sound effects and reduces auditory discomfort for players by offering sound output through earphones.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines equipped with effect devices such as liquid crystal screens and speakers have been known (see Patent Document 1). In such gaming machines, effects accompanying the progress of the game are displayed on the liquid crystal screen, and corresponding sounds are output from the speakers.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, since the volume of the sound emitted from the speaker is large, some countermeasures are required regarding the burden on the player's ears.
[0005] Therefore, it is considered that the burden on the player's ears can be reduced by connecting earphones to the gaming machine and outputting sound from the earphones as well.
[0006] When outputting sound from the earphones as well, the inventor has found a new sound effect.
[0007] An object of the present disclosure is to provide a new sound effect in a gaming machine.
Means for Solving the Problems
[0008] The present disclosure includes a connection part for connecting an auditory device used by an operator from outside the gaming machine and the gaming machine, A performance control unit capable of outputting sound to the aforementioned auditory device, Equipped with, The sound output from the aforementioned auditory device includes both sound that can be output in stereophonic sound and sound that can be output in non-stereophonic sound. It is a gaming machine. [Effects of the Invention]
[0009] According to this disclosure, it is possible to provide a gaming machine that can offer new sound effects. [Brief explanation of the drawing]
[0010] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions within the gameplay period. [Figure 5] This diagram illustrates the state transitions in the first game state. [Figure 6] This diagram illustrates the state transitions in the second game state. [Figure 7] This diagram explains the range (MY) and the difference in the advantageous interval. [Figure 8] This diagram illustrates the connection / communication relationships between the main control board, the game value control board, and the sub-control board. [Figure 9] This is a flowchart illustrating the operational process of a slot machine. [Figure 10] This is a flowchart illustrating the process of switching between 2D and 3D sound. [Modes for carrying out the invention]
[0011] [First Embodiment] The slot machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to FIGS. 1 to 10. Note that the embodiments described below are merely examples of the present invention, and the embodiments of the present invention can be appropriately changed without changing the gist of the present invention. Further, in the following description, "connection" includes both a case where the connection targets are directly connected and a case where the connection targets are indirectly connected via another substrate or device.
[0012] As shown in FIG. 1, the slot machine 1 of the present embodiment is a rotary type gaming machine in which the quantity of game values is managed by electronic data (hereinafter referred to as "game value data") without using physically existing medals. FIG. 1 shows a front view of the slot machine 1. Hereinafter, the upper, lower, left, and right in FIG. 1 will be referred to as the upper, lower, left, and right of the slot machine 1.
[0013] In this slot machine 1, unlike conventional slot machines, there is no need to insert physically existing medals, and physically existing medals are not paid out either. In the slot machine 1, a pseudo game medium converted into electronic data is used as game value data, and the game progresses. Such a slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), an enclosed rotary gaming machine, and the like.
[0014] First, the card unit 7 connected to the slot machine 1 will be described below.
[0015] <Configuration of the card unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.
[0016] The card unit 7 can store a card 70 that stores game value data as electronic data in place of physically existing medals inside it.
[0017] Regarding card unit 7, since it is the same as the card unit connected to conventional medalless machines, a detailed explanation will be omitted.
[0018] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medalless machine that allows the game to proceed without using physical tokens. In the slot machine 1 of this embodiment, the game is played using game value data as electronic data instead of physical tokens. In the following, in addition to "game value data," the term "game value" may also be used to refer to the conventional term "tokens."
[0019] As shown in Figure 1, the slot machine 1 comprises a casing 10. A front door 100 is provided on the front of the casing 10. This front door 100 is locked while the game is in progress.
[0020] 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 patterns displayed on the surface of each of the multiple rotating reels 20, which will be described later.
[0021] 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 (towards the back of the page in Figure 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the housing 10.
[0022] Furthermore, since slot machine 1 is a coinless machine, there is no selector or hopper device inside the cabinet 10, and store staff do not need to replenish actual tokens during gameplay.
[0023] When store staff perform tasks such as changing settings, checking settings, or maintenance, the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10.
[0024] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101 (an example of an effect device), and an illuminated section 102.
[0025] LCD screen 3 displays various animation videos (animation screens) while the player is playing.
[0026] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), operation sounds, and character voices. In this embodiment, the operator can adjust (set) the volume of BGM, SE, etc. from speaker 101 using a volume adjustment function that can be set, for example, on a menu screen.
[0027] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.
[0028] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow the operator to place their personal belongings.
[0029] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, a performance button 46, and an earphone jack (an example of a connection part) 47.
[0030] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.
[0031] Each stop switch 40 (40a, 40b, 40c) is provided in correspondence with each rotating reel 20 (20a, 20b, 20c). Stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.
[0032] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).
[0033] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.
[0034] The bet switch 41 is used when the operator places a bet on game value. The amount of credited game value and the amount of bet game value are managed by the slot machine 1 (media management unit 620). In the following, "credited game value" refers to the game value (game value data) managed by the media management unit 620.
[0035] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.
[0036] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. By checking the digital counter 43, the operator can also check the amount of game value they possess while playing.
[0037] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."
[0038] The counting button 44 can receive input from the operator to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.
[0039] In this embodiment, the counting button 44 is positioned in a location visible to the operator of the slot machine 1.
[0040] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operating unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1.
[0041] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.
[0042] The cancel button 45 can accept an operation from the operator to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 accepts an operation from the operator, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data from the bet state as an unbet state.
[0043] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "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 game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.
[0044] The bet cancellation process based on pressing the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed.
[0045] The performance button 46 is used by players to adjust volume settings, check game data, and configure various other game-related menus while playing. The performance button 46 may also be operated by the player during gameplay in response to the game's effects. If the performance button 46 is operated during gameplay, the game's effects will change.
[0046] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.
[0047] Furthermore, as shown in Figure 1, an earphone jack 47 is provided on the outer surface of the housing 10 as an output terminal. The earphone jack 47 may be directly mounted on the housing 10, or it may be indirectly mounted on the housing 10 via a predetermined device (for example, a smartphone or tablet) placed between the housing 10 and the earphone jack 47.
[0048] Furthermore, the earphone jack 47 is provided, for example, at the lower left side of the control unit 4, as shown in Figure 1. By placing the earphone jack 47 in this position, it is less likely to interfere with gameplay.
[0049] In this embodiment, the earphone (an example of an auditory device) 8 that can be connected to the earphone jack 47 is a wired earphone equipped with an input terminal. The player can listen to sound from the earphone 8 by plugging the input terminal of the earphone 8 into the earphone jack 47.
[0050] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.
[0051] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount 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 "general game state", and the game section is set to "normal section".
[0052] The setting change button 52 is a button operated by store staff when setting one of several setting values for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.
[0053] While gameplay is in progress or while waiting for gameplay to begin, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 51 and the setting change button 52.
[0054] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.
[0055] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.
[0056] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.
[0057] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.
[0058] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.
[0059] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127 steps.
[0060] These rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later, to control their rotation and stopping.
[0061] <Gameplay flow by the operator> The operator bets the credited game value on slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.
[0062] This embodiment describes an example in which a predetermined number (for example, 3) of game values, which allows for one game to be played, are automatically bet by pressing the bet switch 41 once.
[0063] Figure 1 shows an example where the active line L consists of a single downward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, when a MAX BET of 3 (3 bets) is placed, one line L is activated. In the slot machine 1 of this embodiment, one game can be played by placing a bet of 3 and operating the lever 42.
[0064] In the following, "winning" refers not only to the alignment of symbols that produce payouts such as bells and watermelons on the active payline L, but also to the alignment of symbols corresponding to specific roles that do not produce payouts, such as replays, chance symbols, and special roles (bonuses), on the active payline L.
[0065] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.
[0066] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.
[0067] All spinning reels 20a, 20b, and 20c stop, and a predetermined number of game values are paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.
[0068] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61.
[0069] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the set game section and game state, an internal lottery and a predetermined lottery are performed.
[0070] The game state includes the first game state (see Figure 5) and the second game state (see Figure 6). Note that the first and second game states are not mutually exclusive game states; they are merely classifications made for the sake of clarity in explanation.
[0071] As shown in Figure 5, the first game state includes the state where special roles are not carried over, the internal bonus state (with special roles carried over), and the state where special roles are performed. The state where special roles are not carried over, the internal bonus state, and the state where special roles are performed are mutually exclusive.
[0072] The "no special role carryover" state refers to a state in which no special role (for example, a Type 1 BB, which is a continuous action device for a Type 1 special role) has been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set, for example, when the setting value described later is changed, when the RAM is initialized (one example of a specific condition), or when the game value exceeds a predetermined number in the special role execution state.
[0073] The bonus internal state refers to a state where, although a special role has been selected by internal lottery, the winning of that special role has been carried over. That is, the bonus internal state means that, due to internal lottery, the flag of the special role has been selected, but the symbols indicating that special role are not aligned on the valid line L, and the special role has not yet won. Note that when the winning of the first type BB has been carried over, no further lottery for the first type BB is conducted.
[0074] The special role execution state refers to a state where the special role selected by internal lottery has won, and no payout of more than a predetermined number of game values has been made.
[0075] During the game of the slot machine 1, the operator continues the game with the first game state remaining in the special role carry-over state without winning the carried-over special role.
[0076] 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.
[0077] The general game state is a state that is not AT or CZ, that is, a state where an assist function (for example, operation sequence navigator) does not occur (or occurs less frequently). For example, from after RAM clear or after the end of AT (or CZ) until winning the AT lottery (or CZ lottery), the second game state is set to the general game state.
[0078] <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, 40c of the roles other than the special role selected by internal lottery is operating via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc.
[0079] The AT draw is performed according to the winning combination (such as the winning of a rare combination or the number of wins of a predetermined combination) determined by the internal draw when the second game state is the general game state or CZ and the game section is the advantageous section. When the AT is drawn (an AT transition signal is generated) in the AT draw, the second game state transitions from the general game state or CZ to AT.
[0080] <Explanation of CZ> Unlike the modes described later, CZ is an example of a special game state, a zone where it can stay temporarily when it is neither the general game state nor AT, and is the period during which the AT draw is executed.
[0081] Also, when winning in the CZ draw performed based on the winning combination determined by the internal draw, when the number of cleared games in the advantageous section reaches the predetermined number of games, when the accumulated points reach the predetermined value according to the progress of the game, etc., CZ enters when certain conditions are met. In this CZ state, the AT winning probability becomes higher than in the general game state, and the second game state is more likely to transition to AT.
[0082] <Regarding the game section> The above-mentioned game section is a state (section) for determining whether the process related to the instruction function is performed. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section are in an exclusive relationship, and the game section can take either the normal section or the advantageous section.
[0083] The process related to the instruction function is, for example, the process of exerting the instruction function (providing assistance), the draw of a mode (a mode in which the AT winning probability is determined, or a mode in which the AT bonus winning probability is determined), the mode transition process, the CZ draw process, the CZ process, the AT draw process (including the process related to the continuation of AT), the AT process, etc.
[0084] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.
[0085] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.
[0086] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.
[0087] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).
[0088] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61 mounted on the main control board P1, a game value control unit 62 mounted on the game value control board P2, and a sub-control unit 63 mounted on the sub-control board P3.
[0089] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).
[0090] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 8. In this embodiment, the main control unit 61, the game value control unit 62, and the sub-control unit 63 are each mounted on different circuit boards.
[0091] 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, enabling bidirectional serial communication.
[0092] The information and commands transmitted from the main control board P1 to the game value control board P2 include external information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.
[0093] The information and commands transmitted from the game value control board P2 to the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the operator to transfer credits when the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.
[0094] 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 takes place from the main control board P1 to the sub-control board P3. The information and commands transmitted from the main control board P1 to the sub-control board P3 include game value data (e.g., bet / payout information for game value, total number of game values acquired during AT), information indicating the start / end of the game, information indicating the start / end of the mechanism operation, and information regarding various errors.
[0095] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication takes place from the game value control board P2 to the sub-control board P3.
[0096] The information and commands transmitted from the game value control board P2 to the sub-control board P3 include the range (MY) described later, information indicating the operation of the complete function, commands related to prior notification before the operation of the complete function, information related to the transfer of game value (e.g., that the transfer has started, that the transfer is in progress, that the transfer is complete, etc.), information indicating the number of credits or acquired credits, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.
[0097] As the game progresses, the functions of the control unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, and one-way serial communication is performed from the main control board P1 to the control unit 4 and other components.
[0098] <Description of Main Control Unit 61> The ROM of the main control unit 61, which is mounted on the main control board P1, stores programs and various data that are directly related to the progress of the game (for example, control of the rotating reels 20, payout control, and transfer requests).
[0099] The RAM and RWM of the main control unit 61 store game data (information related to the progress of the game) necessary for the game to proceed.
[0100] The main control unit 61 consists of a microcontroller mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.
[0101] In other words, in this embodiment, the main control unit 61 performs control that is directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as monitoring of communication connection between the slot machine 1 and the card unit 7, and error processing.
[0102] Game data includes the current number of games played, as well as data indicating the game status (what state or section each game is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.
[0103] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of the flags for multiple winning combinations as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state and RT state, etc., when the lever 42 is operated, according to the internal lottery table (not shown) and the random number obtained when the lever 42 is operated.
[0104] The internal lottery unit 610 then generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.
[0105] The internal lottery table shows information about the possible winning combinations through internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table, according to the combination of RT state and bonus type when the lever 42 is operated.
[0106] Furthermore, the information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols and the corresponding winning combinations. These winning combinations include not only losing combinations that do not pay out any game value, but also combinations that pay out game value if the stop switches 40a, 40b, and 40c are operated correctly (for example, cherries, watermelons, and push-order bells).
[0107] If a winning combination of operation patterns is selected and the stop switches 40a, 40b, and 40c are operated according to the correct operation pattern, the winning combination of operation patterns is awarded, and the player can win multiple game values (for example, 10) corresponding to that combination. If a winning combination of operation patterns is selected but the stop switches 40 are not operated according to the correct operation pattern, the winning combination of operation patterns is not awarded, or another combination (such as a single-coin combination) is awarded.
[0108] It should be noted that the "operation type" role can also be won and established during normal gameplay (for example, outside of AT, CZ, and special role implementation states). However, if the operation type role is won during normal gameplay, the correct operation type is generally not announced, so the operation type role may be missed or the number of game value payouts may be 1. On the other hand, during AT, the correct operation type is announced, so there is a higher possibility of paying out multiple (for example, 10) game values.
[0109] <Rotating reel control unit 611> The rotary reel control unit 611 controls the drive 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 rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.
[0110] Specifically, if the lever 42 is operated while all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start the rotation of all the rotating reels 20a, 20b, and 20c.
[0111] Furthermore, in the case of operator-controlled stopping of rotation during gameplay, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination drawn by the internal lottery and the position of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control that stops the rotation of the reels 20 by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the reels 20 so that the symbols corresponding to the non-winning combination do not line up on the active line L.
[0112] Furthermore, if a special prize is won, the reel control unit 611 may, based on the operation of the lever 42 immediately before the special prize is won and the operation of the stop switch 40 immediately afterward, rotate and stop the reels 20, but prevent the special prize from being awarded.
[0113] <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 window 200 when the rotation of each reel 20 stops. The game result is determined based on whether or not a winning combination has been achieved, based on the symbols that lined up on the active line L.
[0114] Specifically, a winning combination is determined when the combination of symbols that stops on the active line L matches a predetermined combination of symbols. 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 and the sub-control unit 63, etc.
[0115] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of several setting values (for example, 1 to 6) that have different advantages 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. The setting value information (setting value signal) set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.
[0116] Depending on which setting value is used, at least one of the following will differ: the degree of advantage in gameplay, such as the payout rate, the probability of winning certain small wins (including the unassigned bell, also called the common bell), the probability of winning a chance zone (CZ), and the probability of winning an AT (Attack Time). For example, the higher the setting value (for example, the closer it is to 6), the greater the advantage in gameplay (for example, the higher the payout rate).
[0117] The slot machine 1 may also be equipped with a setting key. The setting key is a key for switching to the setting change mode and is located inside the casing 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.
[0118] <Section Control Unit 614> As shown in Figure 4, the section control unit 614 sets one of several game sections (normal section and advantageous section) during gameplay.
[0119] The section control unit 614 sets (transitions) the game section to the advantageous section when the conditions for transitioning to the advantageous section are met, while the game section is in the normal section.
[0120] Furthermore, the section control unit 614 determines whether to maintain the advantageous section state or transition to a normal section (whether to end the advantageous section) if the game section is an advantageous section.
[0121] Specifically, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section when certain conditions for forced termination are met, including when the difference in game value during the advantageous section (the advantageous section difference, described later), based on the amount of game value at the time of transitioning to the advantageous section, reaches +2400 (it is not limited to +2400; for example, it may be +1000, +2000, etc.). The conditions for forced termination may also include, for example, when the game section is in the advantageous section, the second game state transitions from AT to the general game state, or when, after the end of AT, the player enters a CZ (Chance Zone) which is a pull-back zone, but fails to pull back AT in the CZ and transitions to the general game state.
[0122] For example, if the difference in the advantageous period becomes -1000 after entering the advantageous period, the operator (especially the player) can acquire a maximum of 1000 + 2400 = 3400 in game value.
[0123] Furthermore, the section control unit 614 sets the game section to a normal section regardless of the previous game section when the slot machine 1 is powered on, when a setting value is changed, or when the RAM is cleared.
[0124] Furthermore, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or an advantageous section) to the performance control unit 630 and other units as information regarding the progress of the game.
[0125] <Game state control unit 615> The game state control unit 615 sets the first game state and the second game state, respectively.
[0126] Specifically, the game state control unit 615 sets the first game state to one of the following: no special role carried over, bonus internal state, or special role implemented state, and sets the second game state to one of the following: general game state, AT, or CZ.
[0127] The game state control unit 615 sets the first game state to a state where no special roles are carried over, for example, immediately after the RAM of the main control unit 61 is cleared.
[0128] Then, if a special role is drawn through internal lottery but the special role is not awarded, the game state control unit 615 sets the first game state to the bonus internal state.
[0129] In the bonus internal state, if certain conditions are met (for example, if the RAM is cleared or if a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to the state where no special role is carried over.
[0130] In the state where no special role is carried over, if a special role is won (from this point until the special role is awarded, the game is in the bonus internal state), and a special role is awarded, the game state control unit 615 transitions the first game state from the state where no special role is carried over to the state where a special role is awarded, via the bonus internal state.
[0131] Furthermore, when a special role is achieved during the bonus internal state, the game state control unit 615 transitions the first game state from the bonus internal state to the special role execution state.
[0132] Furthermore, in the special prize implementation state, if specific conditions are met or if the game value exceeds a predetermined number, the game state control unit 615 transitions the first game state from the special prize implementation state to the special prize non-carryover state.
[0133] Returning to Figure 6, if the AT lottery is not won in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.
[0134] Furthermore, when the AT ends, the game state control unit 615 transitions the second game state from AT to a general game state or a CZ.
[0135] 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.
[0136] 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 occurrence or winning of the AT start winning combination during the AT preparation state, it enters the AT execution state.
[0137] Moreover, during the advantageous section, the game state control unit 615 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to win the AT lottery and a high probability mode in which it is easy to win the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 615 executes the AT lottery (or the AT bonus lottery) with the AT winning probability (or the additional probability) associated with the selected mode.
[0138] 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.
[0139] <RT state control unit 616> The RT state control unit 616 can conduct the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the flag of the replay is established as the winning flag predetermined, and the RT state control unit 616 can transition the RT state when a predetermined winning combination (for example, a special winning combination) occurs.
[0140] In this embodiment, the specifications of the internal lottery process executed in response to the game start operation (operation on the lever 42) may differ in each RT state (for example, an internal lottery table that defines which role flags will be established / are likely to be established). Therefore, the RT state control unit 616 controls the RT state, which changes the internal lottery table used for the internal lottery in various ways, resulting in greater variety in gameplay.
[0141] Furthermore, information regarding the RT state (such as which RT state it is, RT0, RT1, etc.) can be used as information regarding the progress of the game in the game state control unit 615, the performance control unit 630, etc.
[0142] <Error detection unit 617> The error detection unit 617 determines whether or not various errors exist. Examples of various errors include backup failures, communication failures between the main control board P1 and the game value control board P2, connection failures between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.
[0143] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that occurred is sent from the main control unit 61 to the game value control unit 62 and the sub-control unit 63, respectively, as information regarding the error.
[0144] As a result, the game value control unit 62 can perform processing according to the nature of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the details of the error that occurred to the LCD screen 3, speaker 101, and earphone 8.
[0145] <Explanation of the game value control unit 62> The ROM of the game value control unit 62, which is implemented on the game value control board P2, stores programs and various data that are directly involved in the management of game value.
[0146] The RAM and RWM of the game value control unit 62 store game data (information related to the progress of the game) necessary for managing the game value.
[0147] The game value control unit 62 consists of a microcontroller mounted on the game value control board P2 and functions as a media management unit 620 and a function operation unit 621.
[0148] <Explanation from Media Management Department 620> The media management unit 620 manages the number of credits and bets for game value.
[0149] 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.
[0150] Specifically, the media management unit 620 decreases the number of credits (an example of information related to the progress of the game) according to the number of game values bet when game values are bet based on the player's actions (when a betting request is made), and increases the number of credits when game values are credited based on the player's actions.
[0151] Furthermore, the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination, when a winning flag is established by an internal draw and a combination corresponding to the winning flag is awarded based on the player's actions (when a payout request is made).
[0152] Furthermore, as shown in Figure 7, the media management unit 620 calculates the difference in game value (an example of information related to the progress of the game), which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value. This difference in game value is used later to calculate the difference in the advantageous section and to determine whether the complete function is activated.
[0153] Furthermore, the media management unit 620 calculates the advantageous section difference, which is the difference in game value during the advantageous section (from the time the game section transitions from the normal section to the advantageous section until it transitions back to the normal section), as shown in Figure 7.
[0154] In this embodiment, when the difference in the advantageous section becomes +2400 (hereinafter referred to as +2400, but it is not limited to this and may be +1000, +2000, etc.), the media management unit 620 initializes the difference in the advantageous section to 0 (zero). For example, if the game transitions to AT when the difference becomes -300 after the start of gameplay in the advantageous section, the media management unit 620 initializes the difference in the advantageous section when 2700 is paid out thereafter (in this case, the difference in the advantageous section becomes +2400). The media management unit 620 also sends a signal to the section control unit 614 to that effect when the difference in the advantageous section becomes +2400. As a result, the section control unit 614 transitions the game section to the normal section.
[0155] Furthermore, the media management unit 620 can initialize the advantageous interval difference to 0 (zero) when the advantageous interval ends due to a predetermined termination condition being met, other than when the advantageous interval difference becomes +2400.
[0156] The media management unit 620 starts calculating the difference in the advantageous period when the game period transitions back to the advantageous period.
[0157] Furthermore, as shown in Figure 7, the media management unit 620 uses the difference in game value, which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values of the difference. Unlike the advantageous section difference and the difference in game value mentioned above, this range (MY) is calculated for all game sections (advantageous section and normal section), that is, it is calculated continuously as long as the slot machine 1 remains powered on.
[0158] Information regarding this range (MY) is used in the function operation unit 621 for the complete function, which will be described later.
[0159] The media management unit 620 resets the range (MY) when the power to slot machine 1 is turned off by store staff.
[0160] Furthermore, the number of bets, credits, and difference in game value calculated by the media management unit 620 are transmitted to the game state control unit 615, the performance control unit 630, and other units as information related to the progress of the game.
[0161] <Functional operating part 621> The functional operation unit 621 uses the range (MY) information generated by the media management unit 620 to perform processes related to prior notification.
[0162] The function activation unit 621 generates information regarding a pre-notification indicating that the complete function is about to be activated when the range (MY) becomes, for example, 18500 or higher.
[0163] This complete function is a so-called stop function. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and the operator will not be able to continue playing unless the power is turned off and on by a store staff member (the game will be unplayable).
[0164] The operations related to gameplay referred to here mean the operations required to complete one game, and specifically include the operation of the bet switch 41 to bet game value as an operation to start the spinning reels 20. When the complete function is activated, such gameplay operations will not be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing for game value will not be performed.
[0165] Furthermore, information regarding the advance notification is transmitted to the performance control unit 630 for each game, for example, while this information is being generated in the function operation unit 621. As a result, the performance control unit 630 issues the advance notification.
[0166] Furthermore, when the range (MY) falls below the first range of 18500, the function operation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer issued by the performance control unit 630.
[0167] Furthermore, 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, the information 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, the information that the flag is "off" is transmitted to the performance control unit 630. By using a flag format for the information regarding the advance notification in this way, it is possible to suppress an excessive amount of signals transmitted from the main control unit 610 to the sub-control unit 630.
[0168] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.
[0169] The function activation unit 621 deactivates the complete function when the store staff turns off the power to slot machine 1. When the power to slot machine 1 is turned on again, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no prior notification is given, and the conditions for the complete function to activate again are not met, making it possible to play slot machine 1.
[0170] <Explanation of Sub-control Unit 63> The ROM of the sub-control unit 63 stores programs and various data that are indirectly involved in the progress of the game (for example, controlling the effects on the LCD screen 3, controlling the LED illumination of the lighting unit 102, controlling the audio output of the speaker 101, and controlling the audio output from the earphone 8).
[0171] The RAM and RWM of the sub-control unit 63 store various data related to performance control.
[0172] The sub-control unit 63 consists of a microcontroller mounted on the sub-control board P3 and functions as the performance control unit 630.
[0173] <Performance Control Unit 630> The performance control unit 630 performs a performance lottery and determines at least one of the following as a performance pattern: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.
[0174] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.
[0175] Furthermore, the performance control unit 630 outputs sound from the speaker 101 and the earphone 8.
[0176] The performance control unit 630 outputs, primarily (for example, at a relatively high volume) sounds from the speaker 101 when operations necessary to run one game are performed, such as when the lever 42 is operated, when the bet switch 41 is operated, and when the stop switches 40a, 40b, and 40c are operated, as well as system-related sounds such as an error sound when an error occurs in the slot machine 1, a sound when game value is paid out, and a counting sound when game value is transferred. The performance control unit 630 also outputs background music, sound effects, etc., secondarily (for example, at a lower volume) from the speaker 101.
[0177] Furthermore, the performance control unit 630 primarily outputs sounds such as background music, sound effects, and character voices from the earphone 8. In addition, the performance control unit 630 secondarily outputs sounds from the earphone 8 that occur when operations necessary to run a game are performed, such as the sound when the lever 42 is operated, as well as sounds related to the aforementioned system.
[0178] In this embodiment, the sound control unit 630 provides the following audio to be output to the earphone 8: audio that can be output not only as 2D sound (two-dimensional sound) but also as 3D sound (stereophonic sound, three-dimensional sound), and audio that is not output as 3D sound but only as 2D sound.
[0179] The audio output in 3D sound is immersive. In other words, 3D sound is reproduced in a way that allows the user to perceive the direction and distance of the sound. Examples of 3D sound output methods include stereo and surround sound.
[0180] In addition to 2D sound, the earphones can also output 3D sound, including background music, sound effects, and character voices. For example, character voices can be output to give the impression that the character is sitting next to the player.
[0181] On the other hand, the sounds output only in 2D sound from earphone 8 are those that are output when the operations necessary to play a game are performed, such as the sound when lever 42 is operated, the sound when game value is bet, the sound when game value is paid out, and the stop sound when stop switches 40a, 40b, and 40c are operated.
[0182] Regarding the stop sound, the normal stop sound is output only in 2D sound, but if it is also used as sound for a special effect, it may be output in 3D sound. The case where it is also used as sound for a special effect is, for example, when an AT win is announced when stop switches 40a, 40b, and 40c are pressed. In this case, it is sufficient to have two types of sound: a sound that is output only in 2D sound for the normal stop sound, and a sound that can be output in both 2D and 3D sound for the sound used for a special effect.
[0183] Furthermore, if the sounds produced when lever 42 is operated or when bet switch 41 is operated are to be used as sound effects, the same processing can be performed. In this case, it is sufficient to have two types of sounds prepared: sounds that are output only in 2D sound, and sounds that can be output in both 2D and 3D sound.
[0184] Furthermore, the performance control unit 630 can switch between outputting 3D sound and 2D sound depending on the game state (an example of a switching condition for switching from 2D sound to 3D sound) for audio that can also be output as 3D sound from the earphone 8.
[0185] Furthermore, audio that can be output in 3D sound and audio that can only be output in 2D sound are managed individually and stored in the memory unit of the sub-control unit 630.
[0186] Furthermore, game states include, for example, general game state, during CZ (Chance Zone), during AT (Attack Time), during bonus, as well as normal mode, low probability mode, high probability mode, and heaven mode.
[0187] For example, the performance control unit 630 outputs sounds such as background music, which can also be output in 3D sound, as 2D sound during normal gameplay, and switches to 3D sound when AT is running, outputting it through the earphone 8.
[0188] Furthermore, the performance control unit 630 can output audio that can also be output in 3D sound in 2D sound during normal gameplay as well as during the CZ (Chance Zone), and when a bonus is confirmed, it can switch from 2D sound to 3D sound and output it through the earphone 8.
[0189] Furthermore, unlike the above, the performance control unit 630 can output sound that can also be output in 3D sound in the normal game state, and switch to 2D sound when a CZ, AT, or bonus is confirmed, and output it through the earphone 8. In this case, it can give the player a sense of unease and inform the player that the game state has changed. In other words, since the sound switches between 2D sound and 3D sound depending on whether it is the normal game state or a state that is more advantageous than the normal game state, the player can tell whether the game state is advantageous or not by the sound. For example, if the sound is output in 3D sound when the game state is advantageous and in 2D sound when it is the normal game state, the player can understand that the game state is advantageous because the sound has become more immersive.
[0190] Furthermore, the performance control unit 630 can output sound from the earphone 8 in 2D sound when the player is in a normal game state and in a low probability mode, and can switch from 2D sound to 3D sound and output sound from the earphone 8 when the player is in a normal game state and in heaven mode. In this case, the player can recognize that they are in heaven mode because the sound is output in 3D sound.
[0191] Furthermore, the performance control unit 630 can also vary the probability of a sound that can be output in 3D sound being output in 3D sound depending on whether the player is in normal mode, low probability mode, high probability mode, or heaven mode. In this case, if the probability of the sound being output in 3D sound increases the more the player is in heaven mode or high probability mode, it can also be used to indicate the mode.
[0192] Furthermore, for sounds that are not output in 3D sound, i.e., sounds that are only output in 2D sound (for example, the sound produced when lever 42 is operated), even if the conditions for switching from 2D sound to 3D sound are met, those sounds will continue to be output in 2D sound from earphone 8. Note that for sounds that are only output in 2D sound, it is not necessary to determine whether the switching conditions have been met.
[0193] Furthermore, the performance control unit 630 may determine by lottery whether to output 3D sound or 2D sound when the conditions for switching from 2D sound to 3D sound are met. Also, the timing of the switch from 2D sound to 3D sound may be triggered by the player operating the performance button 46.
[0194] Furthermore, if there are multiple audio sources that can be output in 3D sound from the earphone 8, and two or more of these audio sources can be output simultaneously, the performance control unit 630 may output all of these audio sources in 3D sound, or it may output only the background music, only the sound effects, only the character voices, or any combination of two or more of these in 3D sound. In this case, if two or more audio sources are output simultaneously, some may be output in 3D sound and the rest in 2D sound.
[0195] Furthermore, when the performance control unit 630 switches a certain type of sound from 2D sound to 3D sound, it may change the content of the sound even if it is the same type of sound. For example, when the performance control unit 630 switches a character voice from 2D sound to 3D sound, it may change the content of the dialogue before and after the switch, even if it is the same character.
[0196] Specifically, the performance control unit 630 can output character A saying "Let's do our best" to the player from a short distance away when the character voice is output as 2D sound, and can output character A saying "Congratulations" to the player from very close by when the character voice is output as 3D sound. In addition, the performance control unit 630 can also change the content of the voice by changing the tone of the character voice.
[0197] Furthermore, the system may allow the operator to specify whether to output the character's voice as 2D sound or 3D sound for each character.
[0198] Furthermore, the sound control unit 630 can also change the timing of sound output depending on whether the sound, which can also be output in 3D sound, is output in 2D sound or 3D sound. For example, when the lever 42 is operated, if the sound is to be output in 2D sound, the sound is output at the same time as the lever 42 is operated, whereas if the sound is to be output in 3D sound, the sound is to be output a little later than when the lever 42 is operated.
[0199] Furthermore, the performance control unit 630 may receive instructions from the operator regarding whether to switch between 2D and 3D sound for audio output from the earphone 8, or whether to output audio in 2D or 3D depending on the type of audio. In this case, for example, the following can be done.
[0200] (1) The operator can select which game state is used when outputting audio that can also be output in 3D sound as 2D sound, and / or which game state is used when outputting audio that can also be output in 3D sound as 3D sound, such as when playing in general game state, CZ, normal mode, or low probability mode, and when playing in AT, high probability mode, or heaven mode. (2) The operator can select which scenes output audio that can be output in 3D sound in 2D sound, and / or which scenes output audio that can be output in 3D sound in 3D sound, for example, during AT execution, audio from earphone 8 is output in 2D sound, and when the ending sequence is played, audio from earphone 8 is output in 3D sound. (3) The operator can select the method of outputting sound for each type of sound, such as 3D sound for character voices and 2D sound for background music. (4) The character voice selected by the operator is output in 3D sound (for example, out of characters A, B, and C, only character B's voice is output in 3D sound, while the voices of characters A and C are output in 2D sound). (5) One of the BGM tracks selected by the operator will be output in 3D sound (for example, of BGMa, b, and c, only BGMc will be output in 3D sound, while BGMa and b will be output in 2D sound).
[0201] Furthermore, the performance control unit 630 can issue a password for settings made by the individual player (for example, making only the character voices 3D sound out of BGM, SE, and character voices, or making 3D sound available not only during AT but also during CZ, etc.). By entering this password into another slot machine 1, the player can activate those settings on that slot machine 1 as well.
[0202] Furthermore, the timing at which the 3D sound / 2D sound settings are initialized may be the same as, or different from, the timing at which the volume adjustment is initialized. Examples of timings for initializing the volume adjustment include when a predetermined time (e.g., 10 minutes) has elapsed since slot machine 1 went from being played to being non-played, when the player chooses to initialize various user settings such as volume adjustment, when the setting value is changed, and when the power of slot machine 1 is turned off / on.
[0203] If the conditions for differentiating the types of sound output from speaker 101 and earphone 8 (for example, when an error occurs and an error sound is output, or when the counting button 44 is operated and a counting sound is output) are not met, the performance control unit 630 will output normal sound (the volume may differ depending on the type of sound) from earphone 8 and speaker 101. In the following, when simply referring to "sound," it includes both sound that can be output in 3D sound and sound that is output only in 2D sound, rather than "sound that can be output in 3D sound" or "sound that is output only in 2D sound."
[0204] On the other hand, when the earphone 8 is connected to the earphone jack 47, if the condition is met, the performance control unit 630 may make the sound output from the earphone 8 and the sound output from the speaker 101 different when the sound corresponding to the met condition is output simultaneously from the earphone 8 and the speaker 101, respectively.
[0205] Furthermore, when the player wins an AT (Automatic Trigger) or similar event, the performance control unit 630 can output auxiliary sounds (for example, sound effects, character voices, secondary voiceovers, the main melody of the background music, etc.) from the earphone 8 and output sub-sounds (for example, deep bass of the background music, etc.) from the speaker 101 when outputting sound using the woofer. In this way, the sound (vibration) from the speaker 101 is combined with the sound from the earphone 8, allowing the player to hear rich, deep sound.
[0206] Furthermore, the sound control unit 630 individually manages the audio output from both speaker 101 and earphone 8, the audio output only from speaker 101, and the audio output only from earphone 8.
[0207] Furthermore, the performance control unit 630 can output audio that is only permitted to be output from earphone 8 when speaker 101 is outputting audio from earphone 8, and can also prevent audio being output from speaker 101 from being output from earphone 8. The audio that is output only to earphone 8 includes, for example, character voices that provide hints about settings, modes, or high probability.
[0208] Furthermore, the performance control unit 630 can output an error sound from speaker 101 and a different sound from the error sound (for example, a character voice saying "An error is occurring!" which is a different type of sound from the error sound) from earphone 8 when an error occurs in slot machine 1. This is because when an error occurs, it is necessary to output an error sound from speaker 101 to alert the store staff, but if an error sound is output from earphone 8, the player will be startled.
[0209] Furthermore, if the counting button 44 is operated while the earphone 8 is connected, the performance control unit 630 outputs a counting sound from the speaker 101, while simultaneously outputting a message to prevent forgetting items (for example, "Don't forget your card!", "Don't forget your earphones!", etc.) from the earphone 8.
[0210] Furthermore, at that time, the performance control unit 630 can display a lost item prevention message (for example, a text message such as "Don't forget your card!") on the LCD screen 3 along with the lost item prevention voice message. This lost item prevention message can be superimposed on a demo screen or other display.
[0211] Furthermore, if the counting button 44 is operated while the earphone 8 is connected, the performance control unit 630 may output a counting sound from the earphone 8, superimposed on the lost item prevention sound. In this case, the performance control unit 630 can set the volume of the lost item prevention sound to > the volume of the counting sound. This is because the counting sound is generally composed of a mechanical sound such as a buzzer, and if the volume of such a counting sound is louder than the lost item prevention sound, the player will feel uncomfortable.
[0212] Furthermore, the performance control unit 630 can receive input from store staff or players and individually adjust the volume of the audio output from the earphone 8 and the volume of the audio output from the speaker 101.
[0213] In this case, the player can adjust the volume of earphone 8 at any time as long as earphone 8 is connected, and the store staff can adjust the volume of speaker 101 at any time as long as the store menu is displayed on LCD screen 3.
[0214] On the other hand, when an error occurs in slot machine 1, when a setting value has been changed, or when earphone 8 is not connected, the performance control unit 630 may also choose not to accept volume adjustment settings for speaker 101 and earphone 8.
[0215] Furthermore, if earphone 8 is unplugged from earphone jack 47 while sound is being output from earphone 8, the performance control unit 630 may output the sound that was being output from earphone 8 from speaker 101. Also, if earphone 8 is unplugged from earphone jack 47 while sound is already being output from speaker 101, the performance control unit 630 may superimpose and output both the sound that was being output from speaker 101 and the sound that was being output from earphone 8 from speaker 101.
[0216] If earphone 8 is unplugged from earphone jack 47, the audio output from earphone 8 may be output at the volume set on speaker 101, or at the volume set on earphone 8.
[0217] Furthermore, in this case, if the volume for earphone 8 is individually adjusted and the volume of earphone 8 is greater than the volume of speaker 101, then when earphone 8 is disconnected, an automatic adjustment function may be provided to either reduce the overall volume of speaker 101 or gradually increase it. The store staff may also be able to set which automatic adjustment function to use.
[0218] Furthermore, the performance control unit 630 can individually adjust the volume of BGM, SE, and character voices based on the operator's input. As mentioned above, BGM, SE, and character voices are the main sounds that can be output from the earphones 8. If all of these sounds are output simultaneously through the earphones 8, it may be difficult for the player to distinguish which sound is being output. Therefore, the performance control unit 630 can control the output to emphasize the sounds that it wants the player to hear. For example, the performance control unit 630 can increase the volume of a character voice that provides a warning and decrease the volume of the BGM.
[0219] Furthermore, the performance control unit 630 can also manage the audio output from the earphones 8 according to their type. For example, when game value is paid out, the performance control unit 630 can slightly reduce the volume of the background music output through the earphones 8, or it can output audio from the right earphone 8 so that character voices are easier to hear, and audio from the left earphone 8 so that background music is easier to hear.
[0220] Furthermore, the performance control unit 630 can perform the aforementioned processing by using different channels (audio signal carrier paths) for the audio output from speaker 101 and the audio output from earphone 8.
[0221] <Basic operation flow of slot machine 1> Figure 9 will be used to explain the basic operation flow of slot machine 1.
[0222] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).
[0223] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0224] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the operator such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).
[0225] 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 a normal section or a favorable section.
[0226] Next, the section control unit 614 proceeds with the game in the normal section (step S104).
[0227] The game state control unit 615 proceeds with the game in the general game state (step S105).
[0228] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).
[0229] If the game period is not a favorable period (S106: NO), the process returns to step S104.
[0230] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (in games that have transitioned to an advantageous section, it starts counting the advantageous section difference) (step S107). From this point onward, the section control unit 614 continues counting the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).
[0231] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).
[0232] If the second game state does not transition to AT (S108: NO), the process returns to step S105.
[0233] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).
[0234] 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) has become 19000 or greater.
[0235] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0236] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).
[0237] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.
[0238] On the other hand, if the difference in the advantageous section is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).
[0239] If AT terminates (S112:YES), the process returns to step S105.
[0240] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.
[0241] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the machine so that the operator cannot proceed with playing the slot machine 1 (step S113).
[0242] Next, in response to the operation of the counting button 44, the media management unit 620 and the card unit 7 send and receive the necessary information to execute the transfer process (step S114).
[0243] Next, in response to the store staff's power-off operation, the power to slot machine 1 is turned off (step S115). 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). If slot machine 1 is only restored after a power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous period and the difference in the advantageous period are retained.
[0244] Next, in response to the store staff's power-on operation, the power to slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic operation flow of slot machine 1.
[0245] <Flow of 2D sound / 3D sound switching process> Next, the 2D sound / 3D sound switching process of this embodiment will be explained using Figure 10.
[0246] First, the flow branches based on whether or not the target and conditions for switching the audio output from earphone 8 from 2D sound to 3D sound have been set based on the operator's actions (step S201).
[0247] If no target and conditions are set (S201:NO), the default target and conditions will be used, and the process will proceed to step S203 described below.
[0248] On the other hand, if the target and conditions are set based on the operator's actions (S201: YES), the performance control unit 630 stores the settings in the RAM of the sub-control unit 63 (step S202).
[0249] Next, the flow branches based on whether or not the condition for switching the audio output from earphone 8 from 2D sound to 3D sound has been met (step S203).
[0250] If the condition is not met (S203: NO), the performance control unit 630 outputs all audio from the earphone 8 as 2D sound, and the process repeats step S203.
[0251] On the other hand, if the condition is met (S203: YES), the performance control unit 630 switches the audio that can be output as 3D sound from the earphone 8 from 2D sound to 3D sound (step S204). In this case as well, the performance control unit 630 continues to output audio that cannot be output as 3D sound as 2D sound from the earphone 8.
[0252] Next, the flow branches based on whether or not the condition has been met (step S205).
[0253] If the condition is not met (S205:NO), the process returns to step S204.
[0254] On the other hand, if the condition is lifted (S205: YES), the performance control unit 630 will output all sound from the earphone 8 in 2D sound thereafter (step S206). After that, the 2D sound / 3D sound switching process of this disclosure will end. The 2D / 3D sound switching process is executed by following the steps described above.
[0255] In summary, the slot machine 1 disclosed herein is: An earphone jack 47 for connecting the earphone 8, which the operator will use from outside the slot machine 1, to the slot machine 1, A performance control unit 630 that can output sound to earphone 8, Equipped with, The audio output from earphone 8 includes both audio that can be output in 3D sound and audio that can be output in 2D sound.
[0256] <Effects of the invention> Gaming machines equipped with display devices such as LCD screens and speakers have been known for some time. In such gaming machines, visual effects corresponding to the game's progress are displayed on the LCD screen, and corresponding sounds are output from the speakers.
[0257] However, because the volume of the sound emitted from the speakers is high, some measures are needed to address the strain on the players' ears.
[0258] Therefore, it is being considered that players can reduce the strain on their ears by having them connect earphones to the gaming machine and outputting sound through the earphones as well.
[0259] In the slot machine 1 disclosed herein, the audio output from the earphone 8 includes audio that can be output as 3D sound and audio that can be output as 2D sound.
[0260] As a result, depending on the game state (e.g., normal gameplay, AT mode), audio that can be output in 3D sound via earphone 8 may be output in 3D sound instead of 2D sound. This can create an unexpected sound effect for the player, expanding the range of gameplay effects.
[0261] Thus, according to this disclosure, it is possible to provide a gaming machine that can offer new sound effects.
[0262] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate 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.
[0263] Furthermore, unless otherwise specified for each example, the various definitions used herein are used in common throughout the specification.
[0264] Although the above embodiment described an example in which the connection part is an earphone jack to which wired earphones are connected, this disclosure is not limited to this. The connection part may be a device that has the function of connecting earphones and a slot machine by, for example, a two-dimensional code such as a QR code (registered trademark) or Bluetooth (registered trademark).
[0265] Furthermore, the connection point is not limited to the lower left of the slot machine's control panel, but may also be located at the top, bottom, or right of the control panel.
[0266] Furthermore, the performance control unit may, among the sounds related to the operations necessary to execute one game (sound when the lever is operated, sound when game value is bet, sound when game value is paid out), output only the sound when the lever is operated as 3D sound from the earphones, and output the other sounds as 2D sound from the earphones.
[0267] Furthermore, the auditory device connected to the connection part may be bone conduction earphones, headphones, a smartphone, a tablet, or the like, in addition to the earphones of the above embodiment.
[0268] Furthermore, the embodiment is not limited to the above, and the type of sound output from the speaker may be predetermined, while the type of sound output from the earphones may be set based on the operator's input. Moreover, not only the type of sound output from the earphones, but also the type of sound output from the speaker may be set based on the operator's input. In these cases, the operator can freely set the type of sound output from the earphones, thereby broadening the range of game presentations.
[0269] In addition, the slot machine may include a function of notifying the content of the setting items set based on the operation of the operator, and a function of receiving the content of the setting items based on the operation of the operator. In this case, the operator can check information regarding the content of the setting items set on a certain slot machine (for example, which sound to output in 2D sound / 3D sound), and based on a password, two-dimensional code, etc., reflect the content of the setting items on other slot machines.
[0270] Also, in the above embodiment, an example where the bonus is a special accessory continuous operation device for the first type of special accessory is described, but the present invention is not limited to this. The bonus may be at least any one of the first type of special accessory, the special accessory continuous operation device for the first type of special accessory, the second type of special accessory, and the special accessory continuous operation device for the second type of special accessory.
[0271] Further, by transmitting a signal representing the type of the game section from the section control unit to the digital counter, in the digital counter, for example, whether the game section is a favorable section can be displayed based on whether dots are displayed.
[0272] Also, not limited to the above embodiment, for example, when AT ends, or when the number of continuous games in the favorable section reaches 3000 games, etc., the section control unit may forcibly shift the game section from the favorable section to the normal section.
[0273] Also, in the above embodiment, a range (MY) was used when operating the complete function, but it is not limited to this, and the difference in game value may be used to determine whether to operate the complete function.
[0274] Furthermore, although the above embodiment describes an example where the slot machine is an AT machine, the slot machine may also be an ART (Assist Replay Time) machine, or it may be a slot machine that only provides bonuses without performing AT, ART, etc., or a slot machine that can perform both bonuses and AT (or ART).
[0275] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which the present invention is applied does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.
[0276] Furthermore, although the above embodiments describe an example of a so-called smart slot machine, the present invention is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous period can be executed.
[0277] Furthermore, in the above embodiment, Figure 8 shows an example in which the main control unit and the game value control unit are mounted on separate control boards, but the main control unit and the game value control unit may be mounted on the same control board. Also, the main control unit and the game value control unit may be composed of separate microcontrollers, or they may be composed of the same microcontroller.
[0278] Furthermore, the configuration of this disclosure is not limited to slot machines, but can also be applied to so-called enclosed-type pachinko machines, i.e., smart pachinko (registered trademark) equipped with a handle, a pachinko launcher, an electric tulip, etc., or to casino machines used in casinos. [Explanation of Symbols]
[0279] 1. Slot machine (amusement machine) 101 Speaker (Performance Equipment) 47. Earphone jack (connection part) 630 Performance Control Unit 8. Earphones (hearing devices)
Claims
1. A connection part for connecting an auditory device used by the operator from outside the gaming machine to the gaming machine, A performance control unit capable of outputting sound to the aforementioned auditory device, Equipped with, The sound output from the aforementioned auditory device includes both sound that can be output in stereophonic sound and sound that can be output in non-stereophonic sound. The aforementioned performance control unit can set setting items that are the target of the sound that can be output in the three-dimensional sound in the auditory device, based on the operator's operation. Gaming machine.
2. A connection part for connecting an auditory device used by the operator from outside the gaming machine to the gaming machine, A performance control unit capable of outputting sound to the aforementioned auditory device, Equipped with, The sound output from the aforementioned auditory device includes both sound that can be output in stereophonic sound and sound that can be output in non-stereophonic sound. The aforementioned performance control unit can set setting items that are conditions for the auditory device to output the sound that can be output in stereophonic sound in stereophonic sound, based on the operator's operation. Gaming machine.