US20080305872A1 - Gaming machine adjusting the volume level of background music - Google Patents
Gaming machine adjusting the volume level of background music Download PDFInfo
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- US20080305872A1 US20080305872A1 US11/932,294 US93229407A US2008305872A1 US 20080305872 A1 US20080305872 A1 US 20080305872A1 US 93229407 A US93229407 A US 93229407A US 2008305872 A1 US2008305872 A1 US 2008305872A1
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- United States
- Prior art keywords
- game
- sound signal
- becomes
- volume level
- music
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
Definitions
- the invention relates to a gaming machine and a method of adjusting a volume thereof.
- the gaming machine as disclosed in U.S. Pat. No. 7,128,650, for example, comprises a sound circuit that outputs a sound signal, in which a variety of effect sounds such as background music, game effect sound and the like are overlapped, and a speaker that converts the sound signal into a sound wave and turns it up. Then, the machine carries out a game effect through the effect sound outputted from the speaker.
- a volume adjustor is operated in the sound circuit, so that an output voltage of the sound signal is increased or decreased.
- the volumes of all the effect sounds such as background music or game effect sound included in the sound signal are adjusted into a same level by the volume adjustor.
- the invention provides a gaming machine having an adjustment function of an effect sound, which is not provided to the conventional gaming machine, and a method of adjusting a volume thereof.
- the invention provides a gaming machine having structures as described below.
- the gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, a speaker and a game controller.
- the game is operated by a betting of a player.
- the background music information is a sound signal that becomes a background music of the game.
- the function music information is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player.
- the volume level changer can change a volume level of the sound signal that becomes a background music of the game.
- the selection switch can be operated from an outside. In addition, the selection switch selects a volume level of the sound signal that becomes a background music of the game.
- the speaker converts the sound signal into a sound wave and turns it up.
- the game controller is programmed to operate as described in steps of (a1) ⁇ (a2).
- the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch.
- the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- the invention provides a gaming machine having structures as described below.
- the gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, sample music information, a speaker and a game controller.
- the game is operated by a betting of a player.
- the background music information includes a sound signal that becomes a background music of the game.
- the function music information includes a sound signal that becomes a function music representing an operating state of the game relating to an action of the player.
- the volume level changer can change a volume level of the sound signal that becomes a background music of the game.
- the selection switch can be operated from an outside. In addition, the selection switch selects a volume level of the sound signal that becomes a background music of the game.
- the sample music information is a sound signal that becomes a sample music having a background music and a function music.
- the speaker converts the sound signal into a sound wave and turns it up.
- the game controller is programmed to operate as described in steps of (a1) ⁇ (a3).
- the game controller is programmed to use the sound signal of the sample music information when the selection switch is operated.
- the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch.
- the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up. In addition, when it is selected a volume level of the sound signal that becomes a background music, a sample music, which includes a background music of the selected volume level and a function music, is used.
- the invention provides a gaming machine having structures as described below.
- the gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, an adder, a speaker and a game controller.
- the game is operated by a betting of a player.
- the background music information is a sound signal that becomes a background music of the game.
- the function music information is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player.
- the volume level changer can change a volume level of the sound signal that becomes a background music of the game.
- the selection switch can be operated from an outside. In addition, the selection switch selects a volume level of the sound signal that becomes a background music of the game.
- the adder can add a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music.
- the speaker converts the sound signal into a sound wave and turns it up.
- the game controller is programmed to operate as described in steps of (a1) ⁇ (a3).
- the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch.
- the game controller is programmed to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music.
- the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- the invention provides a gaming machine having structures as described below.
- the gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, an adjustment switch, an adder, a speaker and a game controller.
- the game is operated by a betting of a player.
- the background music information is a sound signal that becomes a background music of the game.
- the function music information is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player.
- the volume level changer can change a volume level of the sound signal that becomes a background music of the game.
- the selection switch can be operated from an outside.
- the adjustment switch adjusts a volume level of the sound signal that becomes a background music of the game.
- the adder can add a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music.
- the speaker converts the sound signal into a sound wave and turns it up.
- the game controller is programmed to operate as described in steps of (a1) ⁇ (a3).
- the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch.
- the game controller is programmed to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music.
- the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- a volume level of the sound signal that becomes a background music of a game can be selected.
- the selectable volume level can be adjusted.
- a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- the adjustment switch capable of setting a volume level, which can be selected by a player using the selection switch, is provided in a gaming machine cabinet.
- a manager of the gaming machine can enable a player to select a volume level of the background music, from a volume level that a manager such as receptionist desires.
- the invention provides a method of adjusting a volume of a gaming machine having structures as described below.
- a volume level of a sound signal that becomes a background music of a game can be selected by an operation from an outside, a volume level of a sound signal that becomes a background music of a selected game is changed into the selected volume level and a sound signal including at least a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music representing an operating state of the game relating to an action of the player is converted into a sound wave that is then turned up.
- a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- FIG. 1 illustrates a volume adjustment state of a gaming machine
- FIG. 2 is a block diagram of a gaming machine
- FIG. 3 illustrates a display screen
- FIG. 4 is a block diagram of a gaming machine
- FIG. 5 is a block diagram showing a control circuit of a gaming machine
- FIG. 6 shows symbols and code numbers thereof
- FIG. 7 is a flow chart of a game executing process
- FIG. 8 is a flow chart of a volume adjusting process
- FIG. 9 is a block diagram of a gaming machine.
- a gaming machine and a method of adjusting a volume thereof according to the invention.
- a slot machine is described as an example of the gaming machine.
- the invention is not limited thereto.
- a slot machine 10 executes a volume adjusting method comprising a first step of enabling a volume level of a sound signal, which becomes a background music (BGM) of a game, to be selected by an operation from an outside, a second step of changing a volume level of a sound signal that becomes a background music of a selected game into the selected volume level and a third step of converting a sound signal including at least a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music into a sound wave and turning it up.
- the function music is a voice sound representing an operating state of a game relating to an action of a player.
- the function music includes a voice sound that is generated in inserting a coin, a voice sound that is generated in betting, a voice sound that is generated in paying out a coin and the like.
- FIG. 1 when a background music and a function music are outputted at the same time, it is possible to maintain a volume of a voice sound that is indicated as a speech bubble, even though an overall volume is decreased.
- a volume level of a sound signal that becomes a background music can be selectively inputted, based on a volume control signal received from an outside such as hall computer.
- each slot machine 10 can collectively adjust the volumes, based on the volume control signal.
- the volume adjusting method is carried out by the slot machine 10 .
- the slot machine 10 comprises a game that is operated by a betting of a player, background music information of a sound signal that becomes a background music of the game, function music information of a sound signal that becomes a function music representing an operating state of the game relating to an action of the player, a volume level changer that can change a volume level of the sound signal that becomes a background music of the game, a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game, an adder that can add the sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music, a speaker that converts the sound signal and turns it up and a game controller programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of the game selected in the selection switch, to add, in the adder, at least the sound signal having the volume level changed and the sound
- the slot machine 10 has a function of changing a sound signal that becomes a background music (hereinafter, referred to as background music signal) into a predetermined volume level so that it becomes a volume corresponding to an environment in a hall by an operation of a player or receptionist, thereby turning up the sound wave from the speaker together with at least the sound signal that becomes a function music (hereinafter, referred to as function music signal).
- background music signal a sound signal that becomes a background music
- function music signal a sound signal that becomes a function music
- the slot machine 10 has a main CPU 41 , a sound signal output device 201 , a volume level changer 211 and a voice sound output device 212 .
- the sound signal output device 201 is connected to the main CPU 41 and outputs sound signals in parallel.
- the volume level changer 211 selectively changes a volume level of the sound signal that becomes a background music, among the sound signals outputted from the sound signal output device 201 .
- the voice sound output device 212 overlaps the background music signal having the volume level changed, the function music signal in which the volume level is not changed and an effect sound signal and converts them into a sound wave.
- the effect sound signal indicates a sound signal that becomes an effect sound outputted from the speaker depending on the game states, rather than an action of the player.
- the sound signal output device 201 has a main body PCB (Printed Circuit Board) 60 that outputs sound signals of a digital format in parallel and a D/A converter 210 that converts the sound signal outputted from the main body PCB 60 into an analog format.
- the D/A converter 210 has three output terminals 210 a , 210 b , 210 c .
- the output terminals 210 a , 210 b , 210 c output the sound signals, which are converted into the analog format in the D/A converter 210 , in parallel.
- each of the output terminals 210 a , 210 b , 210 c is adapted to output the background music signal, the function music signal and the effect sound signal, respectively.
- the sound signal output device 201 is connected to the volume level changer 211 via first transmission lines 202 a , 202 b , 202 c so that it inputs the background music signal, the function music signal and the effect sound signal thereto.
- the volume level changer 211 has a signal switching unit 204 , first to third attenuators 205 a , 205 b , 205 c , an adder 207 , second transmission lines 208 a , 208 b , 208 c and an output bus 209 .
- the signal switching unit 204 has a single input terminal 213 , three output terminals 214 a , 214 b , 214 c and a switch changeover terminal 219 .
- the first attenuator 205 a has a single input terminal 215 a and a single output terminal 216 a .
- the second attenuator 205 b has a single input terminal 215 b and a single output terminal 216 b .
- the third attenuator 205 c has a single input terminal 215 c and a single output terminal 216 c .
- the adder 207 has three input terminals 217 a , 217 b , 217 c and a single output terminal 218 .
- the first transmission line 202 , the second transmission line 208 and the output bus 209 are respectively formed by signal lines.
- the signal switching unit 204 is adapted to switch to which output terminals 214 a , 214 b , 214 c the sound signal inputted from the output terminal 213 is outputted.
- a switching signal is outputted in an operation timing of first to third selection buttons 70 , 71 , 72 and represents a connection state corresponding to the first to third selection switches 70 S, 71 S, 72 S.
- the first to third attenuators 205 a , 205 b , 205 c consist of fixed resistors decreasing an output of the sound signal. Meanwhile, the first to third attenuators 205 a , 205 b , 205 c are not limited to the resistors and may consist of an OP AMP, for example.
- One ends of the first transmission lines 202 a ⁇ 202 c are respectively connected to the output terminals 210 a ⁇ 210 c of the D/A converter 210 .
- the other end of the first transmission line 202 a is connected to the input terminal 213 of the signal switching unit 204 .
- the background music signal outputted from the D/A converter 210 is inputted to the signal switching unit 204 via the first transmission line 202 a.
- the signal switching unit 204 switches to which output terminals 214 a , 214 b , 214 c the inputted background music signal is outputted, by a switching signal from the main body PCB 60 .
- a switching signal from the main body PCB 60 .
- the background music signal is outputted to the output terminal 214 a
- the background music signal is outputted to the output terminal 214 b
- a third selection button 72 is pushed
- the one ends of the second transmission lines 208 a ⁇ 208 c are respectively connected to the output terminals 214 a ⁇ 214 c of the signal switching unit 204 .
- the other ends of the second transmission lines 208 a , 208 b , 208 c are respectively connected to the input terminals 215 a , 215 b , 215 c of the first to third attenuators 205 a , 205 b , 205 c.
- an output of the background music signal is decreased by the first attenuator 205 a and outputted to the output terminal 216 a .
- an output of the background music signal is decreased by the second attenuator 205 b and outputted to the output terminal 216 b .
- an output of the background music signal is decreased by the third attenuator 205 c and outputted to the output terminal 216 c.
- the signal outputted from the signal switching unit 204 is adapted to pass to one of the first to third attenuators 205 a , 205 b , 205 c .
- the invention is not limited thereto.
- an output level of the background music signal may not be changed when the background music signal is outputted from the output terminal 214 c .
- it is possible to carry out an effect of the gaming machine by the voice sound including the background music and the function music, more flexibly.
- the respective output terminals 216 a , 216 b , 216 c of the first to third attenuators 205 a , 205 b , 205 c are connected to the adder 207 through the signal line.
- the other ends of the first transmission lines 202 b , 202 c are connected to the adder 207 .
- the background music signal in which the volume level thereof is changed by the first to third attenuators 205 a , 205 b , 205 c , the function music signal outputted from the output terminal 210 b of the D/A converter 210 and the effect sound signal outputted from the output terminal 210 c of the D/A converter 210 are inputted to the adder 207 .
- the adder 207 outputs a new sound signal from the output terminal, in which the background music signal having the volume level changed, the function music signal and the effect sound signal are added.
- the volume level changer 211 structured as described above is connected to the sound voice output device 212 .
- the sound voice output device 212 has a volume amplifier 206 and a speaker 29 .
- the volume amplifier 206 is connected to an output terminal of the adder 207 .
- the volume amplifier 206 amplifies the sound signal inputted from the adder 207 by a predetermined amplifying ratio.
- the volume amplifier 206 is connected to the speaker 29 .
- the speaker 29 converts the sound signal into a sound wave and turns it up.
- the volume adjustment is performed in the single slot machine 10 by forming a switching signal with the first to third selection switches 70 S, 71 S, 72 S provided to the slot machine 10 .
- the volume adjusting method may be carried out in a system having several slot machines 10 , a hall computer (not shown) and a communication network such as LAN or Internet that connects the slot machines 10 and the hall computer in a data communication manner.
- the hall computer can collectively change the volumes of the background music that are outputted from all the slot machines 10 .
- the slot machine 10 has sample music information of the sound signal that becomes a sample music including the background music having the volume level selectable by the selection buttons 70 , 71 , 72 and the function music.
- the slot machine may have a game controller programmed to use the sound signal of the sample music information when the first to third selection buttons 70 , 71 , 72 are operated, to change a volume level of the background music signal selected in the first to third selection buttons 70 , 71 , 72 and to output the background music signal from the speaker.
- the sample music includes the background music and the function music, the player can easily change the volume level.
- the slot machine 10 executes a playing method comprising steps of randomly selecting a scatter object symbol 181 from many symbols 180 , rearranging the symbols 180 in a display, awarding a payout determined by a combination of the symbols 180 rearranged on a payline L, and when a predetermined number or more of the scatter object symbols 181 is rearranged, setting the scatter object symbol 181 as a scatter symbol 182 , notifying a content of a payout determined on the basis of the scatter symbol 182 and awarding the payout.
- the slot machine 10 executes a playing method comprising steps of providing a display area (scatter object symbol display unit 163 ) to a part different from an arrangement area (display windows 151 ⁇ 155 ) for arranging the symbols 180 and displaying the scatter object symbol 181 in the display area, and when a predetermined number or more of the scatter object symbols 181 is rearranged, notifying that the scatter object symbol 181 is set as a scatter symbol 182 .
- the “arrangement” means a state in which the symbols 180 including the scatter symbol 182 are allowed to be visible with naked eyes of an exterior player. In other words, the symbols 180 are under state of being displayed in the display windows 151 ⁇ 155 . In the mean time, the “rearrangement” is meant by arranging the symbols 180 again after dismissing the arrangement of the symbols 180 .
- the “payline” L is provided to determine a combination of the symbols 180 . In other words, when the symbols 180 are rearranged on and out of the payline L, a combination is determined for only the symbols 180 rearranged on the pay line. As a result of the determination for a combination, when it is made a winning combination, it is carried out, for example, a process of paying out a coin in accordance with the winning combination.
- the “scatter symbol” 182 is a symbol making it a condition that a winning is made through only the arrangement thereof, irrespective of the payline L. In other words, when the scatter symbol 182 is rearranged, a winning is made and it is carried out, for example, a process of paying out a coin on the basis of the number of all the scatter symbols 182 rearranged on and out of the payline L.
- the “scatter object symbol 181 ” is a symbol functioning as a scatter symbol on condition that a predetermined number or more of the symbols is rearranged.
- a scatter object symbol is “BELL” and the number of rearrangement (set threshold) is set to be “3,” when three or more “BELLs” are rearranged, it functions as a scatter symbol and when two or less “BELLs” are rearranged, it functions as a typical symbol.
- the “symbol 180 ” means all symbols used in the slot machine 10 and includes the scatter symbol 182 and the scatter object symbol 181 .
- the payline L, the symbol 180 , the scatter symbol 182 and a winning combination will be more specifically described later.
- the slot machine 10 executing the above playing method is provided with a display unit 101 (display) and a game controller 100 .
- the display unit 101 is structured to have the payline L and to arrange the symbols 180 including the scatter symbol 182 .
- the display unit 101 is structured to provide the scatter object symbol display unit 163 (display area 101 b ) to a part different from the display windows 151 ⁇ 155 (arrangement area 101 a ) for arranging the symbols 180 .
- the display unit 101 may be a mechanical structure with a reel device for arranging the symbols 180 by rotation of a reel or electrical structure with a video reel on which an image is displayed for arranging the symbols 180 . Further, the display unit 101 may be a structure of combining a mechanical structure (reel) and an electrical structure (video reel).
- the electrical structure may include a liquid crystal device, a CRT (cathode-ray tube), a plasma display and the like. A detailed structure of the display unit 101 will be described later.
- the game controller 100 is structured to execute a first process of randomly selecting a scatter object symbol 181 from many symbols 180 , a second process of rearranging the symbols 180 in a display, a third process of awarding a payout determined by a combination of the symbols 180 rearranged on a payline L, and a fourth process of when a predetermined number or more of the scatter object symbols 181 is rearranged, setting the scatter object symbol 181 as a scatter symbol 182 , notifying a content of a payout determined on the basis of the scatter symbol 182 and awarding the payout.
- the game controller 100 has a first processing unit, a second processing unit, a third process unit and a fourth processing unit.
- the game controller 100 is structured to execute a fifth process of providing a display area 101 b (scatter object symbol display unit 163 ) to a part different from an arrangement area 101 a (display windows 151 ⁇ 155 ) for arranging the symbols 180 and displaying the scatter object symbol 181 in the display area 101 b , and a sixth process of when a predetermined number or more of the scatter object symbols 181 is rearranged, notifying that the scatter object symbol 181 is set as a scatter symbol 182 .
- the game controller 100 has a fifth processing unit and a sixth processing unit in addition to the first to fourth processing units.
- the game controller 100 comprises a scatter object symbol memory 105 for storing the scatter object symbols 181 , a scatter symbol memory 106 for storing a scatter symbol 182 , a symbol memory 108 for storing all symbols including the scatter symbols 182 and a display symbol memory 107 for storing the symbols in the respective memories 105 , 106 , 108 as a display symbol.
- the display symbol memory 107 can be accessed by a display control unit 102 .
- the display control unit 102 sets the arrangement area 101 a for arranging the symbols 180 and the display area 101 b for displaying the scatter object symbols 181 in the different parts of the display unit 101 .
- the display control unit 102 reads out the symbols 180 in the display symbol memory 107 under control of a game executing unit 110 and displays the symbols 180 in the arrangements area 101 a and the scatter object symbols 181 in the display area 101 b . A detailed display state will be described later.
- the game controller 100 is connected to a game start unit 109 .
- the game start unit 109 has a function of outputting a game start signal in accordance with control of the player.
- the game controller 100 comprises a game executing unit 110 for rearranging the symbols with an input of a game start signal, as trigger, from the game start unit 109 , a combination payout determining unit 111 for determining a payout determined by a combination of the symbols rearranged on the payline in a unit game, a scatter symbol payout determining unit 112 for determining a payout determined on the basis of the scatter symbols rearranged on and out of the payline and a payout award unit 113 for awarding the respective payouts determined in the combination payout determining unit 111 and the scatter symbol payout determining unit 112 .
- the game controller 100 has a symbol determining unit 104 that is operated when a game start signal is inputted from the game start unit 109 .
- the symbol determining unit 104 randomly selects the scatter object symbol 181 from the symbols 180 .
- the symbol determining unit 104 outputs the scatter object symbol 181 to a rearrangement-number determining unit 114 and the scatter object symbol memory 105 .
- the rearrangement-number determining unit 114 sets the scatter object symbol 181 as a scatter symbol 182 when a predetermined number of the scatter object symbols 181 is rearranged.
- the rearrangement-number determining unit 114 enables the scatter object symbol memory 105 to transmit the scatter object symbol 181 stored therein to the scatter symbol memory 106 , thereby setting it as the scatter symbol 182 .
- the game controller 100 comprises an information output unit 116 and a game information memory 117 and a volume setting unit 230 connected to the information output unit 116 .
- the game information memory 117 stores the background music data of a sound signal that becomes a background music of a game, the function music data of a sound signal that becomes a function music representing an operating state of a game relating to an action of a player and the sample music data of a sound signal that becomes a sample music having the background music and the function music.
- the game information memory 117 stores character data corresponding to the scatter symbol 182 , payout-number data and description data and the like, in addition to the above information.
- the volume setting unit 230 is adapted to be operated from an outside and to select a volume level of the sound signal. Specifically, it consists of the first to third selection switches 70 S, 71 S, 72 S in FIG. 2 and the other switches. In the mean time, the volume setting unit 230 may be a touch panel provided to the display unit 101 of a liquid crystal display device. In addition, the volume setting unit 230 may be installed to an outside of the gaming machine and alternatively, may be installed in the gaming machine.
- the information output unit 116 is adapted to read out the data stored in the game information memory 117 and to output it as a sound signal to the volume level changer 211 .
- the information output unit 116 is adapted to output a switching signal of the volume setting unit 230 to the volume level changer 211 .
- the volume level changer 211 is adapted to switch, by the switching signal, a volume level of the background signal that is to be changed. Thereby, the information output unit 116 reads out a variety of data from the game information memory 117 and outputs it to the volume level changer 211 , thereby outputting a voice sound, in which the background music having the volume level selected on the basis of the switching signal and the function music are overlapped, through the volume amplifier 206 and the speaker 29 .
- each block of the game controller 100 may be structured with a hardware or software, as required.
- the symbol determining unit 104 When a game start signal is outputted from the game start unit 109 through an operation of a player, the symbol determining unit 104 starts a process and the game executing unit 110 starts a unit game, so that the symbols 180 are rearranged (second process).
- the symbol determining unit 104 randomly selects a scatter object symbol 181 from the symbols 180 stored in the symbol memory 108 (first process).
- the determined scatter object symbol 181 is stored in the scatter object symbol memory 105 and is also used for a determination process in the rearrangement-number determining unit 114 .
- the scatter object symbol 181 stored in the scatter object symbol memory 105 is outputted to the display symbol memory 107 and then used for an image process in the display control unit 102 , so that it is displayed in the display area 101 b of the display unit 101 .
- the game controller 100 executes the fifth process of providing the display area 101 b to a part different from the arrangement area 101 a for arranging the symbols 180 and displaying the scatter object symbol 181 in the display area 101 b .
- the player can easily recognize the scatter object symbol 181 since the scatter object symbol 181 is displayed in the display area 101 b separated from the arrangement area 101 a.
- the rearrangement-number determining unit 114 specifies the scatter object symbol 181 among the rearranged symbols 180 and calculates a rearrangement-number of the scatter object symbol 181 . Then, when the predetermined number or more of the scatter object symbols 181 is rearranged, it sets the scatter object symbol 181 as a scatter symbol 182 . In other words, it transmits the scatter object symbol 181 stored in the scatter object symbol memory 105 to the scatter symbol memory 106 . Thereby, the scatter object symbol 181 serves as a scatter symbol 182 .
- the information output unit 116 reads out the character data corresponding to the scatter symbol 182 , the payout-number data and the description data from the game information memory 117 and outputs the data to the display control unit 102 . Then, it is notified the contents of a payout determined on the basis of the scatter symbols 182 rearranged on and out of the payline L and the payout is awarded (fourth process). Further, the data is outputted to the volume level changer 211 and then outputted as voice sound from the speaker 29 .
- a function music representing a game start is outputted in starting a game and a function music representing a payout is outputted in awarding a payout.
- a background music is outputted.
- the background music has a volume level that is selected in the volume setting unit 230 by the volume level changer 211 .
- the player can select a background music that the player desires with respect to the function music, it is possible to decrease the displeasure of the player.
- the volume setting unit 230 when the volume setting unit 230 is operated, the sample music including the background music and the function music is outputted. Accordingly, it is possible to easily adjust the volume level.
- the display unit 101 has display windows 151 ⁇ 155 as the arrangement area for arranging the plural symbols.
- the display windows 151 ⁇ 155 are arranged in a central part of the display unit 101 .
- symbol columns consisting of the plural symbols 180 are scroll-displayed.
- each of the display windows 151 ⁇ 155 is divided into upper, center and lower stages 151 a , 151 b , 151 c .
- Each of the symbols 180 is stopped (arranged) in the respective stages 151 a , 151 b , 151 c .
- the display windows 151 ⁇ 155 display a symbol matrix consisting of 5 columns and 3 rows. In the mean time, the symbol matrix is not limited to 5 columns/3 rows.
- the display unit 101 has the scatter object symbol display unit 163 as the display area for displaying the scatter object symbols 181 .
- the scatter object symbol display unit 163 is arranged in a right-handed upper part of the display unit 101 so as not to overlap with the display windows 151 ⁇ 155 .
- the scatter object symbol display unit 163 may be provided in an arbitrary position on condition that it can avoid overlapping with the display windows 151 ⁇ 155 .
- a selection object window 165 is provided below the scatter object symbol display unit 163 .
- the selection object window 165 displays a symbol which will be a candidate for the scatter object symbol 181 . Accordingly, the player can intuitively recognize that a scatter object symbol 181 is randomly selected among the candidate symbols displayed in the selection object window 165 and then displayed in the scatter object symbol display unit 163 .
- the display unit 101 has a scatter symbol display unit 171 .
- the scatter symbol display unit 171 is basket-shaped, and displays the scatter symbol 182 as a received thing.
- the scatter symbol display unit 171 is provided to a left-handed upper corner part of the display unit 101 .
- the scatter symbol display unit 171 may be provided to an arbitrary position on condition that it can avoid overlapping with the display windows 151 ⁇ 155 and the scatter object symbol display unit 163 .
- a display state of FIG. 3 shows a state that the scatter symbol 182 has been set. Specifically, “ORNAGE” is displayed as a received thing in the scatter symbol display unit 171 , through a series of operations that “ORANGE” displayed in the scatter object symbol display unit 163 is moved to the scatter symbol 182 and then received. As a result, the player can intuitively recognize that “ORANGE” has been set as the scatter symbol 182 by observing the displayed state of the scatter symbol 182 with naked eyes.
- the symbols 180 to be displayed in the display windows 151 ⁇ 155 of the display unit 101 constitute columns of symbols by 22 symbols.
- the symbols constituting the respective columns of symbols are given with one code number of 0 ⁇ 21.
- Each of the columns of symbols is constituted with a combination of symbols of “JACKPOT 7,” “BLUE 7,” “BELL,” “CHERRY,” “STRAWBERRY,” “PLUM,” “ORANGE” and “APPLE.”
- the three successive symbols in the columns of symbols are displayed (arranged) in the upper, center and lower stages 151 a , 151 b , 151 c of the display windows 151 ⁇ 155 , respectively, so that they constitute a symbol matrix of 5 columns/3 rows.
- a 1-BET button 26 or MAX-BET button 27 is pushed and then a spin button 23 is pushed, the symbols constituting the symbol matrix starts the scroll.
- the scrolls of the respective symbols are stopped (rearranged) after a predetermined time period has lapsed.
- the winning combination is a combination that a combination of symbols stopped on the payline L becomes an advantageous state to the player.
- the advantageous state is a state in which a coin is paid out in accordance with the winning combination, the payout-number of coins is added to a credit, a bonus game is started, and the like.
- a bonus game is a gaming state that is more advantageous than a basic game.
- the bonus game is a free game.
- the free game is a gaming state allowing a player to play a game for a predetermined number of times, without betting a coin.
- the bonus game is not particularly limited as long as it is a gaming state advantageous to the player, i.e., it is more advantageous than the basic game.
- the bonus game may include a state in which it is possible to obtain more game medium than the basic game, a state in which it is possible to obtain a game medium in a higher probability than in the basic game, a state in which a game medium is less consumed than in the basic game, and the like.
- a free game, a second game and the like are examples of the bonus game.
- the slot machine 10 is provided in a game arcade.
- the slot machine 10 executes a unit game by using a game medium.
- the game medium is a coin, bill or electronic negotiable information corresponding to them.
- the game medium is not particularly limited.
- a medal, token, electronic money, ticket and the like can be used.
- the ticket is not particularly limited and may be a ticket with a barcode that will be described later.
- the slot machine 10 comprises a cabinet 11 , a top box 12 provided to an upper part of the cabinet 11 and a main door 13 provided to a front of the cabinet 11 .
- the main door 13 is provided with a lower image display panel 16 .
- the lower image display panel 16 has a transparent liquid crystal panel for displaying a variety of information.
- the lower image display panel 16 displays a video reel and a variety of information and effect images relating to a game. Specifically, the lower image display panel 16 displays the display windows 151 ⁇ 155 of 5 columns/3 rows, the scatter object symbol display unit 163 and the scatter symbol display unit 171 , and other effect images, as required.
- One activated payline L is displayed in the lower image display panel 16 .
- the payline L is set to horizontally traverse the center stages 151 b of the display windows 151 ⁇ 155 .
- the payline L may traverse the other stages of the display windows 151 ⁇ 155 .
- the payline L may traverse the upper stages 151 a or lower stages 151 c of the display windows 151 ⁇ 155 .
- the payline L may traverse the lower stage 151 c of the display window 151 , the center stage 151 b of the display window 152 and the upper stage 151 a of the display window 153 .
- the payline L may be 2 or more. When two or more paylines L are provided, all paylines L may be activated and the number of paylines L relating to a predetermined condition such as bet-number of coins may be activated.
- a credit-number display unit and a payout-number display unit may be displayed in the lower image display panel 16 .
- the credit-number display unit displays a total number that the slot machine 10 can pay out to a player (which will be referred to as total credit-number).
- the payout-number display unit displays number of coins to be paid out when a combination of symbols stopped on the payline is a winning combination.
- a control panel 20 , a coin receiving slot 21 and a bill validator 22 are provided below the lower image display panel 16 .
- the control panel 20 is provided with plural buttons 23 ⁇ 27 .
- the buttons 23 ⁇ 27 allows instructions, which are related to a game progress by a player, to be inputted.
- the coin receiving slot 21 enables a coin to be received in the cabinet 11 .
- the control panel 20 is provided with a spin button 23 , a change button 24 , a cash out button 25 , a 1-BET button 26 , a MAX-BET button 27 and the first to third selection buttons 70 , 71 , 72 .
- the spin button 23 is a button for inputting an instruction to start the scroll of symbols.
- the change button 24 is a button to be used when a player asks a staff in the game arcade for exchange of money.
- the cash out button 25 is a button for inputting an instruction to pay out the coins of total credit-number into a coin tray 18 .
- the 1-BET button 26 is a button for inputting an instruction to bet one coin, among coins of the total credit-number, per one game.
- the MAX-BET button 27 is a button for inputting an instruction to bet maximum coins (for example, 50 coins), among coins of the total credit-number, per one game.
- the bill validator 22 validates whether bill is normal or not and receives the normal bill into the cabinet 11 . In the mean time, the bill validator 22 can read a ticket 39 having a barcode which will be described later. When the bill validator 22 reads the ticket 39 having a barcode, it outputs a reading signal relating to the read content to a main CPU 41 .
- a belly glass 34 is provided to a lower frontal surface of the main door 13 , i.e., below the control panel 20 .
- a character of the slot machine 10 and the like are drawn on the belly glass 34 .
- An upper image display panel 33 is mounted to a front of the top box 12 .
- the upper image display panel 33 has a liquid crystal panel and displays, for example, an effect image and an image indicating an introduction of a game content and an explanation of a game rule.
- a ticket printer 35 for outputting voice.
- a ticket printer 35 prints a barcode having data encoded thereto, such as credit-number, date and time, identification number of the slot machine 10 and the like, onto a ticket, thereby outputting the ticket 39 having the barcode.
- the player can play a game in another gaming machine with the ticket 39 having a barcode and exchange the ticket 39 having a barcode with bill in a change booth of the game arcade.
- the card reader 36 reads and writes the data from and into a smart card.
- the smart card is a card carried by a player, into which data for identifying the player and data relating to a game history of the player are memorized.
- the data displayer 37 consists of a fluorescent display and the like, and displays the data read by the card reader 36 and the data inputted by the player through the keypad 38 .
- the keypad 38 inputs instructions or data relating to a ticket issue.
- a control unit having the game controller 100 or the volume level changer 211 shown in FIG. 4 is mounted in the cabinet 11 .
- the control unit comprises a motherboard 40 , a main body PCB (Printed Circuit Board) 60 , a gaming board 50 , a sub CPU, a door PCB 80 , and various switches and sensors.
- the gaming board 50 is provided with a CPU (Central Processing Unit) 51 , a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus, a card slot 53 S corresponding to a memory card 53 and an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
- a CPU Central Processing Unit
- ROM 55 a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus
- a card slot 53 S corresponding to a memory card 53
- an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
- GAL Generic Array Logic
- the memory card 53 stores a game program and a game system program therein.
- the game program includes a stop symbol determining program.
- the stop symbol determining program is a program for determining a symbol (code number corresponding to the symbol) to be stopped on the payline L.
- the stop symbol determining program includes symbol weight data corresponding to each of plural payout rate (for example, 80%, 84%, 88%).
- the symbol weight data is data representing a correspondence relation between the code number of each symbol and 1 or plural random numbers belonging to a predetermined numerical range (0 ⁇ 256) for each of the display windows 151 ⁇ 155 .
- the payout rate is determined on the basis of data for setting a payout rate, which data is outputted from the GAL 54 , and a stop symbol is determined on the basis of the symbol weight data corresponding to the payout rate.
- the memory card 53 stores various data used for the game program and the game system program. Specifically, the data representing a relationship between the symbols 180 displayed in the display windows 151 ⁇ 155 and the random number ranges and the data representing a relationship between the set thresholds and the random number ranges and the like are stored in a data table form shown in FIG. 1 . In the mean time, these data are transmitted to a RAM 43 of the motherboard 40 when executing the game program.
- the card slot 53 S is structured to insert and remove the memory card 53 and connected to the motherboard 40 through an IDE bus. Accordingly, it is possible to change a type or content of a game to be executed in the slot machine 10 , by removing the memory card 53 from the card slot 53 S, writing another game program and game system program in the memory card 53 and inserting the memory card 53 into the card slot 53 S.
- the game program includes a program relating to a game progress and a program for shifting a gaming state into a bonus game.
- the GAL 54 is provided with plural input and output ports. When the data is inputted into the input ports, the GAL 54 outputs data corresponding to the inputted data from the output ports.
- the data outputted from the output ports is the data for setting a payout rate that has been described above.
- the IC socket 54 S is structured to attach and detach the GAL 54 .
- the IC socket 54 S is connected to the motherboard 40 through a PCI bus. Accordingly, it is possible to change the data for setting a payout rate which is outputted from the GAL 54 , by detaching the GAL 54 from the IC socket 54 S, rewriting the program stored in the GAL 54 and then attaching the GAL 54 to the IC socket 54 S.
- the CPU 51 , the ROM 55 and the boot ROM 52 which are connected to each other by the internal bus, are connected to the motherboard 40 through the PCI bus.
- the PCI bus carries out a signal transfer between the motherboard 40 and the gaming board 50 and supplies power to the gaming board 50 from the motherboard 40 .
- the ROM 55 stores nation identification information and an authentication program.
- the boot ROM 52 stores a preliminary authentication program and a program (boot code) enabling the CPU 51 to execute the preliminary authentication program.
- the authentication program is a program (falsification check program) for authenticating the game program and the game system program.
- the authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program.
- the preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication to be authenticated is not falsified, i.e., for authenticating the authentication program.
- the motherboard 40 is provided with a main CPU 41 (controller), a ROM (Read Only Memory) 42 , a RAM (Random Access Memory) 43 and a communication interface 44 .
- the main CPU 41 has functions of a game controller for controlling the whole slot machine 10 .
- the main CPU 41 carries out a control for outputting a command signal to scroll the symbols of the lower image display panel 16 when the spin button 23 is pushed after the credit is bet, a control for determining symbols to be stopped after the symbols are scrolled and a control for stopping the determined symbols in the display windows 151 ⁇ 155 .
- the main CPU 41 has functions of an arrangement controller for selecting and determining arrangement symbols with regard to a symbol matrix from the plural types of symbols so as to rearrange them, as a new symbol matrix after scrolling the plural symbols to be displayed in the lower image display panel 16 , and executing an arrangement control which will be stopped at the determined symbols from the scroll state.
- the main CPU 41 has functions of the game controller 182 for executing a first process of randomly selecting a scatter object symbol 181 from the symbols 180 , a second process of rearranging the symbols 180 in the display, a third process of awarding a payout determined on the basis of the symbols 180 on the payline L and a fourth process of when a predetermined number or more of the scatter object symbols 181 is rearranged, setting the scatter object symbol 181 as a scatter symbol 182 , notifying a content of a payout determined on the basis of the scatter symbol 182 through voice sound and display and awarding the payout.
- the main CPU 41 has a function of the game controller 100 for executing a fifth process of providing a display area (scatter object symbol display unit 163 ) to a part different from the arrangement area (display windows 151 ⁇ 155 ) for arranging the symbols 180 and displaying the scatter object symbol 181 in the display area and a sixth process of when a predetermined number or more of the scatter object symbols 181 is rearranged, notifying that the scatter object symbol 181 is set as a scatter symbol 182 .
- the ROM 42 stores a program such as BIOS (Basis Input/Output System) executed by the main CPU 41 , and data that is permanently used.
- BIOS Basic Input/Output System
- each of peripheral devices is initialized and the game program and the game system program stored in the memory card 53 are read out through the gaming board 50 .
- the RAM 43 stores the data or program which is used when the main CPU 41 carries out a process.
- the scatter object symbol memory 105 , the scatter symbol memory 106 , the symbol memory 108 , the display symbol memory 107 and the game information memory 117 shown in FIG. 4 are respectively provided in a data area form.
- the data area of the scatter object symbol memory 105 stores the scatter object symbol 181 .
- the data area of the scatter symbol memory 106 stores the scatter symbol 182 .
- the data area of the symbol memory 108 stores the symbols 180 .
- the data area of the display symbol memory 107 stores the symbols 180 , the scatter object symbols 181 and the scatter symbol 182 .
- the communication interface 44 is provided to communicate with a host computer and the like through a communication line, which are mounted in the game arcade.
- the motherboard 40 is connected to the main body PCB (Printed Circuit Board) 60 and the door PCB 80 through a USB (Universal Serial Bus). Further, the motherboard 40 is connected to a power unit 45 . When power is supplied to the motherboard 40 from the power unit 45 , the main CPU 41 of the motherboard 40 is operated and the power is supplied to the gaming board 50 through the PCI bus, so that the CPU 51 is also operated.
- the main body PCB 60 and the door PCB 80 are connected to a device or apparatus for producing an input signal which will be inputted to the main CPU 41 , and a device or apparatus which is controlled by the control signal outputted from the main CPU 41 .
- the main CPU 41 executes the game program and the game system program stored in the RAM 43 , based on the input signal inputted to the main CPU 41 to carry out an arithmetic process, thereby storing a result thereof in the RAM 43 or transmitting a control signal to each device or apparatus to control it.
- the main body PCB 60 is connected with a lamp 30 , the sub CPU, a hopper 66 , a coin sensor 67 , a graphic board 68 , the D/A converter 210 , the volume level changer 211 , the bill validator 22 , the ticket printer 35 , the card reader 36 , a key switch 38 S and the data displayer 37 .
- the D/A converter 210 is connected to the speaker 29 through the volume level changer 211 and the volume amplifier 206 .
- the lamp 30 is turned on/off on the basis of the control signal outputted from the main CPU 41 .
- the sub CPU controls the scroll of symbols of the display windows 151 ⁇ 155 and is connected to a VDP (Video Display Processor).
- the VDP reads out image data of the symbol stored in an image data ROM, produces a scroll image to be displayed in the display windows 151 ⁇ 155 and outputs the scroll image in the lower image display panel 16 .
- the hopper 66 is mounted in the cabinet 11 and pays out predetermined number of coins to the coin tray 18 from the coin payout slot 19 , based on the control signal outputted from the main CPU 41 .
- the coin sensor 67 is mounted in the coin payout slot 19 and outputs an input signal to the main CPU 41 when it detects that the predetermined number of coins are paid out from the coin payout slot 19 .
- the graphic board 68 controls an image display in the upper image display panel 33 and the lower image display panel 16 , based on the control signal outputted from the main CPU 41 .
- the graphic board 68 is provided with a VDP for producing image data on the basis of the control signal outputted from the main CPU 41 , a video RAM for temporarily storing the image data produced by the VDP, and the like.
- the bill validator 22 reads an image of the bill and accommodates the normal bill in the cabinet 11 . In addition, in accommodating the normal bill, the bill validator 22 outputs an input signal to the main CPU 41 , based on an amount of the bill.
- the main CPU 41 stores a credit-number, which corresponds to the amount of the bill transmitted by the input signal, in the RAM 43 .
- the ticket printer 35 prints a barcode having data encoded thereto, such as credit-number stored in the RAM 43 , date and time, identification number of the slot machine 10 and the like, on a ticket, based on the control signal outputted from the main CPU 41 , thereby outputting the ticket 39 having the barcode.
- the card reader 36 reads the data from the smart card to transmit it to the main CPU 41 , and writes the data into the smart card, based on the control signal outputted from the main CPU 41 .
- the key switch 38 S is mounted to the keypad 38 , and outputs an input signal to the main CPU 41 when the player manipulates the keypad 38 .
- the data displayer 37 displays the data which is read by the card reader 36 or the data which the player inputs through the keypad 38 , based on the control signal outputted from the main CPU 41 .
- the door PCB 80 is connected with the control panel 20 , a reverter 21 S, a coin counter 21 C and a cold cathode tube 81 .
- the control panel 20 is provided with a spin switch 23 S corresponding to the spin button 23 , a change switch 24 S corresponding to the change button 24 , a cash out switch 25 S corresponding to the cash out button 25 , a 1-BET switch 26 S corresponding to the 1-BET button 26 and a MAX-BET switch 27 S corresponding to the MAX-BET button 27 .
- Each of the switches 23 S ⁇ 27 S outputs an input signal to the main CPU 41 when each of the corresponding buttons 23 ⁇ 27 is pushed by a player.
- the coin counter 21 C is mounted in the coin receiving slot 21 and validates whether a coin, which is inserted in the coin receiving slot 21 by the player, is normal or not. A coin except the normal coin is discharged from the coin payout slot 19 . In addition, the coin counter 21 C outputs an input signal to the main CPU 41 when it detects a normal coin.
- the coin counter 21 C is operated on the basis of the control signal outputted from the main CPU 41 and distributes a coin, which is recognized as a normal coin by the coin counter 21 C, to a cash box (not shown) or hopper 66 mounted in the slot machine 10 .
- a coin which is recognized as a normal coin by the coin counter 21 C
- the normal coin is distributed into the cash box by the reverter 21 S.
- the normal coin is distributed into the hopper 66 .
- the cold cathode tube 81 functions as a backlight mounted to rear sides of the lower image display panel 16 and the upper image display panel 33 and is turned on, based on the control signal outputted from the main CPU 41 .
- a volume adjustment that is performed in the slot machine 10 .
- the main CPU 41 executes a volume adjustment processing routine of FIG. 8 , it is determined whether one of the first to third selection buttons 70 , 71 , 72 is operated by the player (S 101 ). When the first to third selection buttons 70 , 71 , 72 are not operated (S 101 , NO), this routine is ended and a standby state is made until the operation is carried out.
- the sample music data is outputted to the D/A converter 210 via the main body PCB 60 and then is converted into an analog signal format.
- a background music signal is outputted from the first output terminal 210 a of the D/A converter 210 and a function music signal is outputted from the second output terminal 210 b .
- the background music signal passes to a connection passage corresponding to the switching signal of the signal switching unit 204 and is then outputted to the first to third attenuators 205 a , 205 b , 205 c specified by the switching signal.
- the background music signal is overlapped with the function music signal in the adder 207 , which is then outputted to the volume amplifier 206 . Then, the sample music in which the volume of the background music is decreased is outputted from the speaker 29 , so that the player having operated the first to third selection buttons 70 , 71 , 72 hears the sound. The player determines whether the sample music is proper or not.
- the player When the player is dissatisfied with the volume of the background music with respect to the function music, the player may tentatively hear a next sample music by operating the first to third selection buttons 70 , 71 , 72 , and adjust the volume so that it becomes a desired volume.
- the symbols 180 of the display windows 151 ⁇ 155 are scroll-displayed (S 14 ).
- the scroll process is such that the symbols 180 are scrolled in an arrow direction and then the symbols 180 determined in the step of S 13 are stopped (rearranged) in the display windows 151 ⁇ 155 .
- a scatter object symbol determining process is executed (S 15 ).
- a scatter object symbol 181 is randomly determined from the symbols 180 of “BELL,” “CHERRY,” “STRAWBERRY,” “PLUM,” “ORANGE” and “APPLE.” Then, the determined scatter object symbol 181 is displayed in the scatter object symbol display unit 163 .
- the scroll of the symbols 180 When the scroll of the symbols 180 is stopped, it is acquired a rearrangement-number of the scatter object symbol 181 (S 16 ). Then, it is determined whether the rearrangement-number is a set threshold or more (S 17 ). When it is a set threshold or more (S 17 , YES), the scatter object symbol 181 is set as a scatter symbol 182 . Specifically, the scatter object symbol 181 is displayed as a received thing in the scatter symbol display unit 171 , through a series of operations that the scatter object symbol 181 is moved from the scatter object symbol display unit 163 to the scatter symbol display unit 171 and then received in the scatter symbol display unit 171 (S 18 ).
- a character 251 is displayed between the scatter symbol display unit 171 and the scatter object symbol display unit 163 and a speech bubble representing a speech content of the character 251 is displayed.
- the speech content of the character 251 is outputted with a voice sound.
- an original description image 252 of “ORANGE has become a scatter symbol” is displayed in the speech bubble and is voice-outputted (S 19 ).
- a payout process is carried out. In other words, it is summed a payout-number of coins based on a winning combination and a payout-number of coins based on the display number of the scatter symbols 182 . Then, when the coins to be paid out are stored, a predetermined number of credits is added to a credit-number that is stored in the RAM 43 . In the mean time, when paying out the coins, a control signal is transmitted to the hopper 66 , so that a predetermined number of coins is paid out (S 20 ).
- the step of S 20 is executed. After that, it is determined whether a bonus trigger is made as the winning combination. In other words, it is determined whether a combination of “APPLE” is arranged on the payline L (S 21 ). When it is determined that a bonus trigger is made (S 21 , YES), a bonus game process is executed (S 22 ). Meanwhile, when a bonus trigger is not made (S 21 , NO), this means a blank, so that this routine is ended.
- a slot machine 10 comprises a gaming machine cabinet, a game that is operated by a betting of a player, background music information of a sound signal that becomes a background music of the game, function music information of a sound signal that becomes a function music representing an operating state of the game relating to an action of the player, a volume level changer capable of changing a volume level of the sound signal that becomes a background music of the game, a selection switch that can be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game, an adjustment switch that is provided in the gaming machine cabinet and can adjust a volume level of the sound signal that becomes a background music of the game selected by the selection switch, and an adder that adds a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music, a speaker that converts the sound signal into a sound wave and turns it up, and a game controller programmed to change, in the volume level changer, a volume level of the sound signal that becomes
- the sound signal that becomes a background music of a game it is possible to select a volume level of the sound signal that becomes a background music of a game. Furthermore, after the sound signal that becomes a background music of the game is changed into the selected volume level, the sound signal having added the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave and then is turned up.
- the adjustment switch capable of setting a volume level, which can be selected by a player using the selection switch, is provided in a gaming machine cabinet.
- a manager of the gaming machine can enable a player to select a volume level of the background music, from a volume level that a manager such as receptionist desires.
- the slot machine 10 is different from the first embodiment 1 in that it has first to third adjustment switches 73 S, 74 S, 75 S.
- it is different from the first embodiment in that it is connected to the main body PCB 60 and the first to third attenuators 205 a , 205 b , 205 c through the signal lines.
- the first to third attenuators 205 a , 205 b , 205 c consist of variable resistors that decrease an output of a sound signal.
- the first to third adjustment switches 73 S, 74 S, 75 S are electrically connected to the main CPU 41 .
- the first to third adjustment switches 73 S, 74 S, 75 S are provided in the cabinet 11 . Accordingly, the player cannot adjust the first to third adjustment switches 73 S, 74 S, 75 S.
- an adjustment signal is transmitted from the main body PCB 60 to the first to third attenuators 205 a , 205 b , 205 c corresponding to the first to third adjustment switches 73 S, 74 S, 75 S.
- the adjustment signal includes the information about the resistance magnitudes of the first to third attenuators 205 a , 205 b , 205 c , which are determined in accordance with the operation amount of the first to third adjustment switches 73 S, 74 S, 75 S. Based on the information about the resistance magnitudes, any resistance magnitude of the first to third attenuators 205 a , 205 b , 205 c corresponding to the first to third adjustment switches 73 S, 74 S, 75 S operated is adjusted in accordance with the operation amount.
- the other structures are same as the first embodiment.
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Abstract
Disclosed is a gaming machine. The gaming machine comprises a game that is operated by a betting of a player; background music information that is a sound signal that becomes a background music of the game; function music information that is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player; a volume level changer capable of changing a volume level of the sound signal that becomes a background music of the game; a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game; a speaker that converts the sound signal into a sound wave and turns it up; and a game controller. The game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch and to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
Description
- This application claims the benefit of U.S. Provisional Application No. 60/924,976, filed on Jun. 7, 2007.
- The invention relates to a gaming machine and a method of adjusting a volume thereof.
- In a conventional gaming machine, when a player inserts a game medium such as coin or bill into an insertion slot of the gaming machine and presses a start button, symbols are variably displayed in a display mounted on a front of a cabinet and the symbols are then stopped automatically.
- The gaming machine, as disclosed in U.S. Pat. No. 7,128,650, for example, comprises a sound circuit that outputs a sound signal, in which a variety of effect sounds such as background music, game effect sound and the like are overlapped, and a speaker that converts the sound signal into a sound wave and turns it up. Then, the machine carries out a game effect through the effect sound outputted from the speaker. When adjusting a volume of the effect sound, a volume adjustor is operated in the sound circuit, so that an output voltage of the sound signal is increased or decreased. As a result, the volumes of all the effect sounds such as background music or game effect sound included in the sound signal are adjusted into a same level by the volume adjustor.
- The invention provides a gaming machine having an adjustment function of an effect sound, which is not provided to the conventional gaming machine, and a method of adjusting a volume thereof.
- The invention provides a gaming machine having structures as described below. The gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, a speaker and a game controller. The game is operated by a betting of a player. The background music information is a sound signal that becomes a background music of the game. The function music information is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player. The volume level changer can change a volume level of the sound signal that becomes a background music of the game. The selection switch can be operated from an outside. In addition, the selection switch selects a volume level of the sound signal that becomes a background music of the game. The speaker converts the sound signal into a sound wave and turns it up. The game controller is programmed to operate as described in steps of (a1)˜(a2). In a step of (a1), the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch. In a step of (a2), the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- According to the above structure, a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- As a result, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. Thereby, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music.
- The invention provides a gaming machine having structures as described below. The gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, sample music information, a speaker and a game controller. The game is operated by a betting of a player. The background music information includes a sound signal that becomes a background music of the game. The function music information includes a sound signal that becomes a function music representing an operating state of the game relating to an action of the player. The volume level changer can change a volume level of the sound signal that becomes a background music of the game. The selection switch can be operated from an outside. In addition, the selection switch selects a volume level of the sound signal that becomes a background music of the game. The sample music information is a sound signal that becomes a sample music having a background music and a function music. The speaker converts the sound signal into a sound wave and turns it up. The game controller is programmed to operate as described in steps of (a1)˜(a3). In a step of (a1), the game controller is programmed to use the sound signal of the sample music information when the selection switch is operated. In a step of (a2), the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch. In a step of (a3), the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- According to the above structure, a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up. In addition, when it is selected a volume level of the sound signal that becomes a background music, a sample music, which includes a background music of the selected volume level and a function music, is used.
- As a result, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. Thereby, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music. In addition, since the sample music includes the background music and the function music, it is possible to easily adjust the volume level.
- The invention provides a gaming machine having structures as described below. The gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, an adder, a speaker and a game controller. The game is operated by a betting of a player. The background music information is a sound signal that becomes a background music of the game. The function music information is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player. The volume level changer can change a volume level of the sound signal that becomes a background music of the game. The selection switch can be operated from an outside. In addition, the selection switch selects a volume level of the sound signal that becomes a background music of the game. The adder can add a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music. The speaker converts the sound signal into a sound wave and turns it up. The game controller is programmed to operate as described in steps of (a1)˜(a3). In a step of (a1), the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch. In a step of (a2), the game controller is programmed to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music. In a step of (a3), the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- According to the above structure, a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- As a result, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. Thereby, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music. In addition, since the adder adds the background music signal and the function music signal, it is possible to handle the background music and the function music as a same signal.
- The invention provides a gaming machine having structures as described below. The gaming machine comprises a game, background music information, function music information, a volume level changer, a selection switch, an adjustment switch, an adder, a speaker and a game controller. The game is operated by a betting of a player. The background music information is a sound signal that becomes a background music of the game. The function music information is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player. The volume level changer can change a volume level of the sound signal that becomes a background music of the game. The selection switch can be operated from an outside. In addition, the adjustment switch adjusts a volume level of the sound signal that becomes a background music of the game. The adder can add a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music. The speaker converts the sound signal into a sound wave and turns it up. The game controller is programmed to operate as described in steps of (a1)˜(a3). In a step of (a1), the game controller is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch. In a step of (a2), the game controller is programmed to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music. In a step of (a3), the game controller is programmed to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
- According to the above structure, a volume level of the sound signal that becomes a background music of a game can be selected. In addition, the selectable volume level can be adjusted. Furthermore, after the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- As a result, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. Thereby, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music. In addition, since the adder adds the background music signal and the function music signal, it is possible to handle the background music and the function music as a same signal.
- Further, the adjustment switch capable of setting a volume level, which can be selected by a player using the selection switch, is provided in a gaming machine cabinet. Thereby, a manager of the gaming machine can enable a player to select a volume level of the background music, from a volume level that a manager such as receptionist desires.
- The invention provides a method of adjusting a volume of a gaming machine having structures as described below. A volume level of a sound signal that becomes a background music of a game can be selected by an operation from an outside, a volume level of a sound signal that becomes a background music of a selected game is changed into the selected volume level and a sound signal including at least a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music representing an operating state of the game relating to an action of the player is converted into a sound wave that is then turned up.
- According to the invention, a volume level of the sound signal that becomes a background music of a game can be selected. After the sound signal, which becomes a background music of a game, is changed into the selected volume level, a sound signal including the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave that is then turned up.
- As a result, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. Thereby, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music.
-
FIG. 1 illustrates a volume adjustment state of a gaming machine; -
FIG. 2 is a block diagram of a gaming machine; -
FIG. 3 illustrates a display screen; -
FIG. 4 is a block diagram of a gaming machine; -
FIG. 5 is a block diagram showing a control circuit of a gaming machine; -
FIG. 6 shows symbols and code numbers thereof; -
FIG. 7 is a flow chart of a game executing process; -
FIG. 8 is a flow chart of a volume adjusting process; and -
FIG. 9 is a block diagram of a gaming machine. - Hereinafter, it will be described a first embodiment of a gaming machine and a method of adjusting a volume thereof according to the invention. Meanwhile, in the following embodiment, a slot machine is described as an example of the gaming machine. However, it should be noted that the invention is not limited thereto.
- (Volume Adjusting Method)
- As shown in
FIG. 1 , aslot machine 10 executes a volume adjusting method comprising a first step of enabling a volume level of a sound signal, which becomes a background music (BGM) of a game, to be selected by an operation from an outside, a second step of changing a volume level of a sound signal that becomes a background music of a selected game into the selected volume level and a third step of converting a sound signal including at least a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music into a sound wave and turning it up. Herein, the function music is a voice sound representing an operating state of a game relating to an action of a player. For example, the function music includes a voice sound that is generated in inserting a coin, a voice sound that is generated in betting, a voice sound that is generated in paying out a coin and the like. - Thereby, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. As a result, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music.
- For example, in
FIG. 1 , when a background music and a function music are outputted at the same time, it is possible to maintain a volume of a voice sound that is indicated as a speech bubble, even though an overall volume is decreased. - Furthermore, in the first step, a volume level of a sound signal that becomes a background music can be selectively inputted, based on a volume control signal received from an outside such as hall computer. Thereby, each
slot machine 10 can collectively adjust the volumes, based on the volume control signal. - (Structure of the Volume Adjustment)
- The volume adjusting method is carried out by the
slot machine 10. Theslot machine 10 comprises a game that is operated by a betting of a player, background music information of a sound signal that becomes a background music of the game, function music information of a sound signal that becomes a function music representing an operating state of the game relating to an action of the player, a volume level changer that can change a volume level of the sound signal that becomes a background music of the game, a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game, an adder that can add the sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music, a speaker that converts the sound signal and turns it up and a game controller programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of the game selected in the selection switch, to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music, and to turn up the added sound signal from the speaker. - In the embodiment, the
slot machine 10 has a function of changing a sound signal that becomes a background music (hereinafter, referred to as background music signal) into a predetermined volume level so that it becomes a volume corresponding to an environment in a hall by an operation of a player or receptionist, thereby turning up the sound wave from the speaker together with at least the sound signal that becomes a function music (hereinafter, referred to as function music signal). - As shown in
FIG. 2 , theslot machine 10 has amain CPU 41, a soundsignal output device 201, avolume level changer 211 and a voicesound output device 212. The soundsignal output device 201 is connected to themain CPU 41 and outputs sound signals in parallel. Thevolume level changer 211 selectively changes a volume level of the sound signal that becomes a background music, among the sound signals outputted from the soundsignal output device 201. The voicesound output device 212 overlaps the background music signal having the volume level changed, the function music signal in which the volume level is not changed and an effect sound signal and converts them into a sound wave. Herein, the effect sound signal indicates a sound signal that becomes an effect sound outputted from the speaker depending on the game states, rather than an action of the player. - The sound
signal output device 201 has a main body PCB (Printed Circuit Board) 60 that outputs sound signals of a digital format in parallel and a D/A converter 210 that converts the sound signal outputted from themain body PCB 60 into an analog format. The D/A converter 210 has threeoutput terminals output terminals A converter 210, in parallel. In the embodiment, each of theoutput terminals - The sound
signal output device 201 is connected to thevolume level changer 211 viafirst transmission lines volume level changer 211 has asignal switching unit 204, first tothird attenuators adder 207,second transmission lines output bus 209. - The
signal switching unit 204 has asingle input terminal 213, threeoutput terminals switch changeover terminal 219. Thefirst attenuator 205 a has asingle input terminal 215 a and asingle output terminal 216 a. Thesecond attenuator 205 b has asingle input terminal 215 b and asingle output terminal 216 b. Thethird attenuator 205 c has asingle input terminal 215 c and asingle output terminal 216 c. Theadder 207 has three input terminals 217 a, 217 b, 217 c and a single output terminal 218. - The first transmission line 202, the second transmission line 208 and the
output bus 209 are respectively formed by signal lines. Thesignal switching unit 204 is adapted to switch to whichoutput terminals output terminal 213 is outputted. A switching signal is outputted in an operation timing of first tothird selection buttons - The first to
third attenuators third attenuators - One ends of the
first transmission lines 202 a˜202 c are respectively connected to theoutput terminals 210 a˜210 c of the D/A converter 210. The other end of thefirst transmission line 202 a is connected to theinput terminal 213 of thesignal switching unit 204. Thereby, the background music signal outputted from the D/A converter 210 is inputted to thesignal switching unit 204 via thefirst transmission line 202 a. - The
signal switching unit 204 switches to whichoutput terminals main body PCB 60. In the embodiment, when afirst selection button 70 is pushed, the background music signal is outputted to theoutput terminal 214 a, when asecond selection button 71 is pushed, the background music signal is outputted to theoutput terminal 214 b and when athird selection button 72 is pushed, the background music signal is outputted to theoutput terminal 214 c. - The one ends of the
second transmission lines 208 a˜208 c are respectively connected to theoutput terminals 214 a˜214 c of thesignal switching unit 204. The other ends of thesecond transmission lines input terminals third attenuators - Thereby, when the background music signal is outputted to the
output terminal 214 a from thesignal switching unit 204, an output of the background music signal is decreased by thefirst attenuator 205 a and outputted to theoutput terminal 216 a. In the mean time, when the background music signal is outputted to theoutput terminal 214 b from thesignal switching unit 204, an output of the background music signal is decreased by thesecond attenuator 205 b and outputted to theoutput terminal 216 b. In addition, when the background music signal is outputted to theoutput terminal 214 c from thesignal switching unit 204, an output of the background music signal is decreased by thethird attenuator 205 c and outputted to theoutput terminal 216 c. - Meanwhile, in the embodiment, the signal outputted from the
signal switching unit 204 is adapted to pass to one of the first tothird attenuators third attenuator 205 c from thevolume level changer 211, an output level of the background music signal may not be changed when the background music signal is outputted from theoutput terminal 214 c. Thereby, it is possible to carry out an effect of the gaming machine by the voice sound including the background music and the function music, more flexibly. - The
respective output terminals third attenuators adder 207 through the signal line. The other ends of thefirst transmission lines adder 207. - Thereby, the background music signal in which the volume level thereof is changed by the first to
third attenuators output terminal 210 b of the D/A converter 210 and the effect sound signal outputted from theoutput terminal 210 c of the D/A converter 210 are inputted to theadder 207. Then, theadder 207 outputs a new sound signal from the output terminal, in which the background music signal having the volume level changed, the function music signal and the effect sound signal are added. - The
volume level changer 211 structured as described above is connected to the soundvoice output device 212. The soundvoice output device 212 has avolume amplifier 206 and aspeaker 29. Thevolume amplifier 206 is connected to an output terminal of theadder 207. Thevolume amplifier 206 amplifies the sound signal inputted from theadder 207 by a predetermined amplifying ratio. Thevolume amplifier 206 is connected to thespeaker 29. Thespeaker 29 converts the sound signal into a sound wave and turns it up. - Meanwhile, in the embodiment, the volume adjustment is performed in the
single slot machine 10 by forming a switching signal with the first to third selection switches 70S, 71S, 72S provided to theslot machine 10. However, the invention is not limited thereto. In other words, the volume adjusting method may be carried out in a system havingseveral slot machines 10, a hall computer (not shown) and a communication network such as LAN or Internet that connects theslot machines 10 and the hall computer in a data communication manner. In this case, the hall computer can collectively change the volumes of the background music that are outputted from all theslot machines 10. - In addition, the
slot machine 10 has sample music information of the sound signal that becomes a sample music including the background music having the volume level selectable by theselection buttons third selection buttons third selection buttons - (Slot Machine 10)
- In the followings, the
slot machine 10 having thevolume level changer 211 will be specifically described. - As shown in
FIGS. 1 and 3 , theslot machine 10 executes a playing method comprising steps of randomly selecting ascatter object symbol 181 frommany symbols 180, rearranging thesymbols 180 in a display, awarding a payout determined by a combination of thesymbols 180 rearranged on a payline L, and when a predetermined number or more of the scatter objectsymbols 181 is rearranged, setting thescatter object symbol 181 as ascatter symbol 182, notifying a content of a payout determined on the basis of thescatter symbol 182 and awarding the payout. - In addition, the
slot machine 10 executes a playing method comprising steps of providing a display area (scatter object symbol display unit 163) to a part different from an arrangement area (display windows 151˜155) for arranging thesymbols 180 and displaying thescatter object symbol 181 in the display area, and when a predetermined number or more of the scatter objectsymbols 181 is rearranged, notifying that thescatter object symbol 181 is set as ascatter symbol 182. - Herein, the “arrangement” means a state in which the
symbols 180 including thescatter symbol 182 are allowed to be visible with naked eyes of an exterior player. In other words, thesymbols 180 are under state of being displayed in thedisplay windows 151˜155. In the mean time, the “rearrangement” is meant by arranging thesymbols 180 again after dismissing the arrangement of thesymbols 180. In addition, the “payline” L is provided to determine a combination of thesymbols 180. In other words, when thesymbols 180 are rearranged on and out of the payline L, a combination is determined for only thesymbols 180 rearranged on the pay line. As a result of the determination for a combination, when it is made a winning combination, it is carried out, for example, a process of paying out a coin in accordance with the winning combination. - In addition, the “scatter symbol” 182 is a symbol making it a condition that a winning is made through only the arrangement thereof, irrespective of the payline L. In other words, when the
scatter symbol 182 is rearranged, a winning is made and it is carried out, for example, a process of paying out a coin on the basis of the number of all thescatter symbols 182 rearranged on and out of the payline L. The “scatter object symbol 181” is a symbol functioning as a scatter symbol on condition that a predetermined number or more of the symbols is rearranged. For example, in a case where a scatter object symbol is “BELL” and the number of rearrangement (set threshold) is set to be “3,” when three or more “BELLs” are rearranged, it functions as a scatter symbol and when two or less “BELLs” are rearranged, it functions as a typical symbol. In addition, the “symbol 180” means all symbols used in theslot machine 10 and includes thescatter symbol 182 and thescatter object symbol 181. The payline L, thesymbol 180, thescatter symbol 182 and a winning combination will be more specifically described later. - (Display Unit 101)
- As shown in
FIG. 3 , theslot machine 10 executing the above playing method is provided with a display unit 101 (display) and agame controller 100. Thedisplay unit 101 is structured to have the payline L and to arrange thesymbols 180 including thescatter symbol 182. In addition, thedisplay unit 101 is structured to provide the scatter object symbol display unit 163 (display area 101 b) to a part different from thedisplay windows 151˜155 (arrangement area 101 a) for arranging thesymbols 180. - The
display unit 101 may be a mechanical structure with a reel device for arranging thesymbols 180 by rotation of a reel or electrical structure with a video reel on which an image is displayed for arranging thesymbols 180. Further, thedisplay unit 101 may be a structure of combining a mechanical structure (reel) and an electrical structure (video reel). The electrical structure may include a liquid crystal device, a CRT (cathode-ray tube), a plasma display and the like. A detailed structure of thedisplay unit 101 will be described later. - (Game Controller 100)
- The
game controller 100 is structured to execute a first process of randomly selecting ascatter object symbol 181 frommany symbols 180, a second process of rearranging thesymbols 180 in a display, a third process of awarding a payout determined by a combination of thesymbols 180 rearranged on a payline L, and a fourth process of when a predetermined number or more of the scatter objectsymbols 181 is rearranged, setting thescatter object symbol 181 as ascatter symbol 182, notifying a content of a payout determined on the basis of thescatter symbol 182 and awarding the payout. In other words, thegame controller 100 has a first processing unit, a second processing unit, a third process unit and a fourth processing unit. - In addition, the
game controller 100 is structured to execute a fifth process of providing adisplay area 101 b (scatter object symbol display unit 163) to a part different from anarrangement area 101 a (display windows 151˜155) for arranging thesymbols 180 and displaying thescatter object symbol 181 in thedisplay area 101 b, and a sixth process of when a predetermined number or more of the scatter objectsymbols 181 is rearranged, notifying that thescatter object symbol 181 is set as ascatter symbol 182. In other words, thegame controller 100 has a fifth processing unit and a sixth processing unit in addition to the first to fourth processing units. - The
game controller 100 comprises a scatterobject symbol memory 105 for storing the scatter objectsymbols 181, ascatter symbol memory 106 for storing ascatter symbol 182, asymbol memory 108 for storing all symbols including thescatter symbols 182 and adisplay symbol memory 107 for storing the symbols in therespective memories display symbol memory 107 can be accessed by adisplay control unit 102. Thedisplay control unit 102 sets thearrangement area 101 a for arranging thesymbols 180 and thedisplay area 101 b for displaying the scatter objectsymbols 181 in the different parts of thedisplay unit 101. In addition, thedisplay control unit 102 reads out thesymbols 180 in thedisplay symbol memory 107 under control of agame executing unit 110 and displays thesymbols 180 in thearrangements area 101 a and the scatter objectsymbols 181 in thedisplay area 101 b. A detailed display state will be described later. - Further, the
game controller 100 is connected to agame start unit 109. Thegame start unit 109 has a function of outputting a game start signal in accordance with control of the player. Thegame controller 100 comprises agame executing unit 110 for rearranging the symbols with an input of a game start signal, as trigger, from thegame start unit 109, a combinationpayout determining unit 111 for determining a payout determined by a combination of the symbols rearranged on the payline in a unit game, a scatter symbolpayout determining unit 112 for determining a payout determined on the basis of the scatter symbols rearranged on and out of the payline and apayout award unit 113 for awarding the respective payouts determined in the combinationpayout determining unit 111 and the scatter symbolpayout determining unit 112. - In addition, the
game controller 100 has asymbol determining unit 104 that is operated when a game start signal is inputted from thegame start unit 109. Thesymbol determining unit 104 randomly selects thescatter object symbol 181 from thesymbols 180. Thesymbol determining unit 104 outputs thescatter object symbol 181 to a rearrangement-number determining unit 114 and the scatterobject symbol memory 105. The rearrangement-number determining unit 114 sets thescatter object symbol 181 as ascatter symbol 182 when a predetermined number of the scatter objectsymbols 181 is rearranged. In other words, the rearrangement-number determining unit 114 enables the scatterobject symbol memory 105 to transmit thescatter object symbol 181 stored therein to thescatter symbol memory 106, thereby setting it as thescatter symbol 182. - Furthermore, the
game controller 100 comprises aninformation output unit 116 and agame information memory 117 and avolume setting unit 230 connected to theinformation output unit 116. Thegame information memory 117 stores the background music data of a sound signal that becomes a background music of a game, the function music data of a sound signal that becomes a function music representing an operating state of a game relating to an action of a player and the sample music data of a sound signal that becomes a sample music having the background music and the function music. In addition, thegame information memory 117 stores character data corresponding to thescatter symbol 182, payout-number data and description data and the like, in addition to the above information. - The
volume setting unit 230 is adapted to be operated from an outside and to select a volume level of the sound signal. Specifically, it consists of the first to third selection switches 70S, 71S, 72S inFIG. 2 and the other switches. In the mean time, thevolume setting unit 230 may be a touch panel provided to thedisplay unit 101 of a liquid crystal display device. In addition, thevolume setting unit 230 may be installed to an outside of the gaming machine and alternatively, may be installed in the gaming machine. - The
information output unit 116 is adapted to read out the data stored in thegame information memory 117 and to output it as a sound signal to thevolume level changer 211. In addition, theinformation output unit 116 is adapted to output a switching signal of thevolume setting unit 230 to thevolume level changer 211. Thevolume level changer 211 is adapted to switch, by the switching signal, a volume level of the background signal that is to be changed. Thereby, theinformation output unit 116 reads out a variety of data from thegame information memory 117 and outputs it to thevolume level changer 211, thereby outputting a voice sound, in which the background music having the volume level selected on the basis of the switching signal and the function music are overlapped, through thevolume amplifier 206 and thespeaker 29. - In the mean time, each block of the
game controller 100 may be structured with a hardware or software, as required. - (Operation of the Game Controller 100)
- With the above structure, an operation of the
game controller 100 will be described. - When a game start signal is outputted from the
game start unit 109 through an operation of a player, thesymbol determining unit 104 starts a process and thegame executing unit 110 starts a unit game, so that thesymbols 180 are rearranged (second process). Thesymbol determining unit 104 randomly selects ascatter object symbol 181 from thesymbols 180 stored in the symbol memory 108 (first process). The determinedscatter object symbol 181 is stored in the scatterobject symbol memory 105 and is also used for a determination process in the rearrangement-number determining unit 114. - The
scatter object symbol 181 stored in the scatterobject symbol memory 105 is outputted to thedisplay symbol memory 107 and then used for an image process in thedisplay control unit 102, so that it is displayed in thedisplay area 101 b of thedisplay unit 101. In other words, thegame controller 100 executes the fifth process of providing thedisplay area 101 b to a part different from thearrangement area 101 a for arranging thesymbols 180 and displaying thescatter object symbol 181 in thedisplay area 101 b. Thereby, the player can easily recognize thescatter object symbol 181 since thescatter object symbol 181 is displayed in thedisplay area 101 b separated from thearrangement area 101 a. - In addition, when the
symbols 180 are rearranged as a unit game is executed, the rearrangement-number determining unit 114 specifies thescatter object symbol 181 among the rearrangedsymbols 180 and calculates a rearrangement-number of thescatter object symbol 181. Then, when the predetermined number or more of the scatter objectsymbols 181 is rearranged, it sets thescatter object symbol 181 as ascatter symbol 182. In other words, it transmits thescatter object symbol 181 stored in the scatterobject symbol memory 105 to thescatter symbol memory 106. Thereby, thescatter object symbol 181 serves as ascatter symbol 182. - In addition, when the
scatter symbol 182 is set, theinformation output unit 116 reads out the character data corresponding to thescatter symbol 182, the payout-number data and the description data from thegame information memory 117 and outputs the data to thedisplay control unit 102. Then, it is notified the contents of a payout determined on the basis of thescatter symbols 182 rearranged on and out of the payline L and the payout is awarded (fourth process). Further, the data is outputted to thevolume level changer 211 and then outputted as voice sound from thespeaker 29. - In addition, when the game is executed as described above, a function music representing a game start is outputted in starting a game and a function music representing a payout is outputted in awarding a payout. In addition to the function music, a background music is outputted. At this time, the background music has a volume level that is selected in the
volume setting unit 230 by thevolume level changer 211. - Thereby, since the player can select a background music that the player desires with respect to the function music, it is possible to decrease the displeasure of the player. In addition, when the
volume setting unit 230 is operated, the sample music including the background music and the function music is outputted. Accordingly, it is possible to easily adjust the volume level. - (Display State)
- It is specifically described an example of a display state of the
display unit 101, with respect to the operation processes of theslot machine 10. In the mean time, as shown inFIG. 3 , the display state is described with reference to a structure in which thedisplay unit 101 arranges the symbols with a video reel manner. - The
display unit 101 hasdisplay windows 151˜155 as the arrangement area for arranging the plural symbols. Thedisplay windows 151˜155 are arranged in a central part of thedisplay unit 101. In thedisplay windows 151˜155, symbol columns consisting of theplural symbols 180 are scroll-displayed. In addition, each of thedisplay windows 151˜155 is divided into upper, center andlower stages symbols 180 is stopped (arranged) in therespective stages FIG. 3 , “ORANGE” is stopped in theupper stage 151 a of thedisplay window 151, “STRAWBERRY” is stopped in thecenter stage 151 b of thedisplay window 151 and “BLUE 7” is stopped in thelower stage 151 c of thedisplay window 151. As a result, thedisplay windows 151˜155 display a symbol matrix consisting of 5 columns and 3 rows. In the mean time, the symbol matrix is not limited to 5 columns/3 rows. - In addition, the
display unit 101 has the scatter objectsymbol display unit 163 as the display area for displaying the scatter objectsymbols 181. The scatter objectsymbol display unit 163 is arranged in a right-handed upper part of thedisplay unit 101 so as not to overlap with thedisplay windows 151˜155. In the mean time, the scatter objectsymbol display unit 163 may be provided in an arbitrary position on condition that it can avoid overlapping with thedisplay windows 151˜155. - A
selection object window 165 is provided below the scatter objectsymbol display unit 163. Theselection object window 165 displays a symbol which will be a candidate for thescatter object symbol 181. Accordingly, the player can intuitively recognize that ascatter object symbol 181 is randomly selected among the candidate symbols displayed in theselection object window 165 and then displayed in the scatter objectsymbol display unit 163. - In addition, the
display unit 101 has a scattersymbol display unit 171. The scattersymbol display unit 171 is basket-shaped, and displays thescatter symbol 182 as a received thing. The scattersymbol display unit 171 is provided to a left-handed upper corner part of thedisplay unit 101. In the mean time, the scattersymbol display unit 171 may be provided to an arbitrary position on condition that it can avoid overlapping with thedisplay windows 151˜155 and the scatter objectsymbol display unit 163. - A display state of
FIG. 3 shows a state that thescatter symbol 182 has been set. Specifically, “ORNAGE” is displayed as a received thing in the scattersymbol display unit 171, through a series of operations that “ORANGE” displayed in the scatter objectsymbol display unit 163 is moved to thescatter symbol 182 and then received. As a result, the player can intuitively recognize that “ORANGE” has been set as thescatter symbol 182 by observing the displayed state of thescatter symbol 182 with naked eyes. - (Symbol, Combination, Etc.)
- As shown in
FIG. 5 , thesymbols 180 to be displayed in thedisplay windows 151˜155 of thedisplay unit 101 constitute columns of symbols by 22 symbols. The symbols constituting the respective columns of symbols are given with one code number of 0˜21. Each of the columns of symbols is constituted with a combination of symbols of “JACKPOT 7,” “BLUE 7,” “BELL,” “CHERRY,” “STRAWBERRY,” “PLUM,” “ORANGE” and “APPLE.” - The three successive symbols in the columns of symbols are displayed (arranged) in the upper, center and
lower stages display windows 151˜155, respectively, so that they constitute a symbol matrix of 5 columns/3 rows. When a 1-BET button 26 or MAX-BET button 27 is pushed and then aspin button 23 is pushed, the symbols constituting the symbol matrix starts the scroll. When the scroll starts, the scrolls of the respective symbols are stopped (rearranged) after a predetermined time period has lapsed. - In addition, various winning combinations are predetermined with regard to the respective symbols. The winning combination is a combination that a combination of symbols stopped on the payline L becomes an advantageous state to the player. The advantageous state is a state in which a coin is paid out in accordance with the winning combination, the payout-number of coins is added to a credit, a bonus game is started, and the like.
- Specifically, when a combination of “APPLE” symbol is stopped on the payline L, a bonus is triggered and a gaming state is shifted to a bonus game from a basic game. In addition, when a symbol of “CHERRY” is stopped on the payline L, 20 coins (game medium) are paid out per one bet. When a symbol of “PLUM” is stopped on the payline L, 5 coins are paid out per one bet.
- In the mean time, a bonus game is a gaming state that is more advantageous than a basic game. In one embodiment, the bonus game is a free game. The free game is a gaming state allowing a player to play a game for a predetermined number of times, without betting a coin. The bonus game is not particularly limited as long as it is a gaming state advantageous to the player, i.e., it is more advantageous than the basic game. For example, the bonus game may include a state in which it is possible to obtain more game medium than the basic game, a state in which it is possible to obtain a game medium in a higher probability than in the basic game, a state in which a game medium is less consumed than in the basic game, and the like. Specifically, a free game, a second game and the like are examples of the bonus game.
- (Mechanical Structure)
- In the followings, it will be described an example of the
slot machine 10 structured in a mechanical and electrical manner. - As shown in
FIG. 1 , theslot machine 10 is provided in a game arcade. Theslot machine 10 executes a unit game by using a game medium. The game medium is a coin, bill or electronic negotiable information corresponding to them. Meanwhile, in the invention, the game medium is not particularly limited. For example, a medal, token, electronic money, ticket and the like can be used. The ticket is not particularly limited and may be a ticket with a barcode that will be described later. - The
slot machine 10 comprises acabinet 11, atop box 12 provided to an upper part of thecabinet 11 and amain door 13 provided to a front of thecabinet 11. Themain door 13 is provided with a lowerimage display panel 16. The lowerimage display panel 16 has a transparent liquid crystal panel for displaying a variety of information. The lowerimage display panel 16 displays a video reel and a variety of information and effect images relating to a game. Specifically, the lowerimage display panel 16 displays thedisplay windows 151˜155 of 5 columns/3 rows, the scatter objectsymbol display unit 163 and the scattersymbol display unit 171, and other effect images, as required. - In the mean time, in this embodiment, it is exemplified a case where the symbols of 5 columns/3 rows are displayed with the lower
image display panel 16. However, the invention is not limited thereto. For example, a mechanical reel having symbols provided to a periphery thereof may be rotated and stopped to display symbols that are beyond adisplay window 151. - One activated payline L is displayed in the lower
image display panel 16. The payline L is set to horizontally traverse the center stages 151 b of thedisplay windows 151˜155. Meanwhile, in this embodiment, although the payline L traverses the center stages 151 b of thedisplay windows 151˜155, it may traverse the other stages of thedisplay windows 151˜155. For example, the payline L may traverse theupper stages 151 a orlower stages 151 c of thedisplay windows 151˜155. Alternatively, the payline L may traverse thelower stage 151 c of thedisplay window 151, thecenter stage 151 b of thedisplay window 152 and theupper stage 151 a of thedisplay window 153. Further, the payline L may be 2 or more. When two or more paylines L are provided, all paylines L may be activated and the number of paylines L relating to a predetermined condition such as bet-number of coins may be activated. - In the mean time, a credit-number display unit and a payout-number display unit may be displayed in the lower
image display panel 16. The credit-number display unit displays a total number that theslot machine 10 can pay out to a player (which will be referred to as total credit-number). The payout-number display unit displays number of coins to be paid out when a combination of symbols stopped on the payline is a winning combination. - A
control panel 20, acoin receiving slot 21 and abill validator 22 are provided below the lowerimage display panel 16. Thecontrol panel 20 is provided withplural buttons 23˜27. Thebuttons 23˜27 allows instructions, which are related to a game progress by a player, to be inputted. Thecoin receiving slot 21 enables a coin to be received in thecabinet 11. - The
control panel 20 is provided with aspin button 23, achange button 24, a cash outbutton 25, a 1-BET button 26, a MAX-BET button 27 and the first tothird selection buttons spin button 23 is a button for inputting an instruction to start the scroll of symbols. Thechange button 24 is a button to be used when a player asks a staff in the game arcade for exchange of money. The cash outbutton 25 is a button for inputting an instruction to pay out the coins of total credit-number into acoin tray 18. - The 1-
BET button 26 is a button for inputting an instruction to bet one coin, among coins of the total credit-number, per one game. The MAX-BET button 27 is a button for inputting an instruction to bet maximum coins (for example, 50 coins), among coins of the total credit-number, per one game. - The bill validator 22 validates whether bill is normal or not and receives the normal bill into the
cabinet 11. In the mean time, thebill validator 22 can read aticket 39 having a barcode which will be described later. When thebill validator 22 reads theticket 39 having a barcode, it outputs a reading signal relating to the read content to amain CPU 41. - A
belly glass 34 is provided to a lower frontal surface of themain door 13, i.e., below thecontrol panel 20. A character of theslot machine 10 and the like are drawn on thebelly glass 34. An upperimage display panel 33 is mounted to a front of thetop box 12. The upperimage display panel 33 has a liquid crystal panel and displays, for example, an effect image and an image indicating an introduction of a game content and an explanation of a game rule. - To the
top box 12 is mounted aspeaker 29 for outputting voice. Aticket printer 35, acard reader 36, adata displayer 37 and akeypad 38 are provided below the upperimage display panel 33. Theticket printer 35 prints a barcode having data encoded thereto, such as credit-number, date and time, identification number of theslot machine 10 and the like, onto a ticket, thereby outputting theticket 39 having the barcode. The player can play a game in another gaming machine with theticket 39 having a barcode and exchange theticket 39 having a barcode with bill in a change booth of the game arcade. - The
card reader 36 reads and writes the data from and into a smart card. The smart card is a card carried by a player, into which data for identifying the player and data relating to a game history of the player are memorized. - The data displayer 37 consists of a fluorescent display and the like, and displays the data read by the
card reader 36 and the data inputted by the player through thekeypad 38. Thekeypad 38 inputs instructions or data relating to a ticket issue. - (Electrical Structure)
- A control unit having the
game controller 100 or thevolume level changer 211 shown inFIG. 4 is mounted in thecabinet 11. As shown inFIG. 5 , the control unit comprises amotherboard 40, a main body PCB (Printed Circuit Board) 60, agaming board 50, a sub CPU, adoor PCB 80, and various switches and sensors. - The
gaming board 50 is provided with a CPU (Central Processing Unit) 51, aROM 55 and aboot ROM 52 which are connected to each other by an internal bus, acard slot 53S corresponding to amemory card 53 and anIC socket 54S corresponding to a GAL (Generic Array Logic) 54. - The
memory card 53 stores a game program and a game system program therein. The game program includes a stop symbol determining program. The stop symbol determining program is a program for determining a symbol (code number corresponding to the symbol) to be stopped on the payline L. The stop symbol determining program includes symbol weight data corresponding to each of plural payout rate (for example, 80%, 84%, 88%). The symbol weight data is data representing a correspondence relation between the code number of each symbol and 1 or plural random numbers belonging to a predetermined numerical range (0˜256) for each of thedisplay windows 151˜155. - The payout rate is determined on the basis of data for setting a payout rate, which data is outputted from the
GAL 54, and a stop symbol is determined on the basis of the symbol weight data corresponding to the payout rate. - Further, the
memory card 53 stores various data used for the game program and the game system program. Specifically, the data representing a relationship between thesymbols 180 displayed in thedisplay windows 151˜155 and the random number ranges and the data representing a relationship between the set thresholds and the random number ranges and the like are stored in a data table form shown inFIG. 1 . In the mean time, these data are transmitted to aRAM 43 of themotherboard 40 when executing the game program. - In addition, the
card slot 53S is structured to insert and remove thememory card 53 and connected to themotherboard 40 through an IDE bus. Accordingly, it is possible to change a type or content of a game to be executed in theslot machine 10, by removing thememory card 53 from thecard slot 53S, writing another game program and game system program in thememory card 53 and inserting thememory card 53 into thecard slot 53S. - The game program includes a program relating to a game progress and a program for shifting a gaming state into a bonus game.
- The
GAL 54 is provided with plural input and output ports. When the data is inputted into the input ports, theGAL 54 outputs data corresponding to the inputted data from the output ports. The data outputted from the output ports is the data for setting a payout rate that has been described above. - The
IC socket 54S is structured to attach and detach theGAL 54. TheIC socket 54S is connected to themotherboard 40 through a PCI bus. Accordingly, it is possible to change the data for setting a payout rate which is outputted from theGAL 54, by detaching theGAL 54 from theIC socket 54S, rewriting the program stored in theGAL 54 and then attaching theGAL 54 to theIC socket 54S. - The
CPU 51, theROM 55 and theboot ROM 52, which are connected to each other by the internal bus, are connected to themotherboard 40 through the PCI bus. The PCI bus carries out a signal transfer between themotherboard 40 and thegaming board 50 and supplies power to thegaming board 50 from themotherboard 40. TheROM 55 stores nation identification information and an authentication program. Theboot ROM 52 stores a preliminary authentication program and a program (boot code) enabling theCPU 51 to execute the preliminary authentication program. - The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication to be authenticated is not falsified, i.e., for authenticating the authentication program.
- The
motherboard 40 is provided with a main CPU 41 (controller), a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43 and acommunication interface 44. - The
main CPU 41 has functions of a game controller for controlling thewhole slot machine 10. In particular, themain CPU 41 carries out a control for outputting a command signal to scroll the symbols of the lowerimage display panel 16 when thespin button 23 is pushed after the credit is bet, a control for determining symbols to be stopped after the symbols are scrolled and a control for stopping the determined symbols in thedisplay windows 151˜155. - In other words, the
main CPU 41 has functions of an arrangement controller for selecting and determining arrangement symbols with regard to a symbol matrix from the plural types of symbols so as to rearrange them, as a new symbol matrix after scrolling the plural symbols to be displayed in the lowerimage display panel 16, and executing an arrangement control which will be stopped at the determined symbols from the scroll state. - In addition, the
main CPU 41 has functions of thegame controller 182 for executing a first process of randomly selecting ascatter object symbol 181 from thesymbols 180, a second process of rearranging thesymbols 180 in the display, a third process of awarding a payout determined on the basis of thesymbols 180 on the payline L and a fourth process of when a predetermined number or more of the scatter objectsymbols 181 is rearranged, setting thescatter object symbol 181 as ascatter symbol 182, notifying a content of a payout determined on the basis of thescatter symbol 182 through voice sound and display and awarding the payout. Further, themain CPU 41 has a function of thegame controller 100 for executing a fifth process of providing a display area (scatter object symbol display unit 163) to a part different from the arrangement area (display windows 151˜155) for arranging thesymbols 180 and displaying thescatter object symbol 181 in the display area and a sixth process of when a predetermined number or more of the scatter objectsymbols 181 is rearranged, notifying that thescatter object symbol 181 is set as ascatter symbol 182. - The
ROM 42 stores a program such as BIOS (Basis Input/Output System) executed by themain CPU 41, and data that is permanently used. When the BIOS is executed by themain CPU 41, each of peripheral devices is initialized and the game program and the game system program stored in thememory card 53 are read out through thegaming board 50. - The
RAM 43 stores the data or program which is used when themain CPU 41 carries out a process. For example, in theRAM 43, the scatterobject symbol memory 105, thescatter symbol memory 106, thesymbol memory 108, thedisplay symbol memory 107 and thegame information memory 117 shown inFIG. 4 are respectively provided in a data area form. The data area of the scatterobject symbol memory 105 stores thescatter object symbol 181. The data area of thescatter symbol memory 106 stores thescatter symbol 182. The data area of thesymbol memory 108 stores thesymbols 180. The data area of thedisplay symbol memory 107 stores thesymbols 180, the scatter objectsymbols 181 and thescatter symbol 182. - The
communication interface 44 is provided to communicate with a host computer and the like through a communication line, which are mounted in the game arcade. In addition, themotherboard 40 is connected to the main body PCB (Printed Circuit Board) 60 and thedoor PCB 80 through a USB (Universal Serial Bus). Further, themotherboard 40 is connected to apower unit 45. When power is supplied to themotherboard 40 from thepower unit 45, themain CPU 41 of themotherboard 40 is operated and the power is supplied to thegaming board 50 through the PCI bus, so that theCPU 51 is also operated. - The
main body PCB 60 and thedoor PCB 80 are connected to a device or apparatus for producing an input signal which will be inputted to themain CPU 41, and a device or apparatus which is controlled by the control signal outputted from themain CPU 41. Themain CPU 41 executes the game program and the game system program stored in theRAM 43, based on the input signal inputted to themain CPU 41 to carry out an arithmetic process, thereby storing a result thereof in theRAM 43 or transmitting a control signal to each device or apparatus to control it. - The
main body PCB 60 is connected with alamp 30, the sub CPU, ahopper 66, acoin sensor 67, agraphic board 68, the D/A converter 210, thevolume level changer 211, thebill validator 22, theticket printer 35, thecard reader 36, akey switch 38S and thedata displayer 37. The D/A converter 210 is connected to thespeaker 29 through thevolume level changer 211 and thevolume amplifier 206. - The
lamp 30 is turned on/off on the basis of the control signal outputted from themain CPU 41. The sub CPU controls the scroll of symbols of thedisplay windows 151˜155 and is connected to a VDP (Video Display Processor). The VDP reads out image data of the symbol stored in an image data ROM, produces a scroll image to be displayed in thedisplay windows 151˜155 and outputs the scroll image in the lowerimage display panel 16. - The
hopper 66 is mounted in thecabinet 11 and pays out predetermined number of coins to thecoin tray 18 from thecoin payout slot 19, based on the control signal outputted from themain CPU 41. Thecoin sensor 67 is mounted in thecoin payout slot 19 and outputs an input signal to themain CPU 41 when it detects that the predetermined number of coins are paid out from thecoin payout slot 19. - The
graphic board 68 controls an image display in the upperimage display panel 33 and the lowerimage display panel 16, based on the control signal outputted from themain CPU 41. In addition, thegraphic board 68 is provided with a VDP for producing image data on the basis of the control signal outputted from themain CPU 41, a video RAM for temporarily storing the image data produced by the VDP, and the like. - The bill validator 22 reads an image of the bill and accommodates the normal bill in the
cabinet 11. In addition, in accommodating the normal bill, thebill validator 22 outputs an input signal to themain CPU 41, based on an amount of the bill. Themain CPU 41 stores a credit-number, which corresponds to the amount of the bill transmitted by the input signal, in theRAM 43. - The
ticket printer 35 prints a barcode having data encoded thereto, such as credit-number stored in theRAM 43, date and time, identification number of theslot machine 10 and the like, on a ticket, based on the control signal outputted from themain CPU 41, thereby outputting theticket 39 having the barcode. - The
card reader 36 reads the data from the smart card to transmit it to themain CPU 41, and writes the data into the smart card, based on the control signal outputted from themain CPU 41. Thekey switch 38S is mounted to thekeypad 38, and outputs an input signal to themain CPU 41 when the player manipulates thekeypad 38. The data displayer 37 displays the data which is read by thecard reader 36 or the data which the player inputs through thekeypad 38, based on the control signal outputted from themain CPU 41. - The
door PCB 80 is connected with thecontrol panel 20, areverter 21S, acoin counter 21C and acold cathode tube 81. Thecontrol panel 20 is provided with aspin switch 23S corresponding to thespin button 23, achange switch 24S corresponding to thechange button 24, a cash outswitch 25S corresponding to the cash outbutton 25, a 1-BET switch 26S corresponding to the 1-BET button 26 and a MAX-BET switch 27S corresponding to the MAX-BET button 27. Each of theswitches 23S˜27S outputs an input signal to themain CPU 41 when each of the correspondingbuttons 23˜27 is pushed by a player. - The
coin counter 21C is mounted in thecoin receiving slot 21 and validates whether a coin, which is inserted in thecoin receiving slot 21 by the player, is normal or not. A coin except the normal coin is discharged from thecoin payout slot 19. In addition, thecoin counter 21C outputs an input signal to themain CPU 41 when it detects a normal coin. - The
coin counter 21C is operated on the basis of the control signal outputted from themain CPU 41 and distributes a coin, which is recognized as a normal coin by thecoin counter 21C, to a cash box (not shown) orhopper 66 mounted in theslot machine 10. In other words, when thehopper 66 is fully filled with the coins, the normal coin is distributed into the cash box by thereverter 21S. In the mean time, when thehopper 66 is not fully filled with the coins, the normal coin is distributed into thehopper 66. Thecold cathode tube 81 functions as a backlight mounted to rear sides of the lowerimage display panel 16 and the upperimage display panel 33 and is turned on, based on the control signal outputted from themain CPU 41. - (Volume Adjustment)
- Hereinafter, it is described a volume adjustment that is performed in the
slot machine 10. As themain CPU 41 executes a volume adjustment processing routine ofFIG. 8 , it is determined whether one of the first tothird selection buttons third selection buttons - When the first to
third selection buttons third selection buttons - Thereby, as shown in
FIG. 2 , the sample music data is outputted to the D/A converter 210 via themain body PCB 60 and then is converted into an analog signal format. A background music signal is outputted from thefirst output terminal 210 a of the D/A converter 210 and a function music signal is outputted from thesecond output terminal 210 b. The background music signal passes to a connection passage corresponding to the switching signal of thesignal switching unit 204 and is then outputted to the first tothird attenuators - After the volume level of the background music signal is decreased in the first to
third attenuators adder 207, which is then outputted to thevolume amplifier 206. Then, the sample music in which the volume of the background music is decreased is outputted from thespeaker 29, so that the player having operated the first tothird selection buttons third selection buttons - (Processing Operation)
- In the followings, it will be described a process which is carried out in the
slot machine 10 wherein the volume is adjusted as described above. When themain CPU 41 reads out and executes the game program, a game is started. As shown inFIG. 7 , in the game executing process, it is determined whether a coin is bet (S10). In this process, it is determined whether it is received an input signal from the 1-BET switch 26S as the 1-BET button 26 is pushed and whether it is received an input signal from the MAX-BET switch 27S as the MAX-BET button 27 is pushed. When the coin is not bet (S10, NO), the step of S10 is re-executed and it is under standby state until a coin is bet. - In the mean time, when the coin is bet (S10, YES), the credit-number stored in the
RAM 43 is subtracted, correspondingly to the number of coins bet (S11). Meanwhile, if the number of coins bet is larger than the credit-number stored in theRAM 43, it is not carried out the process of subtracting the credit-number and the step of S11 is re-executed. In addition, if the number of coins bet is above the upper limit (50 pieces in this embodiment) which can be bet per one game, it is not carried out the process of subtracting the credit-number and a step of S12 is carried out. - Next, it is determined whether the
spin button 23 is ON or not (S12). When thespin button 23 is not ON (S12, NO), the procedure is returned to the step of S10. Meanwhile, when thespin button 23 has not been ON (for example, thespin button 23 is not ON and an instruction to end the game is inputted), it is canceled the subtraction result in the step of S11. - In the mean time, when the
spin button 23 is ON (S12, YES), a symbol determining process is executed (S13). In other words, a stop symbol determining program stored in theRAM 43 is executed, so that it is determined thesymbols 180 which will be stopped in the fifteen respective stages of thedisplay windows 151˜155. Thereby, it is determined a combination of symbols to be stopped on the payline L. - Then, the
symbols 180 of thedisplay windows 151˜155 are scroll-displayed (S14). In the mean time, the scroll process is such that thesymbols 180 are scrolled in an arrow direction and then thesymbols 180 determined in the step of S13 are stopped (rearranged) in thedisplay windows 151˜155. - After that, a scatter object symbol determining process is executed (S15). In other words, a
scatter object symbol 181 is randomly determined from thesymbols 180 of “BELL,” “CHERRY,” “STRAWBERRY,” “PLUM,” “ORANGE” and “APPLE.” Then, the determinedscatter object symbol 181 is displayed in the scatter objectsymbol display unit 163. - When the scroll of the
symbols 180 is stopped, it is acquired a rearrangement-number of the scatter object symbol 181 (S16). Then, it is determined whether the rearrangement-number is a set threshold or more (S17). When it is a set threshold or more (S17, YES), thescatter object symbol 181 is set as ascatter symbol 182. Specifically, thescatter object symbol 181 is displayed as a received thing in the scattersymbol display unit 171, through a series of operations that thescatter object symbol 181 is moved from the scatter objectsymbol display unit 163 to the scattersymbol display unit 171 and then received in the scatter symbol display unit 171 (S18). - After that, a
character 251 is displayed between the scattersymbol display unit 171 and the scatter objectsymbol display unit 163 and a speech bubble representing a speech content of thecharacter 251 is displayed. In addition, the speech content of thecharacter 251 is outputted with a voice sound. Specifically, an original description image 252 of “ORANGE has become a scatter symbol” is displayed in the speech bubble and is voice-outputted (S19). - After that, a payout process is carried out. In other words, it is summed a payout-number of coins based on a winning combination and a payout-number of coins based on the display number of the
scatter symbols 182. Then, when the coins to be paid out are stored, a predetermined number of credits is added to a credit-number that is stored in theRAM 43. In the mean time, when paying out the coins, a control signal is transmitted to thehopper 66, so that a predetermined number of coins is paid out (S20). - In the mean time, when the rearrangement number is not a set threshold or more (S17, NO), it is determined whether a combination of the
symbols 180 stopped on the payline L is a winning combination (S23). When it is not a winning combination (S23, NO), the combination is neither thescatter symbol 182 nor a winning combination. This means a blank, so that this routine is ended. - In the mean time, when the combination is a winning combination (S23, YES), the step of S20 is executed. After that, it is determined whether a bonus trigger is made as the winning combination. In other words, it is determined whether a combination of “APPLE” is arranged on the payline L (S21). When it is determined that a bonus trigger is made (S21, YES), a bonus game process is executed (S22). Meanwhile, when a bonus trigger is not made (S21, NO), this means a blank, so that this routine is ended.
- In the followings, a second embodiment of the gaming machine and the volume adjusting method thereof according to the invention will be described. In the mean time, the same member as the first embodiment is provided with a same reference numeral and the description thereof is omitted. In addition, the descriptions of the structure and operation same as the first embodiment is omitted.
- (Volume Adjusting Method)
- A slot machine 10 according to this embodiment comprises a gaming machine cabinet, a game that is operated by a betting of a player, background music information of a sound signal that becomes a background music of the game, function music information of a sound signal that becomes a function music representing an operating state of the game relating to an action of the player, a volume level changer capable of changing a volume level of the sound signal that becomes a background music of the game, a selection switch that can be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game, an adjustment switch that is provided in the gaming machine cabinet and can adjust a volume level of the sound signal that becomes a background music of the game selected by the selection switch, and an adder that adds a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music, a speaker that converts the sound signal into a sound wave and turns it up, and a game controller programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch, to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music and to turn up the added sound signal from the speaker.
- According to the above structure, it is possible to select a volume level of the sound signal that becomes a background music of a game. Furthermore, after the sound signal that becomes a background music of the game is changed into the selected volume level, the sound signal having added the sound signal that becomes a background music and the sound signal that becomes a function music is converted into a sound wave and then is turned up.
- As a result, it is possible to enable a player to hear the background music having a volume based on the selected volume level and the function music. Accordingly, when increasing the volume level of the background music, it is possible to enable the player to have a difficulty in hearing the function music. To the contrary, when decreasing the volume level of the background music, it is possible to enable the player to easily hear the function music. Thereby, since it is possible to change the volume level of the function music in accordance with a provision environment of the gaming machine and the player's preference, the player can flexibly carry out an effect of the gaming machine by the voice sound including the background music and the function music. In addition, since the adder adds the background music signal and the function music signal, it is possible to handle the background music and the function music as a same signal.
- Furthermore, the adjustment switch capable of setting a volume level, which can be selected by a player using the selection switch, is provided in a gaming machine cabinet. Thereby, a manager of the gaming machine can enable a player to select a volume level of the background music, from a volume level that a manager such as receptionist desires.
- Specifically, as shown in
FIG. 9 , theslot machine 10 is different from thefirst embodiment 1 in that it has first to third adjustment switches 73S, 74S, 75S. In addition, it is different from the first embodiment in that it is connected to themain body PCB 60 and the first tothird attenuators third attenuators - In this embodiment, the first to third adjustment switches 73S, 74S, 75S are electrically connected to the
main CPU 41. In addition, the first to third adjustment switches 73S, 74S, 75S are provided in thecabinet 11. Accordingly, the player cannot adjust the first to third adjustment switches 73S, 74S, 75S. At a timing at which a manager such as receptionist operates any of the first to third adjustment switches 73S, 74S, 75S in thecabinet 11, an adjustment signal is transmitted from themain body PCB 60 to the first tothird attenuators - The adjustment signal includes the information about the resistance magnitudes of the first to
third attenuators third attenuators - In the mean time, although the above descriptions of the first and second embodiments have been provided with regard to the characteristic parts so as to understand the invention more easily, the invention is not limited to the first and second embodiments as described above and can be applied to the other embodiments and the applicable scope should be construed as broadly as possible. Furthermore, the terms and phraseology used in the specification have been used to correctly illustrate the invention, not to limit it. In addition, it will be understood by those skilled in the art that the other structures, systems, methods and the like included in the spirit of the invention can be easily derived from the spirit of the invention described in the specification. Accordingly, it should be considered that the invention covers equivalent structures thereof without departing from the spirit and scope of the invention as defined in the following claims. Further, the abstract is provided so that an intellectual property office and a general public institution or one skilled in the art who is not familiar with patent and legal or professional terminology can quickly analyze the technical features and essences of the invention through a simple investigation. Accordingly, the abstract is not intended to limit the scope of the invention that should be evaluated by the claims. In addition, it is required to sufficiently refer to the documents that have been already disclosed, so as to fully understand the objects and effects of the invention.
- The above descriptions include a process that is executed on a computer or computer network. The above descriptions and expressions have been provided so that the one skilled in the art can understand the invention most effectively. In the specification, the respective steps used to induce one result or blocks having a predetermined processing function should be understood as a process having no self-contradiction. In addition, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. Although the processes in the respective steps or blocks embody the signal as a bit, value, symbol character, term, number and the like, it should be noted that these have been used for the convenience of descriptions. Further, although the processes in the respective steps or blocks have been often described as an expression common to a human action, the process described in the specification is executed by a variety of devices in principle. In addition, the other structures necessary for the respective steps or blocks are apparent from the above descriptions.
Claims (5)
1. A gaming machine comprising:
a game that is operated by a betting of a player;
background music information that is a sound signal that becomes a background music of the game;
function music information that is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player;
a volume level changer capable of changing a volume level of the sound signal that becomes a background music of the game;
a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game;
a speaker that converts the sound signal into a sound wave and turns it up; and
a game controller that is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch and to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
2. A gaming machine having comprising:
a game that is operated by a betting of a player;
background music information that is a sound signal that becomes a background music of the game;
function music information that is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player;
a volume level changer capable of changing a volume level of the sound signal that becomes a background music of the game;
a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game;
sample music information that is a sound signal that becomes a sample music having a background music and a function music;
a speaker that converts the sound signal into a sound wave and turns it up; and
a game controller that is programmed to use the sound signal of the sample music information when the selection switch is operated, to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch and to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
3. A gaming machine having comprising:
a game that is operated by a betting of a player;
background music information that is a sound signal that becomes a background music of the game;
function music information that is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player;
a volume level changer capable of changing a volume level of the sound signal that becomes a background music of the game;
a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game;
an adder that is capable of adding a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music;
a speaker that converts the sound signal into a sound wave and turns it up; and
a game controller that is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch, to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music and to turn up a sound signal, from the speaker, including the sound signal that becomes a background music of the game having the volume level changed and the sound signal that becomes a function music.
4. A gaming machine comprising:
a gaming machine cabinet;
a game that is operated by a betting of a player;
background music information that is a sound signal that becomes a background music of the game;
function music information that is a sound signal that becomes a function music representing an operating state of the game relating to an action of the player;
a volume level changer that is capable of changing a volume level of the sound signal that becomes a background music of the game;
a selection switch that is adapted to be operated from an outside and selects a volume level of the sound signal that becomes a background music of the game;
an adjustment switch that is provided in the gaming machine cabinet and is capable of adjusting a volume level of the sound signal that becomes a background music of the game;
an adder that is capable of adding a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music;
a speaker that converts the sound signal into a sound wave and turns it up; and
a game controller that is programmed to change, in the volume level changer, a volume level of the sound signal that becomes a background music of a game selected in the selection switch, to add, in the adder, at least the sound signal having the volume level changed and the sound signal that becomes a function music and to turn up the added sound signal from the speaker.
5. A method of adjusting a volume of a gaming machine wherein a volume level of a sound signal that becomes a background music of a game is adapted to be selected by an operation from an outside, a volume level of a sound signal that becomes a background music of the selected game is changed into the selected volume level and a sound signal including at least a sound signal that becomes a background music of the game having the volume level changed and a sound signal that becomes a function music representing an operating state of the game relating to an action of the player is converted into a sound wave that is then turned up.
Priority Applications (6)
Application Number | Priority Date | Filing Date | Title |
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US11/932,294 US20080305872A1 (en) | 2007-06-07 | 2007-10-31 | Gaming machine adjusting the volume level of background music |
JP2008072493A JP2008302202A (en) | 2007-06-07 | 2008-03-19 | Game machine and method of adjusting sound volume for the same |
SG200803415-9A SG148916A1 (en) | 2007-06-07 | 2008-05-02 | Gaming machine adjusting the volume level of background music |
AU2008202127A AU2008202127A1 (en) | 2007-06-07 | 2008-05-13 | Gaming machine adjusting the volume level of background music |
TW097117879A TW200932321A (en) | 2007-06-07 | 2008-05-15 | Gaming machine adjusting the volume level of background music |
KR1020080052848A KR20080108029A (en) | 2007-06-07 | 2008-06-05 | Gaming machine adjusting the volume level of background music |
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US92497607P | 2007-06-07 | 2007-06-07 | |
US11/932,294 US20080305872A1 (en) | 2007-06-07 | 2007-10-31 | Gaming machine adjusting the volume level of background music |
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JP (1) | JP2008302202A (en) |
KR (1) | KR20080108029A (en) |
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SG (1) | SG148916A1 (en) |
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US20080139313A1 (en) * | 2006-12-08 | 2008-06-12 | Aruze Gaming America, Inc. | Gaming machine and volume control method thereof |
US20080139312A1 (en) * | 2006-12-08 | 2008-06-12 | Aruze Gaming America, Inc. | Gaming machine and volume control method thereof |
US20080305857A1 (en) * | 2007-06-07 | 2008-12-11 | Aruze Gaming America, Inc. | Gaming machine capable of changing the volume level in the predetermined audio range and tone control method |
US20120115608A1 (en) * | 2010-11-05 | 2012-05-10 | Howard Pfeifer | Method and apparatus for controlling an audio parameter of a plurality of wagering game machines |
US20150222239A1 (en) * | 2012-12-25 | 2015-08-06 | Tencent Technology (Shenzhen) Company Limited | Method and device for prioritizing audio delivery in an application |
US20170069175A1 (en) * | 2015-09-09 | 2017-03-09 | Universal Entertainment Corporation | Gaming machine |
CN107728989A (en) * | 2017-09-26 | 2018-02-23 | 深圳市丰巢科技有限公司 | Method and system for automatically adjusting volume of express cabinet according to time period |
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JP6290573B2 (en) * | 2013-10-03 | 2018-03-07 | 株式会社三共 | Game machine |
JP6290574B2 (en) * | 2013-10-03 | 2018-03-07 | 株式会社三共 | Game machine |
JP6071934B2 (en) * | 2014-03-24 | 2017-02-01 | 株式会社三共 | Game machine |
JP6484066B2 (en) * | 2015-02-27 | 2019-03-13 | 株式会社デンソーテン | Audio equipment |
JP6385327B2 (en) * | 2015-10-30 | 2018-09-05 | 株式会社三共 | Game machine |
CN109718551B (en) * | 2018-12-29 | 2022-05-24 | 北京金山安全软件有限公司 | Music file processing method and device |
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Also Published As
Publication number | Publication date |
---|---|
SG148916A1 (en) | 2009-01-29 |
TW200932321A (en) | 2009-08-01 |
JP2008302202A (en) | 2008-12-18 |
KR20080108029A (en) | 2008-12-11 |
AU2008202127A1 (en) | 2009-01-08 |
ZA200804909B (en) | 2009-05-27 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: ARUZE GAMING AMERICA, INC., NEVADA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:OKADA, KAZUO;REEL/FRAME:020570/0495 Effective date: 20080220 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |