Game machine

JP2025025710A5Pending Publication Date: 2026-03-05HEIWA CORP
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2023130764
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-10
Publication Date
2026-03-05

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of suppressing the amount of data.SOLUTION: A token number control command for notifying the number of remaining game tokens after execution of counting processing is transmitted to a sub-CPU when counting operation is performed, the sub-CPU stores the number of game tokens when receiving the token number control command, and determines a count sound to be outputted, transmits a token number control command for notifying a specific number (for example, 0) regardless of the number of remaining game tokens to the sub-CPU when total count operation is performed, and the sub-CPU determines a count sound to be outputted on the basis of the stored number of game tokens when receiving a token number control command for notifying a specific number (for example, 0).SELECTED DRAWING: Figure 19
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, gaming machines (reel type gaming machines, slot machines) equipped with a plurality of reels on which patterns are arranged on the outer periphery are known. In this type of gaming machine, a certain gaming value is given to gaming media such as medals and pachinko balls, and a game is played to acquire such gaming media. In addition, in this type of gaming machine, when a player inserts gaming media into a predetermined insertion slot and bets a prescribed number of gaming media, a game start operation is possible, and when the player operates to start the rotation, an internal lottery is performed and the rotation of the plurality of reels is started, and when the player operates to stop the rotation, the plurality of reels is stopped in a manner according to the result of the internal lottery. The result of the game is determined by the combination of symbols displayed on the pay line when the plurality of reels are stopped, and medals and the like are paid out according to the result of the game.

[0003] This type of gaming machine is equipped with a main control board that manages the general flow of the game, and the main control ROM mounted on the main control board has a memory capacity of "16KB or less," with a used area of ​​"7.5KB or less" and an unusable area outside of that, and it is known that the used area has a control area of ​​"4.5KB or less" and a data area of ​​"3.0KB or less" (see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2023-26140 A Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines such as that shown in Patent Document 1, the capacity of the data area in the usable area is limited, so it is desirable to suppress the amount of data.

[0006] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to provide a gaming machine capable of suppressing the amount of data. [Means for solving the problem]

[0007] (1) The present invention relates to a gaming machine equipped with a sub-controller that controls presentation based on commands from a main control unit, wherein upon receiving a specific command, the sub-controller stores the value of the specific command, and, if the value of the specific command received this time is a specific value, determines the presentation based on the value of the specific command received previously.

[0008] In the present invention, when the value of the specific command received this time is a specific value, the presentation is determined based on the value of the specific command received last time, so that the variety of presentations can be increased without adding new commands and the amount of data in the main control unit can be reduced.

[0009] (2) The gaming machine of the present invention may further include a memory unit for storing a number of play values, and the specific command may include information regarding the number of play values, and the main control unit may be capable of sending the specific command including the specific value as information regarding the number of play values ​​regardless of the number of play values ​​stored in the memory unit.

[0010] In this way, when the value of the specific command received this time is a specific value, it is possible to execute a presentation according to the number of game values ​​stored in the memory unit. [Brief description of the drawings]

[0011] [Figure 1] 1 is a perspective view showing the external configuration of a gaming machine according to a first embodiment of the present invention; [Diagram 2]1 is a block diagram showing a schematic electrical configuration of a gaming machine and a dedicated unit according to a first embodiment of the present invention. [Diagram 3] 1 is a diagram illustrating functional blocks of a gaming machine according to a first embodiment of the present invention. FIG. [Figure 4] 1 is an external view for explaining the general mechanical configuration of a gaming machine and a dedicated unit according to a first embodiment of the present invention. FIG. [Diagram 5] 5 is a flowchart illustrating a main startup process of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 6] 5 is a flowchart illustrating a main startup process of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 7] 5 is a flowchart illustrating a main startup process of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 8] 5 is a flowchart for explaining game progress processing on a main board in the gaming machine according to the first embodiment of the present invention. [Figure 9] 11 is a timing chart showing the timing of notification of gaming machine information, counting notification, loan notification, and loan receipt result response in the gaming machine and dedicated unit of the first embodiment of the present invention. [Figure 10] 1 is an explanatory diagram for explaining the timing of transmitting a gaming machine information notification in the gaming machine according to the first embodiment of the present invention. FIG. [Figure 11] 4 is a flowchart explaining communication specifications when the gaming machine of the first embodiment of the present invention is powered on. [Figure 12] 11 is a flowchart for explaining communication permission processing of a medal count control board in the gaming machine according to the first embodiment of the present invention. [Figure 13] 2 is a diagram illustrating a medal count control board in the gaming machine according to the first embodiment of the present invention. FIG. [Figure 14] 10 is a flowchart for explaining a game medal count clearing process of a medal count control board in the gaming machine according to the first embodiment of the present invention. [Figure 15]1A to 1C are diagrams showing images displayed in a menu presentation in the gaming machine according to the first embodiment of the present invention. [Figure 16] 1A to 1C are diagrams showing images displayed in a menu presentation in the gaming machine according to the first embodiment of the present invention. [Figure 17] 1A to 1C are diagrams showing images displayed when a specific error is notified in the gaming machine according to the first embodiment of the present invention. [Figure 18] 1A to 1C are diagrams illustrating an error in the gaming machine according to the first embodiment of the present invention. [Figure 19] 1A to 1C are diagrams illustrating the counting sound presentation in the gaming machine according to the first embodiment of the present invention. [Figure 20] 5 is a flowchart illustrating a main board insertion process in the gaming machine according to the first embodiment of the present invention. [Figure 21] 11 is a flowchart for explaining complete error processing and error stop processing of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 22] 5 is a flowchart illustrating a door open error monitoring process and a setting value confirmation process of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 23] FIG. 2 is a diagram showing the display of an error history in the gaming machine according to the first embodiment of the present invention. [Figure 24] A figure showing the display of loan count history in the gaming machine of the first embodiment of the present invention. [Diagram 25] 13 is a diagram illustrating a liquid crystal display in a gaming machine according to a second embodiment of the present invention. FIG. [Figure 26] 13A to 13C are diagrams illustrating displays that are displayed during a demo presentation in the gaming machine of the second embodiment of the present invention. [Figure 27] FIG. 11 is a diagram illustrating another example of a display displayed during a demo presentation in the gaming machine of the second embodiment of the present invention. [Figure 28] FIG. 11 is a diagram illustrating another example of a display displayed during a demo presentation in the gaming machine of the second embodiment of the present invention. [Figure 29]FIG. 11 is a diagram illustrating another example of a display displayed during a demo presentation in the gaming machine of the second embodiment of the present invention. [Diagram 30] 13A to 13C are diagrams illustrating the display on the lower panel of the gaming machine according to the second embodiment of the present invention. [Diagram 31] 11 is an exploded perspective view illustrating the configuration of a lower panel in a gaming machine according to a second embodiment of the present invention. FIG. [Diagram 32] 11 is a schematic cross-sectional view of a sheet that constitutes a lower panel in a gaming machine according to a second embodiment of the present invention. FIG. [Diagram 33] 13A to 13C are diagrams illustrating another example of the display on the lower panel in the gaming machine according to the second embodiment of the present invention. [Diagram 34] 13 is a front view of a gaming machine and a dedicated unit in a gaming machine according to a second embodiment of the present invention. FIG. [Diagram 35] 13 is a diagram illustrating the texture of the front panel that constitutes the lower panel in the gaming machine of the second embodiment of the present invention. FIG. [Diagram 36] 11 is a front view of another gaming machine to which the present invention can be applied. [Figure 37] FIG. 37 is a diagram illustrating the display on the upper panel of the gaming machine shown in FIG. 36. [Figure 38] FIG. 13 is a diagram showing the display of the number of game medals in a gaming machine according to a modified embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.

[0013] 1. First embodiment 1-1.Configuration FIG. 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.

[0014] The gaming machine of this embodiment is called a smart pachislot, and is a type of gaming machine that maintains the playability of a slot machine while using electronic medals, which are electronic gaming value, as the gaming medium used in play instead of actual medals.

[0015] In the gaming machine of this embodiment, a reel unit 310 consisting of a first reel R1 to a third reel R3 (multiple reels) is housed in a box-shaped housing consisting of a storage box BX (an example of a gaming machine body), an upper front door UD (an example of a front door), and a lower front door DD (an example of a front door). In addition, a power supply unit having a built-in power supply device and various switches such as a power switch, a setting change key cylinder, and a setting change button is housed below the reel unit 310 in the housing. In addition, a control board having a CPU (an example of a calculation means), a ROM (an example of an information storage medium), a RAM (an example of a temporary storage means), etc., and controlling the operation of the gaming machine is also housed in the housing of the gaming machine of this embodiment. In this embodiment, multiple types of electronic circuit boards are provided, including a main board 10 that controls the progress of the game as a control board, a sub-board 20 that receives signals transmitted from the main board and performs control to execute game presentations that match the progress of the game, and a medal number control board 30 that controls the number of digitized medals that are electronically held in the gaming machine and can be used for games (game medal number). In the following, the total number of digitized medals that are electronically held in the gaming machine and can be used for games is sometimes referred to as the "game medal number," and the memory unit that holds the digitized medals is sometimes referred to as the "medal holding unit."

[0016] An upper front door UD and a lower front door DD which close the front (an example of the front) of the storage box BX in an openable and closable manner are provided so as to be able to be opened and closed individually, and the upper front door UD is provided with a display window DW which allows the spinning and stopped states of the first reel R1 to the third reel R3 to be observed.

[0017] In the gaming machine of this embodiment, an upper, middle, and lower section are provided for each reel as display positions for observing the symbols through the display window DW, and an active line is set by a combination of the display positions of each reel. In the gaming machine of this embodiment, when the number of electronic medals required for one game, that is, the so-called specified insertion number, is inserted (bet), an active line L1 formed by each of the middle sections of the first reel R1 to the third reel R3 is activated.

[0018] The game result is determined by the symbol combination stopped and displayed on the winning line in the display window DW, and if the symbol combination on the winning line corresponds to a predetermined winning combination, that winning combination is treated as a winning combination and electronic medals are paid out, etc.

[0019] Additionally, a game information display section DS is provided on the upper front door UD. The game information display section DS is made up of LEDs, lamps, 7-segment displays, etc., and displays various game information such as the number of electronic medals paid out or won in one game (the difference between the number of electronic medals paid out and the number of medals inserted), the total number of electronic medals paid out or won in a bonus game, etc.

[0020] In addition, the upper front door UD is provided with a liquid crystal display LCD and a frame lamp AL for game presentation. The liquid crystal display LCD displays various videos (or images) to assist and liven up the game, and the frame lamp AL lights up and blinks to liven up the game.

[0021] In addition, in the gaming machine of this embodiment, a plurality of speakers SP for performing game effects are provided on the lower front door DD. From these speakers SP, various sounds for assisting and livening up the game are output.

[0022] Furthermore, a game medal count display device 70 (an example of a display device) is provided on the lower front door DD. The game medal count display device 70 displays the total number of digitized medals held in the medal holding section, i.e., the game medal count (an example of a game value number). However, the game medal count does not include the digitized medals bet. Therefore, the game medal count display device 70 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The game medal count is displayed in a numerical range of 0 to 16382 on a 5- or 6-digit 7-segment display or the like arranged in a position visible to the player. Here, when the numerical value becomes 15000 (an example of a specific number, a first number) or more, a notification is executed to prompt the player to count (to transmit some or all of the electronic medals held in the medal holding section to the dedicated unit 50 described later), and the electronic medal lending process (the process of transmitting the electronic medals from the dedicated unit 50 described later to the gaming machine) is restricted, and a test counting signal (a signal output during a type test to prompt counting) is output for about 3500 msec. However, the player can continue playing. Then, when the numerical value becomes 16369 (an example of a second number) or more, the progress of the game is restricted. Specifically, the operation of the bet button B0, the start lever SL, and the settlement button B4 is invalidated. Note that, instead of when the numerical value becomes 16369 or more, when the numerical value is likely to become 16369 or more, the payout of the electronic medals may be prohibited until the player executes the counting. For example, the game may be stopped when the numerical value becomes equal to or exceeds 16,357, which is calculated by subtracting 12 coins, which is the maximum difference in the number of coins that can be obtained in one game (= maximum number of coins to be paid out (e.g., 15 coins) - specified number of coins to be inserted (e.g., 3 coins)) from 16,369. Furthermore, the game medal count display device 70 reflects and displays the updated number of game medals within approximately 300 msec after the number of game medals held in the medal holding section is updated.

[0023] The lower front door DD is provided with various operating means. The operating means include a bet button (an example of an insert operation means, a game operation means) B0 for inserting (betting) electronic medals held in the medal holding section, a start lever SL (an example of a game start operation means, a game operation means) for performing an operation that triggers the rotation of the first reel R1 to the third reel R3 to start a game, stop buttons B1 to B3 (an example of a stop operation means, a game operation means) for performing an operation that triggers the stopping of each of the first reel R1 to the third reel R3 that are driven to rotate by a stepping motor, and a return (settlement) button (an example of a game operation means) for returning all inserted (bet) electronic medals to the medal holding section. The game machine is provided with a settlement button B4 (an example of a predetermined operation means, settlement operation means, or game operation means) for performing an operation to change the performance performed on the game machine, a performance button (performance operation means) B5 for performing an operation that triggers a change in the performance performed on the game machine, a menu button B6 (first performance operation means) for performing an operation to start or end the display of a menu screen (an operation related to a transition between the display of the game screen and the display of the menu screen), and a cross key B7 (second performance operation means) for performing an operation to change the settings of the performance performed on the game machine (a predetermined change operation), an operation to check the game history, and an operation to change the settings of the volume or light intensity (a predetermined change operation). The cross key B7 is composed of an up button B7A (an example of a light intensity operation means), a down button B7B (an example of a light intensity operation means), a left button B7C (an example of a volume operation means), and a right button B7D (an example of a volume operation means).

[0024] The lower front door DD is provided with a counting button B8 (counting operation means, an example of a game operation means) as an operation means for transferring (counting) some or all of the electronic medals held in the medal holding section to a dedicated unit 50 (an example of a specific unit) described later. In this embodiment, as the operation of the counting button B8, a short press operation of less than 500 msec and a long press operation of 500 msec or more and less than 4000 msec can be detected, and in the short press operation, one electronic medal is counted for each operation, and in the long press operation, 50 electronic medals are counted at the timing of the count notification every 300 msec. In this embodiment, as the operation of the counting button B8, a total count operation of 4000 msec or more can be detected, and in the total count operation, 50 electronic medals are counted at the timing of the count notification every 300 msec until all the electronic medals held in the medal holding section are counted.

[0025] In addition, the lower front door DD is provided with a lower panel 91. Although details will be described later, a light source (LED) for illumination is provided on the rear side of the lower panel 91, so that the lower panel 91 is illuminated from behind by the light emitted from this light source.

[0026] In the gaming machine of this embodiment, when a player inserts (bet) a specified number of electronic medals by pressing the bet button B0 in a state where a game can be started, the machine is set to a ready state where the rotation control of the first reel R1 to the third reel R3 can be started, and pressing the start lever is permitted (enabled). Then, when the player presses the start lever SL, the control board starts rotating the first reel R1 to the third reel R3 by driving a stepping motor, and an internal lottery is performed using a random number value. On the condition that the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, pressing the stop buttons B1 to B3 is permitted (enabled).

[0027] Thereafter, when the player presses the stop buttons B1 to B3 at any timing, the stop switch (stop signal output means: for example, a photosensor, a conductivity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 turns on, changing the reel stop signal input to the control board from the OFF state to the ON state.

[0028] In addition, when the player releases any of the pressed stop buttons B1 to B3 at any timing, the stop switches corresponding to the stop buttons B1 to B3 are turned off, and the reel stop signal input to the control board changes from on to off.

[0029] The control board then stops the first reel R1 to the third reel R3 at a stop position according to the result of the internal lottery based on the change from an OFF state to an ON state of the reel stop signal, whose signal state changes depending on the timing of pressing and releasing the stop buttons B1 to B3.

[0030] When medals are paid out in accordance with the outcome of a game, the electronic medals are paid out (stored) to the medal holding section, and the display of the number of game medals is updated on the game medal count display device 70. In this manner, in the gaming machine of this embodiment, operations on a predetermined operating means are validated in accordance with the progress of the game, and the game progresses based on the valid operations on the operating means.

[0031] In addition, the gaming machine of this embodiment is provided with a door sensor (detection means) that detects the open / closed state of the upper front door UD, and a door sensor (detection means) that detects the open / closed state of the lower front door DD, and is configured to be able to detect the open / closed state of each of the upper front door UD and the lower front door DD based on an input signal (detection signal) input from the door sensor to the control board (main board).

[0032] FIG. 2 is a block diagram showing a schematic electrical configuration of the gaming machine and the dedicated unit 50 of this embodiment, and FIG. 3 is a functional block diagram of the gaming machine of this embodiment.

[0033] The gaming machine of this embodiment is electrically connected to a dedicated unit 50, which is an external device, via a gaming ball etc. dispensing device connection terminal board 40. The dedicated unit 50 is provided with a dedicated unit control board 60 that transmits and receives electronic medals to and from the gaming machine.

[0034] The gaming machine of this embodiment is controlled by a control board including a main board 10 (main control unit, an example of a first control unit), a sub board 20 (an example of a sub-control unit), and a medal number control board 30 (game value number control unit, an example of a second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, and a settlement switch 250, performs various calculations to execute a game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub board 20 receives input signals from input means such as a performance button switch 270, a menu button switch 280, an up button switch 290A, a down button switch 290B, a left button switch 290C, and a right button switch 290D, and signals sent from the main board 10, performs various calculations to execute a performance according to the progress of the game, and controls the operation of output means such as a display device 330 and a sound device 340 based on the calculation results. Furthermore, the medal count control board 30 receives input signals from input means such as the count button switch 255, the game medal count clear switch 256, the error reset switch 257, etc., performs various calculations for managing the game medal count, and controls the operation of output means such as the game medal count display device 70 and the status display device 80 based on the calculation results. The functions of each board such as the main board 10, the sub-board 20, and the medal count control board 30 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or software consisting of a given program pre-stored in the ROM, etc.

[0035] The main board 10 includes a main CPU 10a, a main ROM 10b, a main RAM 10c, etc., and the main CPU 10a executes various programs stored in the main ROM 10b to function as a main startup processing means 100, a deposit acceptance means 105 (acceptance control means, deposit processing means, settlement processing means), a random number generating means 110, an internal lottery means 120, a reel control means 130, a winning determination means 140, a payout control means 150, a replay processing means 160, a game state control means 170, a performance state control means 180 (auxiliary game control means), a communication control means 190, a setting confirmation means 195, etc. Note that the main RAM 10c retains data without erasing it even when the power is cut off, but data is erased when the set value for the payout rate is changed and the RAM is cleared.

[0036] The main startup processing means 100 performs main startup processing when the power is turned on. In the main startup processing, various initial settings and a state restoration processing for restoring the state before the power was cut off based on the backup information stored when the power was cut off are performed. In this embodiment, a backup of the main RAM 10c of the main board 10 is performed when the power is cut off, and when the backup is normally completed, backup normal completion information (e.g., 55H) indicating that the backup has been normally completed is stored in a predetermined storage area provided in the main RAM 10c. Then, even after the power is cut off, the information stored in the main RAM 10c is retained (backed up) by the backup power source.

[0037] In addition, when an abnormality occurs in the information stored in the main RAM 10c, the main startup processing means 100 performs an initialization process to initialize the information (e.g., reel ratios, etc.) stored in a specified storage area of ​​the main RAM 10c.

[0038] The main startup processing means 100 also performs a setting change process to change the setting value among multiple levels (for example, 6 levels) of setting values ​​with different degrees of advantage. When the setting value is changed, the lottery probability of the internal lottery changes so that the expected value of the ball payout rate increases from setting 1 to setting 6. In this embodiment, the game can be started in a game mode (an example of a playable state in which the player can play) or in a setting change mode (an example of an unplayable state in which the player cannot play) depending on the state of the setting change permission switch 262 when the power is turned on. When the setting key is inserted into the setting change key cylinder and the setting key is turned clockwise from the initial position, the signal state of the setting change permission switch 262 becomes ON, and when the power switch is operated in this state to supply power from the power supply unit, the game is started in the setting change mode.

[0039] In this embodiment, the setting value can be selected from six setting values ​​from setting 1 to setting 6, and when the setting change switch 264 is activated by pressing the setting change button in the setting change mode, the main start processing means 100 changes the setting value in the order of setting 1 → setting 2 →... setting 6 → setting 1 →... each time it receives an input signal from the setting change switch 264, determines the setting value based on a game start signal from the start switch 230 that is activated by pressing the start lever SL, and controls to store the determined setting value in a predetermined setting value storage area provided in the main RAM 10c. In this embodiment, the signal state of the setting change permission switch 262 can be changed to the OFF state by returning the setting key inserted in the setting change key cylinder to the initial position, thereby making it possible to transition from the setting change mode to the game mode.

[0040] In addition, in the setting change mode, the main startup processing means 100 performs an initialization process to initialize predetermined information related to the game (for example, game state, presentation state, etc.) stored in a predetermined storage area of ​​the main RAM 10c. Note that information such as setting values ​​is not initialized by the initialization process in the setting change mode and is retained.

[0041] In this embodiment, when the power is turned on with the setting change key cylinder in the initial position, the game is started in the game mode based on the signal state of the setting change permission switch 262 being in the OFF state. In this embodiment, the game can be played in the game mode, but the setting value cannot be changed, and in the setting change mode, the setting value can be changed, but the game cannot be played. In this way, the main board 10 can be controlled to the game mode (playable state) or the setting change mode (unplayable state). In addition to the game mode and the setting change mode, the main board 10 can also be controlled to the setting confirmation mode (unplayable state) in which the setting value can be confirmed. The setting confirmation mode (confirmation of the setting value) will be described later.

[0042] When the main startup process is completed, the machine enters a playable state in which play is possible, provided that the VL connection signal described later is in the ON state, and electronic medals can be inserted. The playable state means that operations on the bet button B0, start lever SL, stop buttons B1 to B3, and settlement button B4 are valid, and processing for game progress based on these operations can be executed, and operations on the count button B8 are valid, and counting processing based on the operation of the count button B8 can be executed.

[0043] The insertion receiving means 105 receives insertion of electronic medals for each game, and performs control to validate a game start operation for the start lever SL (game start operating means) based on insertion of electronic medals equivalent to a prescribed insertion number (for example, 3 medals). In the gaming machine of this embodiment, the first pressing operation of the start lever SL, which is validated based on insertion of electronic medals equivalent to the prescribed insertion number, is accepted as a game start operation, and serves as a trigger to start the rotation of the first reel R1 to the third reel R3 and also serves as a trigger to execute an internal lottery.

[0044] In addition, when the bet button B0 is operated while the insertion acceptance means 105 is accepting the insertion of electronic medals, the bet switch 220 is activated and an insertion process (bet process) is performed to set the electronic medals held in the medal holding section to an inserted state (bet state) up to a specified insertion number.

[0045] In addition, when the settlement button B4 is operated while the insertion acceptance means 105 is accepting the insertion of electronic medals, the settlement switch 250 is actuated, and a settlement process is performed in which all electronic medals set to the inserted state are returned to the medal holding section.

[0046] The random number generating means 110 is a means for generating random numbers for lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. Note that in this embodiment, the "random number" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that may be generated regularly but may function as random numbers because the timing of acquisition is irregular.

[0047] The internal lottery means 120 performs an internal lottery to determine whether or not multiple types of roles such as replay, small role, and bonus will be won, based on a start signal from a start switch 230 that is activated by a game start operation on the start lever SL (first pressing operation on the activated start lever SL). When a role is won in the internal lottery, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state).

[0048] The reel control means 130 starts the rotation driving of the first reel R1 to the third reel R3 by the stepping motor based on a start signal from the start switch 230 which is operated by a game start operation on the start lever SL, and controls the enabling of a stop operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels which are rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute) of the first reel R1 to the third reel R3, and also controls the stopping of the first reel R1 to the third reel R3 which are rotated by the stepping motor in a manner according to the setting state of the lottery flag (the result of the internal lottery).

[0049] When the player presses one of the stop buttons B1 to B3 to activate the stop switch 240 while the stop operation for the stop buttons B1 to B3 is enabled, the reel control means 130 disables the operation for the operated stop button, and based on the reel stop signal from the stop switch 240, supplies a full-phase excitation drive pulse to the stepping motor of the reel unit 310, thereby controlling the stopping of each of the first reel R1 to the third reel R3.

[0050] The winning determination means 140 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the first reel R1 to the third reel R3. A winning combination is achieved when a symbol combination showing a winning form predetermined for each winning combination is displayed on an active line.

[0051] When a small winning combination is achieved, the payout control means 150 determines the number of electronic medals to be paid out based on a payout that is predetermined for each combination, and pays out the determined number of electronic medals to a medal holding section.

[0052] When a replay is won, the replay processing means 160 performs a replay process (replay process) for setting the next game to the same preparation state as the previous game without the need to insert electronic medals owned by the player. That is, in the gaming machine of this embodiment, when a replay is won, an automatic insertion process is performed for automatically inserting the same number of electronic medals as in the previous game without using the electronic medals held by the player, and the machine waits for the next game start operation on the start lever SL with the same effective lines as in the previous game set.

[0053] The game state control means 170 performs a game state transition process for transitioning the game state between a plurality of game states. A single game state transition condition may be defined, or multiple game state transition conditions may be defined. When multiple game state transition conditions are defined, the game state can be transitioned to another game state based on the establishment of one of the multiple predetermined conditions or the establishment of all of the multiple predetermined conditions. Examples of game states include a normal state, a bonus establishment state which is transitioned to by winning a bonus, and a bonus state which is transitioned to by winning a bonus.

[0054] The presentation state control means 180 performs a presentation state transition process for transitioning the presentation state between a plurality of types of presentation states. The presentation state transition condition may be one condition or multiple conditions. When multiple conditions are defined, the presentation state can be transitioned to another presentation state based on the establishment of one of the multiple predetermined conditions or the establishment of all of the multiple predetermined conditions. Examples of presentation states include a non-AT state in which a winning assistance performance that assists the winning of a winning combination is not executed, and an AT state in which a winning assistance performance that assists the winning of a winning combination is executed.

[0055] The communication control means 190 controls the transmission of signals to the sub-board 20. In the gaming machine of this embodiment, the main board 10 and the sub-board 20 are connected in a communication manner such that only one-way communication from the main board 10 to the sub-board 20 is possible, and signals cannot be transmitted from the sub-board 20 to the main board 10.

[0056] The communication control means 190 then transmits signals (commands) to the sub-board 20 to notify the result of the internal lottery, the result of the winning determination, the operations performed by the player (operations on the bet button B0, start lever SL, stop buttons B1-B3, and settlement button B4), etc. In this way, in the gaming machine of this embodiment, based on various notifications from the main board 10, the presentation control means 210 of the sub-board 20 can cause the display device 330, the audio device 340, etc. to execute presentations according to the result of the internal lottery, the result of the winning determination, the operations performed by the player, etc.

[0057] The communication control means 190 also controls the transmission of signals to the medal count control board 30. In the gaming machine of this embodiment, the main board 10 and the medal count control board 30 are connected to each other so as to enable two-way communication, and by exchanging various information, it is possible to appropriately determine whether a game is playable or an error state.

[0058] When the bet button B0 is operated while the insertion of electronic medals is being accepted, the communication control means 190 transmits to the medal count control board 30 a game medal insertion command notifying the requested number of medals to be inserted.

[0059] Furthermore, when the settlement button B4 is operated while the insertion of electronic medals is being accepted, the communication control means 190 transmits to the medal count control board 30 a game medal insertion command notifying the requested number of medals to be inserted.

[0060] When electronic medals are paid out in response to the winning of a minor winning combination, the communication control means 190 transmits a payout end command to the medal count control board 30 to notify the number of electronic medals paid out.

[0061] The setting confirmation means 195 performs a setting value display process to display a setting value indicating the degree of advantage. In the setting value display process, a numerical value (e.g., "1" to "6") indicating the current setting value among multiple levels (e.g., 6 levels) of setting values ​​is displayed on the game information display unit DS. This allows the setting value to be confirmed.

[0062] In addition, when the setting confirmation condition (an example of a predetermined transition condition) is satisfied during the insertion of the electronic medal or during the restriction of the game progress by the complete function described later (an example of the stop of the game progress), the setting confirmation means 195 shifts to a setting confirmation mode in which the setting value can be confirmed. In the setting confirmation mode, the setting value can be confirmed, but the game cannot be played. Here, "during the acceptance of the insertion of the electronic medal" means the period from the start of the acceptance of the insertion of the electronic medal to the operation of starting the game with the start lever SL, and also includes the case where the electronic medal is set to the inserted state (betting state) or the replay operation state due to the winning of a replay. That is, in this embodiment, if the insertion is being accepted, the setting confirmation mode can be shifted to even if the electronic medal is set to the inserted state (betting state) or the replay operation state. However, even if the insertion is being accepted, if the electronic medal is set to the inserted state (betting state) or the replay operation state, the setting confirmation mode may not be shifted to.

[0063] Furthermore, when the error type is set to a door open error, the setting confirmation means 195 determines that the setting confirmation condition is satisfied when the signal state of the setting change permission switch 262 becomes ON as a result of the setting key being inserted into the setting change key cylinder and being turned clockwise from the initial position. Note that in this embodiment, even if the signal state of the setting change permission switch 262 becomes ON, if the error type is not set to a door open error, the setting confirmation condition is not satisfied.

[0064] When the setting confirmation mode is entered, the setting confirmation means 195 performs a setting value display process, and when the signal state of the setting change permission switch 262 is changed to the OFF state, the display of the setting value is terminated and the game mode (door open error) is returned to.

[0065] Next, the sub-board 20 will be described. The sub-board 20 includes a sub-CPU 20a, a sub-ROM 20b, a sub-RAM 20c, etc., and functions as a sub-startup processing means 200, a performance control means 210, etc., by the sub-CPU 20a executing various programs stored in the sub-ROM 20b. Note that, like the main RAM 10c, the sub-RAM 20c is also connected to a backup power supply (not shown), and data is retained without being erased even when the power supply is cut off.

[0066] The sub-start-up processing means 200 performs sub-start-up processing when the power is turned on. In the sub-start-up processing, various initial settings, initial settings of the liquid crystal display LCD, and a state recovery process for restoring the state before the power was cut off based on the backup information stored when the power was cut off are performed.

[0067] The presentation control means 210 controls display presentation using the display device 330 (one example of a presentation device) and sound presentation using the sound device 340 (one example of a presentation device) based on presentation data stored in the sub-ROM 20b of the sub-substrate 20. For example, by lighting or blinking lamps or LEDs in response to the operation of the bet button B0, the start lever SL, the stop buttons B1 to B3, and the count button B8, or the occurrence of game events such as changes in the game state, changing the display content of the liquid crystal display LCD, and outputting sounds from the speaker SP, the presentation control means 210 controls the execution of presentations (for example, winning support presentations) to liven up the game or to assist the game in accordance with the progress of the game.

[0068] In addition, when the presentation state is the AT state, the presentation control means 210 controls the display device 330 and the audio device 340 to execute a winning assistance presentation that assists in the winning of a winning combination.

[0069] In addition, the performance control means 210 causes the display device 330 and the audio device 340 to execute a demo performance (standby performance) when a game is not played continuously for a predetermined time (for example, 60 seconds) under a predetermined situation. In this embodiment, the time during which a game is not played continuously is measured by a monitoring timer (time measuring means) in the sub-RAM 20b, and the performance control means 210 operates the monitoring timer at all times while the power of the gaming machine is turned on, and initializes (resets) the measurement value of the operating monitoring timer to the initial value "0" and resumes time measurement every time a signal from the main board 10, the performance button switch 270, or the menu button switch 280 is input. Then, when the monitoring timer has timed a predetermined time (for example, 60 seconds), it is determined that a game has not been played continuously for the predetermined time (for example, 60 seconds).

[0070] In addition, in the demonstration performance, a demonstration image (demonstration video, demonstration screen) is displayed on the liquid crystal display LCD, the base frame lamp AL is lit or blinks in a demonstration performance pattern, and the volume of the speaker SP is muted.

[0071] In addition, when an operation is performed on the counting button B8, the performance control means 210 causes the sound device 340 to execute a counting sound performance that outputs a performance sound (counting sound) from the speaker SP according to the type of operation (short press operation, long press operation, or total counting operation).

[0072] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and includes a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc., and the medal CPU 30a executes various programs stored in the medal ROM 30b to manage the electronic medals used in the game, and the medal RAM 30c functions as a medal holding section (an example of a storage section or storage means) that is a storage section that holds the electronic medals. Note that, like the main RAM 10c, the medal RAM 30c is also connected to a backup power source (not shown), and data is not erased and is held even when the power is cut off. In the gaming machine of this embodiment, the medal count control board 30 is connected to the dedicated unit 50 through the game ball etc. lending device connection terminal board 40 so as to be able to communicate bidirectionally. In addition, the medal holding section stores the number of game medals up to a predetermined upper limit (for example, 16,382 medals).

[0073] Then, when the medal CPU 30a receives a medal insertion command transmitted by the main board 10, it determines the possible insertion number, which is the total number of electronic medals that can be inserted (bet) from the medal holding section, based on the number of inserted medals, which is the total number of electronic medals set in the inserted state, the requested insertion number, and the number of game medals, and updates the number of game medals based on the determined possible insertion number. Therefore, when an insertion process is performed on the main board 10, the number of game medals held in the medal holding section decreases, and when a settlement process is performed, the number of game medals increases.

[0074] The medal CPU 30a also transmits a medal count control information command notifying the main board 10 of the possible insertion number and the updated number of game medals, and updates the display of the number of game medals on the game medal count display device 70.

[0075] In this embodiment, the main board 10 also stores the number of inserted medals and the number of game medals based on the medal count control information command, etc., and when performing the insertion process, the insertion reception means 105 determines the number of possible insertion medals based on the number of inserted medals, the requested number of insertion medals, and the number of game medals, performs the insertion process to insert the determined number of possible insertion medals, and transmits a game medal insertion command to the medal count control board 30. When the main CPU 10a receives the medal count control information command, it checks whether the number of game medals and the like match the game medal count control board 30. Also, in this embodiment, when performing the insertion process, the main CPU 10a may determine the number of possible insertion medals, transmit a game medal insertion command to the medal CPU 30a, receive a reply command (medal count control information command) in response to the command, and then perform the insertion process based on the reply command.

[0076] Also, when performing settlement processing, the insertion reception means 105 determines the number of insertable medals based on the number of inserted medals, the requested number of insertion medals, and the number of game medals, performs settlement processing to return the determined number of electronic medals that can be inserted, and transmits a game medal insertion command (settlement command) to the medal number control board 30. When the main CPU 10a receives the medal number control information command, it checks whether the number of game medals and the like match the game medal number control board 30. Note that in this embodiment, when performing settlement processing, the main CPU 10a may determine the number of insertable medals, transmit a game medal insertion command (settlement command) to the medal CPU 30a, receive a reply command (medal number control information command) in response to the command, and then perform settlement processing based on the reply command.

[0077] In addition, when the medal CPU 30a receives the payout end command sent by the main board 10, it adds the number of payout medals to the number of game medals, and based on the number of game medals after the addition, it sends a medal number control information command to the main board 10 notifying the number of game medals after the addition, and updates the display of the number of game medals on the game medal number display device 70.

[0078] The gaming ball etc. lending device connection terminal board 40 is a connection terminal board for connecting the gaming machine and the dedicated unit 50, and receives signals related to the lending of electronic medals, transmits the results of the lending of electronic medals, transmits signals related to the counting of electronic medals, and transmits various information about the gaming machine.

[0079] Next, the dedicated unit 50 will be described. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic medals to players and counting the electronic medals acquired by players. The dedicated unit 50 is provided with a dedicated unit control board 60, to which a cash insertion section 61, a card insertion section 62, a lending switch 63, a return switch 64, a game switch 65, a point display device 66, and an acquired medal count display device 67 are connected.

[0080] The cash insertion section 61 functions as an insertion slot for inserting cash. The card insertion section 62 allows the insertion and withdrawal of a card medium capable of accumulating electronic medals. The lending switch 63 detects an operation of transferring electronic medals corresponding to the number of points of cash held in the dedicated unit 50 to the gaming machine. The return switch 64 detects an operation of transferring electronic medals held in the dedicated unit 50 to a card medium and withdrawing the card medium from the dedicated unit 50 through the card insertion section 62. The game switch 65 detects an operation of transferring electronic medals held in the dedicated unit 50 to the gaming machine. The number of points display 66 displays the number of points held in the dedicated unit 50, i.e., the number of points equivalent to the cash inserted from the cash insertion section 61. The acquired medal number display 67 displays the number of acquired medals, which is the total number of electronic medals held in the dedicated unit 50.

[0081] 4 is an external view for explaining the general mechanical configuration of the gaming machine of this embodiment and the dedicated unit 50. The flow of starting a game and the flow of ending a game in the gaming machine of this embodiment will be explained with reference to FIG.

[0082] When playing a game, first, cash is inserted into the cash insertion section 61 of the dedicated unit 50 shown in Fig. 4. Then, the number of points corresponding to the inserted cash (for example, "10" for an insertion of 1,000 yen) is displayed on the point display device 66 of the dedicated unit 50. When the lending button B10 is operated, the lending switch 63 is actuated, and electronic medals corresponding to the number of points held in the dedicated unit 50 (for example, "50") are transferred to the gaming machine at once. Then, the number of transferred electronic medals (for example, "50") is displayed on the gaming medal number display device 70 of the gaming machine.

[0083] Next, when the bet button B0 of the gaming machine is operated, electronic medals are inserted (bet). At this time, the gaming medal count display device 70 displays a value (e.g., "47") obtained by subtracting the number of electronic medals inserted (bet) (e.g., "3"). The player is then able to start playing. If, as a result of playing, a minor combination resulting in a payout of 11 medals is won, the number of electronic medals paid out (e.g., "11") is displayed on the gaming information display unit DS, and the gaming medal count display device 70 displays a value (e.g., "58") obtained by adding the number of electronic medals paid out.

[0084] Furthermore, if the settlement button B4 is operated when electronic medals have been inserted (bet) and before the start lever SL is operated (game start), the number of electronic medals inserted (for example, "3") is added to the game medal count display device 70 (for example, "50"), and the inserted state of electronic medals is cancelled.

[0085] When the player wishes to end the game, the counting button B8 is operated to transfer the digitized medals held in the medal holding section to the dedicated unit 50. The number of game medals held in the medal holding section is then displayed on the acquired medal number display device 67 of the dedicated unit 50, and "0" is displayed on the game medal number display device 70. When the return button B11 is operated, the return switch 64 is actuated, and the digitized medals held in the dedicated unit 50 are transferred to a card, and the card is removed from the dedicated unit 50 through the card insertion section 62. In this way, the player can accumulate the acquired digitized medals in the card medium.

[0086] When playing again, the player inserts the card medium into the card insertion section 62 instead of cash, and can play using the electronic medals stored on the card medium. The electronic medals stored on the card medium are transferred to the dedicated unit 50, and the total number of electronic medals stored on the card medium is displayed on the acquired medal count display device 67. When the player operates the play button B12 instead of the lending button B10, the game switch 65 is activated and all the electronic medals (e.g., "50") held in the dedicated unit 50 are transferred to the gaming machine at once.

[0087] When the lending button B10 or the counting button B8 is operated, the medal CPU 30a executes the lending process or counting process of the electronic medals, and transmits a medal count control information command notifying the updated number of game medals to the main CPU 10a, and updates the display of the number of game medals on the game medal count display device 70. The main CPU 10a, which has received the medal count control information command, transmits a medal count control information command notifying the updated number of game medals to the sub-CPU 20a. Then, the sub-CPU 20a outputs a predetermined sound representing the movement of the electronic medals from the speaker SP as the electronic medals are actually lent or counted in the lending process or counting process.

[0088] Next, specific processing in the main board 10 will be described based on a flowchart. Figures 5 to 7 are flowcharts explaining the main startup processing of the main board 10 in the gaming machine of this embodiment, and Figure 8 is a flowchart explaining the game progress processing of the main board 10 in the gaming machine of this embodiment.

[0089] When power is supplied, the main CPU 10a performs a main startup process. In the main startup process, the main CPU 10a first reads a program from the main ROM 10b and performs an initial setting process to perform initial settings required to execute various processes (step S100), as shown in FIG.

[0090] After the initial setting process, a startup wait time (for example, 10.5 sec) is set and timing is started (step S101). The startup wait time is a time for waiting for the power supply to stabilize and also a time for waiting for the startup of the performance device (particularly the liquid crystal display LCD).

[0091] When the timing of the startup wait time starts, it is determined whether or not a power interruption warning signal has been detected (step S102). In this embodiment, a power interruption detection circuit is provided on the main board 10, and when the power supply voltage falls below a predetermined value, the power interruption detection circuit outputs a power interruption warning signal. When the power interruption warning signal is detected (Y in step S102), the timing of the startup wait time is restarted from the beginning.

[0092] If the startup wait time has elapsed without detecting a power-off warning signal (N in step S102, Y in step S103), access to the main RAM 10c is permitted (step S104).

[0093] Next, a checksum confirmation process is performed (step S105). In the checksum confirmation process, a checksum is calculated, and it is determined whether the calculated checksum does not match the checksum saved at the time of power off (is abnormal) and whether the backup is abnormal (specifically, whether backup normal end information indicating that the backup ended normally has not been saved). If it is determined that either the checksum or the backup or both are abnormal, the backup abnormality flag is turned ON, and if it is determined that neither the checksum nor the backup are abnormal, the backup abnormality flag is turned OFF.

[0094] Next, a startup command that notifies information required at startup (e.g., main control chip ID number, main control chip manufacturer code, main control chip product code, internal state, error type, etc.) and information such as the role ratio is set and sent to the medal CPU 30a (step S106).

[0095] Next, it is determined whether or not the backup abnormality flag is ON (step S107), and if the backup abnormality flag is ON (Y in step S107), a cold start process is performed (step S108). The cold start process will be described later.

[0096] On the other hand, if the backup abnormality flag is OFF (N in step S107), a setting change process is performed to change the set value (step S109), and a state restoration process is performed to restore the state immediately before the power was cut off (step S110). The setting change process will be described later.

[0097] In the cold start process of step S108 shown in Fig. 5, a used area RAM check process is performed to perform a read / write check to check whether information can be read and written normally from the used area of ​​the main RAM 10c (step S120), and a separate area RAM check process is performed to perform a read / write check to check whether information can be read and written normally from another area of ​​the main RAM 10c (step S121), as shown in Fig. 6. The used area is an area used in specific processes including the main startup process and game progress process, and the separate area is an area other than the used area that is used in ratio processes that calculate ratios such as the ratio of game devices.

[0098] Next, the RWM error flag corresponding to the RWM error indicating a read / write error in the main RAM 10c is set to the ON state (step S122).

[0099] If, as a result of the check processes in steps S120 and S121, no abnormality is detected in either the used area or the other area (N in step S123), a setting change process is performed (step S124), and a backup error flag corresponding to a backup error indicating a backup abnormality in the main RAM 10c is set to the ON state (step S125).

[0100] Then, an error display according to the type of error is performed in the game information display unit DS, the internal state is set to an error state, and other processing is stopped and an error processing that performs an infinite loop until the power is cut off (step S126).

[0101] In the setting change process of step S109 shown in Fig. 5 and step S124 shown in Fig. 6, it is determined whether or not the setting change condition is satisfied (step S130) as shown in Fig. 7. Specifically, it is determined that the setting change condition is satisfied when the setting change permission switch 262 is ON, and it is determined that the setting change condition is not satisfied when the setting change permission switch 262 is OFF.

[0102] If the setting change condition is met (Y in step S130), the internal state is set to setting change in progress (setting change mode) (step S131), a setting change start command is set to notify the start of changing the setting value, and sent to the medal CPU 30a (step S132), and setting value data indicating the current setting value is obtained from the setting value memory area of ​​the main RAM 10c (step S133).

[0103] When the setting change button is operated (Y in step S134), the setting value data is incremented by 1 (step S135), and when the start lever SL is operated (Y in step S136), the setting value is confirmed by storing the setting value data in the setting value memory area (step S137), and an initialization process is performed to initialize predetermined information related to the game (for example, the game status, presentation status, etc.) (step S138).

[0104] When the main startup process shown in FIG. 5 is completed, the process moves to the game progress process. In the game progress process, as shown in FIG. 8, a throw-in process is performed to set an electronic medal to a throw-in state based on an operation on the bet button B0 (step S150), an internal lottery process is performed to perform an internal lottery based on a game start operation on the start lever SL (step S151), a reel rotation start process is performed to start the rotation of the first reel R1 to the third reel R3 and rotate them steadily at a predetermined speed (step S152), a reel rotation stop process is performed to stop the rotating reels in a manner according to the result of the internal lottery based on a stop operation on the stop buttons B1 to B3 (step S153), a win determination process is performed to determine whether or not a winning combination has been achieved (step S154), a payout process is performed to pay out an electronic medal if a minor combination has been achieved (step S155), and a state transition process is performed to transition the game state and the presentation state (step S156).

[0105] One game is executed through a series of processes from step S150 to step S156, and thereafter, steps S150 to S156 are repeated.

[0106] In this embodiment, various information is exchanged between the gaming machine and the dedicated unit 50 to ensure their normal operation. For example, the gaming machine (in this embodiment, the medal CPU 30a of the medal count control board 30) sends to the dedicated unit 50 gaming machine information notification, counting notification, and loan receipt result response, etc.

[0107] The gaming machine information notification is to transmit one of three gaming machine information items, gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information, to the dedicated unit 50. The gaming machine performance information includes the total number of coins inserted, the total number of coins paid out, MY (maximum difference in number of coins), the total number of coins paid out for special features, the total number of coins paid out for consecutive features, the ratio of special features, the ratio of consecutive features, the ratio of advantageous zones, the ratio of special features with instructions, the ratio of features, etc. status, the number of games played, the reserve, reservation 1, and reservation 2. Here, MY is the difference in number of coins between the number of electronic medals inserted (number of coins bet) and the number of coins paid out, which is the difference in number of coins when the difference is set to 0 when it is the lowest. Also, instead of or in addition to MY, the difference in number of coins since the power was reset can be used.

[0108] The gaming machine installation information includes a main control chip ID number, a main control chip manufacturer code, a main control chip product code, a medal count control chip ID number, a medal count control chip manufacturer code, and a medal count control chip product code.

[0109] The hall control / fraud monitoring information includes the number of game medals played, the number of medals inserted, the number of medals paid out, main control status 1, main control status 2, game machine error status, game machine fraud 1, game machine fraud 2, game machine fraud 3, game information number, type information 1, count information 1, type information 2, and count information 2. Here, the relationship between the number of game medals, the number of inserted medals, and the number of paid out medals is "number of game medals" = "number of game medals" sent last time - "number of inserted medals" + "number of paid out medals" + "number of loaned medals" received after the number of game medals sent last time - "number of counted medals" sent after the number of game medals sent last time, so if this relationship is not satisfied, it can be determined that the hall control / fraud monitoring information is abnormal. The first bit (e.g., bit 0) of the gaming machine fraud 1 is assigned a setting change signal as a fraud prevention signal, the second bit (e.g., bit 1) is assigned a setting confirmation signal as a fraud prevention signal, the third bit to the fifth bit (e.g., bit 2 to bit 4) are assigned a fraud detection signal as a fraud prevention signal, the first bit (e.g., bit 1) of the gaming machine fraud 2 is assigned a door open signal as a fraud prevention signal, and the second bit (e.g., bit 3) is assigned a game medal number clear signal (an example of a specific signal) as a fraud prevention signal. The setting change signal indicates that the setting value is being changed, the setting confirmation signal indicates that the setting value is being confirmed, the fraud detection signal indicates that an arbitrarily determined fraud has been detected, the door open signal indicates that the lower front door DD (or upper front door UD) is being opened, and the game medal number clear signal indicates that the game medal number has been cleared to 0. When outputting a fraud prevention signal such as a setting change signal or a medal count clear signal, the signal is turned ON by setting "1" to the bit position to which the signal is assigned, and when terminating signal output, the signal is turned OFF by setting "0" to the bit position to which the signal is assigned. Furthermore, these fraud prevention signals are output for a predetermined period of time or more (at least 3 seconds or more, for example 5 seconds) to prevent fraud.Furthermore, in game information consisting of a combination of type information 1 and count information 1, or a combination of type information 2 and count information 2, type information 1 and 2 indicate whether it is a specified number (when start switch 118 is operated) or the number of coins paid out (when game ends), and the number is indicated by count information 1 and 2. When a replay is won, the specified number (number of coins inserted) at the time of replay operation is notified. The number of game information indicates the number of game information, and if the number of game information is 0, the four items of type information 1, count information 1, type information 2, and count information 2 are not transmitted.

[0110] The count notification transmits the number of counted medals and the accumulated counted medal number to the dedicated unit 50. The counted medal number is the number of electronic medals counted at the timing of the count notification, and the accumulated counted medal number is the value of the number of counted medals accumulated since it was cleared to 0 when the gaming machine was turned on.

[0111] The loan receipt result response is a response indicating the receipt result (whether it is normal or not) when a loan notification is received from the dedicated unit 50 .

[0112] In addition, the dedicated unit 50 sends a loan notification to the gaming machine (the medal CPU 30a in this embodiment). The loan notification is sent to the gaming machine when the dedicated unit 50 receives a counting notification from the gaming machine, and the number of loaned medals, which is the number of electronic medals that have been loaned, is transmitted to the gaming machine.

[0113] In this embodiment, if a specific abnormality occurs inside the gaming machine, communication with the dedicated unit 50 can be prevented. For example, when a specific abnormality such as a backup abnormality or a RAM (RWM) abnormality occurs during startup of the gaming machine, or when the manufacturer codes do not match, the medal CPU 30a of the gaming machine issues a manufacturer code mismatch error (operation stop error) and restricts the start of communication with the dedicated unit 50.

[0114] Furthermore, when the medal CPU 30a receives a setting change start command from the main CPU 10a, it notifies the dedicated unit 50 that the setting value is being changed.

[0115] FIG. 9 is a timing chart showing the timing of notification of gaming machine information notification, counting notification, loan notification, and loan receipt result response in the gaming machine and the dedicated unit 50 of this embodiment. As shown in FIG. 9, the gaming machine (in this embodiment, the medal CPU 30a) transmits a gaming machine information notification to the dedicated unit 50 at a cycle of 300 msec (300 msec or more, 310 msec or less) from the completion of the start of the gaming machine. In addition, the gaming machine (the medal CPU 30a) transmits a counting notification to the dedicated unit 50 100 msec (90 msec or more, 100 msec or less) from the start of the gaming machine information notification. The dedicated unit 50 transmits a loan notification to the gaming machine within 170 msec from the start of reception of the counting notification. After completing reception of the loan notification, the gaming machine (the medal CPU 30a) notifies the dedicated unit 50 of the loan receipt result response within 10 msec. This allows a time of 20 msec or more to be secured between the time when the gaming machine notifies the rental receipt result response and the time when the gaming machine issues the next gaming machine information notification.

[0116] FIG. 10 is an explanatory diagram for explaining the transmission timing of the gaming machine information notification in the gaming machine of this embodiment. The gaming machine information notification is notified to the dedicated unit 50 at 300 msec intervals as described above. The gaming machine information notification includes three types of gaming machine information, namely, gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information, and as shown in FIG. 10, each has a different notification timing and priority. For example, the gaming machine installation information is notified 60 seconds after the start of the gaming machine is completed, and is notified at 60-second intervals thereafter. The gaming machine performance information is notified 180 seconds after the start of the gaming machine is completed, and is notified at 180-second intervals thereafter. The hall control / fraud monitoring information is notified at 300 msec intervals after the start of the gaming machine is completed. However, the transmission timing of the three notifications may overlap. When the transmission timing overlaps, the gaming machine information notification is notified in order of priority. For example, in the case where the gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information overlap at 180 sec, if there is no update of the main control state in the hall control / fraud monitoring information and there is no game information, the gaming machine installation information with the higher priority is notified first, then the gaming machine performance information is notified after the next 300 msec, and the hall control / fraud monitoring information is notified after the next 300 msec. Also, in the case where the gaming machine installation information and the hall control / fraud monitoring information overlap at 60 sec, if there is no update of the main control state in the hall control / fraud monitoring information and there is no game information, the gaming machine installation information with the higher priority is notified first, then the hall control / fraud monitoring information is notified after the next 300 msec. However, if there is an update of the main control state or there is game information in the hall control / fraud monitoring information, then the hall control / fraud monitoring information with the higher priority is notified first, and then the gaming machine installation information and the gaming machine performance information are notified. With this configuration, the gaming machine and the dedicated unit 350 can confirm gaming machine information notifications (gaming machine performance information, gaming machine installation information, hall control / fraud monitoring information), counting notifications, loan notifications, and loan receipt result responses at the appropriate time and with the appropriate priority.

[0117] In this embodiment, the game ball etc. lending device connection terminal board 40 receives power from the dedicated unit 50, uses the power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection state with the dedicated unit 50, and outputs it to the medal CPU 30a of the medal count control board 30. The medal CPU 30a may or may not transmit a command to the main CPU 10a indicating that the VL connection signal has been received. When the medal CPU 30a transmits a command to the main CPU 10a indicating that the VL connection signal has been received, the main CPU 10a can restrict (prohibit) the start-up of only the main board 10, only the medal count control board 230, or the main board 10 and the medal count control board 30, or stop the progress of the game, depending on whether the command indicates the reception of the VL connection signal. When the medal CPU 10a does not transmit a command to the main CPU 10a indicating that the VL connection signal has been received, the medal CPU 10a can individually restrict (prohibit) the start-up of the medal count control board 30, or stop the progress of the game.

[0118] That is, if the VL connection signal is ON, the gaming machine can determine that it is properly connected to the dedicated unit 50 and that the power supply of the dedicated unit 50 is ON, and can therefore execute various processes for the main CPU 10a and the dedicated unit 50. On the other hand, if the VL connection signal is OFF, the gaming machine can determine that it is not properly connected to the dedicated unit 50 (unconnected state) or that the power supply of the dedicated unit 50 is OFF (unconnected state), and can restrict the progress of the game. Specifically, the operation of the bet button B0, the start lever SL, and the settlement button B4 is invalidated, and all processes for the progress of the game based on these operations are restricted (prohibited), and the operation of the counting button B8 is invalidated, and the counting process based on the operation of the counting button B8 is restricted (prohibited). If the VL connection signal is OFF, the main CPU 10a and the medal CPU 30a may not be started.

[0119] Here, the counting process refers to a process of transferring some or all of the electronic medals held in the medal holding section to the dedicated unit 50 in response to the operation of the counting button switch 255 by the player's operation on the counting button B8. Specifically, when the operation on the counting button B8 is not accepted, when the number of game medals in the medal holding section is 0, when the VL connection signal is in the OFF state, and when counting is not possible, "0" is set as the number of counted medals (counting value number), and when a short press operation of the counting button B8 is accepted, "1" is set as the number of counted medals. When a long press operation of the counting button B8 is accepted, when the number of game medals in the medal holding section is less than 50, all of the electronic medals (number of game medals) are set as the number of counted medals, and when it is 50 or more, "50" is set as the number of counted medals. Then, the number of counted medals is added to the cumulative number of counted medals, and a counting notification is sent to the dedicated unit 50. In parallel with this, the number of counted medals is subtracted from the number of game medals held in the medal holding section.

[0120] Furthermore, the medal CPU 30a (counting processing means) always executes counting processing when the counting button B8 is operated while play is possible. "While play is possible" means a state in which the gaming machine and the dedicated unit 50 are connected and both are powered ON (a state in which a series of operations in which a player borrows electronic medals, plays a game on the gaming machine, and counts the results of the game are possible). Note that if the power of the gaming machine is ON but the power of the dedicated unit 50 is not ON, or if the gaming machine and the dedicated unit 50 are not connected to each other, there is a risk that the counted medal number will be lost if counting processing is performed, so operation of the counting button B8 is invalidated and this period is not included in "while play is possible". In addition, the initial setting after powering on, initialization processing, changing of setting values, confirmation of setting values, and error states requiring recovery processing by resetting or the like, in which the gaming machine does not (cannot) proceed with play as a single unit, are not included in "while play is possible". Note that the counting process may or may not be executed during the initial settings after power-on, during the initialization process, during the change of the setting value, during the confirmation of the setting value, and during an error state that requires a recovery process by resetting, etc. In particular, the counting process may be executed while the setting value is being changed and while the setting value is being confirmed, and may be included in "the period during which play is possible."

[0121] Thus, when the VL connection signal is ON, the gaming machine continues playing the game and accepts counting processing while playing is possible. On the other hand, when the VL connection signal is OFF, the gaming machine stops playing the game and restricts (prohibits) counting processing. This is because, as described above, when the VL connection signal is OFF, it can be determined that the gaming machine is not properly connected to the dedicated unit 50 or that the power supply of the dedicated unit 50 is OFF.

[0122] As described with reference to FIG. 9, the gaming machine (the medal CPU 30a in this embodiment) transmits a counting notification including information on the counted medal number to the dedicated unit 50. Here, in cases where the dedicated unit 50 is not properly prepared to receive the counting notification, such as when the gaming machine and the dedicated unit 50 are not properly connected (unconnected state) or the power supply of the dedicated unit 350 is OFF (unconnected state), when an input operation (e.g., a pressing operation) of the counting button B8 is received and the counting notification is transmitted from the gaming machine to the dedicated unit 50, there is a risk that the counted medal number based on the input operation will be lost. When the counted medal number is lost, the total number of electronic medals decreases, causing an inconsistency of the electronic medals. In this embodiment, the inconsistency refers to a difference between the total number of electronic medals, which is the sum of the number of game medals and the number of acquired medals, which is the total number of electronic medals held by the dedicated unit 50, before and after the input operation of the counting button B8 due to an unintended loss or increase of electronic medals. For example, when the total number of game medals is counted by operating the count button B8, if the number of game medals held in the gaming machine before counting differs from the number of won medals transferred to the dedicated unit 50 by counting, an inconsistency has occurred.

[0123] Therefore, before sending a counting notification to the dedicated unit 50, the gaming machine (the medal CPU 30a in this embodiment) checks whether the VL connection signal indicating the connection state with the dedicated unit 50 is ON / OFF to determine whether the dedicated unit 50 is connected. If the VL connection signal is in the OFF state indicating that the dedicated unit 50 is not connected, the gaming machine sets the counted medal number to "0" to limit the counting process itself.

[0124] When the counted medal number is set to "0", the gaming machine updates the gaming medal number by subtracting the counted medal number "0" from the gaming medal number. In other words, the updated gaming medal number does not substantially change from before the update. The gaming machine displays the updated gaming medal number on the gaming medal number display device 70, but since the gaming medal number does not substantially change, the display on the gaming medal number display device 70 does not change either.

[0125] Furthermore, the gaming machine transmits a counting notification including information on the counted medal number set to "0" to the dedicated unit 50. If the dedicated unit 50 is not connected, the dedicated unit 50 cannot properly receive the counting notification, and so the number of acquired medals does not change. Since the number of acquired medals does not change, the display on the acquired medal number display device 67 does not change either.

[0126] By setting the number of counted medals to "0" in this way, the number of game medals in the gaming machine and the number of acquired medals in the dedicated unit 50 do not change, and the total number of digitized medals does not change either. Therefore, the gaming machine does not execute the counting process, and it is possible to prevent the digitized medals from disappearing in response to the input operation of the counting button B8. This makes it possible to prevent inconsistencies in the digitized medals from occurring.

[0127] In this embodiment, the medal CPU 30a measures the time that the count button B8 is continuously operated regardless of the number of game medals (even if the number of game medals is "0"), so that it can reliably determine the long press operation when the cycle for sending the count notification arrives. This allows the player to quickly grasp the final number of medals acquired and quickly start the next operation, improving the operability of the gaming machine. In addition, the program executed by the medal CPU 30a does not require a determination (branch) as to whether the number of game medals is "0" or not, so it is possible to reduce the processing load and memory capacity.

[0128] The cycle (e.g., 300 msec) at which the medal CPU 30a transmits the count notification and the cycle (a predetermined display cycle by timer interrupt: e.g., 1 msec) at which the display of the game medal count display device 70 is updated are managed independently. For this reason, depending on the time relationship between the timing of the payout process and counting process of the electronic medals described above and the display update timing of the game medal count display device 70, a situation may arise in which the display content of the game medal count on the game medal count display device 70 differs from the actual number of game medals.

[0129] If the counting process is performed after the display contents of the game medal number display device 70 are updated, the counting process will be delayed accordingly. However, in this embodiment, if the count button B8 is operated continuously for a predetermined time (e.g., 500 msec) or more when the cycle for transmitting the counting notification arrives, the medal CPU 30a transmits at least a part of the game medal number to the dedicated unit 50 without unnecessarily waiting for the display update of the game medal number display device 70, so that the counting process can be performed quickly and the player can quickly grasp the final game medal number. This allows the next operation to be started quickly, improving the operability of the gaming machine.

[0130] In this embodiment, the main CPU 10a transmits a predetermined command to the medal CPU 30a. For example, when the bet button B0 is operated, the main CPU 10a transmits a game medal insertion command to notify the medal CPU 30a of the requested number of medals to be inserted, when the start lever SL is operated, a start lever press command to notify the medal CPU 30a of the requested number of medals to be inserted, when the payout is completed, a payout end command to notify the number of medals to be paid out is transmitted to the medal CPU 30a, when one game is completed, a one game end command to notify information such as the ratio of the handicap, when starting, a start-up command to notify information required at the time of starting and the ratio of the handicap, when starting, a state transition command to the medal CPU 30a is transmitted when the internal state is changed, when an error occurs, or when the error is released. Information on the ratio of reels, etc. includes the total number of coins inserted, the total number of coins paid out, MY (maximum difference in number of coins), the total number of coins paid out from reels, the total number of coins paid out from consecutive reels, reel ratio, consecutive reels ratio, advantageous zone ratio, reel ratio with instructions, reel state ratio, and number of games played.

[0131] The medal CPU 30a can determine an error based on a command sent from the main CPU 10a. For example, the medal CPU 30a extracts the number of electronic medals inserted and paid out in the game medal insertion command, payout end command, and one game end command, and checks that there is no inconsistency with the total number of electronic medals inserted and paid out. The medal CPU 30a also checks that the number of electronic medals inserted is not 0 based on a start lever depression command. The medal CPU 30a also checks that there is no inconsistency with the specified number of electronic medals corresponding to the game state based on the game medal insertion command.

[0132] The medal CPU 30a also transmits a predetermined command to the main CPU 10a. For example, when the medal CPU 30a receives a game medal insertion command, a start lever press command, a payout end command, or a start-up command from the main CPU 10a, it transmits a reply command to the main CPU 10a to notify the number of medals that can be inserted and the number of game medals. The medal CPU 30a does not transmit a reply command to a one-game end command or a state transition command. The reply command also includes information on whether the medal CPU 30a has normally received the command transmitted from the main CPU 10a, and if the received reply command includes information indicating normal reception, the main CPU 10a can proceed to the next process assuming that communication between the main CPU 10a and the medal CPU 30a has been normally completed. If the reply command includes information indicating an abnormality or if the reply command cannot be received, the state may be transitioned to an error state.

[0133] In addition, the communication between the main CPU10a and the medal CPU30a as in this embodiment may be always performed, or a predetermined restriction may be set. For example, the two-way communication between the main CPU10a and the medal CPU30a may be started upon the completion of an internal lottery or an AT lottery (a lottery that determines whether or not to transition to an AT state) based on the operation of the start lever SL, and may be restricted with the end of one game. In this embodiment, when a game start operation is performed on the start lever SL, a random number value is acquired, and the acquired random number value is used for the internal lottery or the AT lottery. Therefore, when a game start operation is performed, communication is not performed between the main CPU10a and the medal CPU30a until the internal lottery or the AT lottery is completed, and communication is started upon the completion of the internal lottery or the AT lottery. This eliminates the risk that the communication between the main CPU10a and the medal CPU30a will affect the timing of acquiring the random number value, and it becomes possible to acquire the random number value appropriately.

[0134] Next, the communication specifications between the main board 10 and the medal count control board 30 when the power is turned on will be described. Fig. 11 is a flow chart explaining the communication specifications when the power is turned on in the gaming machine of this embodiment, and Fig. 12 is a flow chart explaining the communication permission process of the medal count control board 30 in the gaming machine of this embodiment. The medal CPU 30a judges that communication with the main CPU 10a has been established by successfully receiving the startup command.

[0135] When the power is turned on, the main CPU 10a sets a startup command when the startup wait time has elapsed as shown in FIG. 5 (step S106), and when the power off warning signal is not detected (N in step S160) as shown in FIG. 11, the main CPU 10a transmits the startup command to the medal CPU 30a (step S161), sets a communication timer (step S162), and transitions to a waiting state for a reply command (step S163). Here, the startup command includes information required at startup (for example, information such as the main control chip ID number, the main control chip manufacturer code, the main control chip product code, the internal state, and the error type) and information such as the ratio of the role. If the setting change condition is satisfied, the startup command may be configured to include information indicating that the setting is being changed as the internal state, and if the setting change condition is not satisfied, the startup command may be configured to include information indicating that the internal state is playable or an error state, or the startup command may be configured to include information indicating that the setting is being changed as the internal state regardless of whether the setting change condition is satisfied or not.

[0136] On the other hand, when the power is turned on, the medal CPU 30a performs an initial setting process (step S170), performs a startup process (step S171), and transitions to a wait state for a startup command (step S172).

[0137] When the medal CPU 30a normally receives the startup command sent from the main CPU 10a (Y in step S172), it sends a reply command to the main CPU 10a (step S173). The reply command includes information required at startup (for example, the number of game medals, counting and lending information). The startup command and reply command are composed of serial signals of a start bit, command type information, a stop bit, and a parity bit, and the medal CPU 30a determines that the startup command is normal when the command type indicates a startup command and the parity bit is normal. The parity bit is not the only thing used to determine whether the startup command is normal.

[0138] Furthermore, when the medal CPU 30a normally receives a startup command transmitted from the main CPU 10a, it determines that communication with the main CPU 10a has been established.

[0139] Then, the medal CPU 30a performs a communication permission process (step S174), starts communication with the dedicated unit 50, and transitions to a counting possible state. The communication permission process will be described later.

[0140] When the main CPU 10a normally receives the reply command sent from the medal CPU 30a in the reply command waiting state (Y in step S163), it proceeds to the setting change process, the state recovery process, or the cold start process. When the command type indicates a reply command and the parity bit is normal, the main CPU 10a judges that the reply command is normal. Note that the method of judging whether the reply command is normal is not limited to the parity bit.

[0141] The main CPU 10a may determine that communication with the medal CPU 30a has been established by transmitting a startup command to the medal CPU 30a, or may determine that communication with the medal CPU 30a has been established by successfully receiving a reply command transmitted from the medal CPU 30a. Furthermore, after transmitting the startup command, the main CPU 10a may transition to setting change processing, status recovery processing, or cold start processing without waiting for a reply command, and may transition to an error state if it is unable to confirm successful reception of the reply command after completing the setting change processing or status recovery processing.

[0142] Also, the main CPU 10a may count a predetermined time with a communication timer (step S162) while waiting for a reply command (step S163), and if the predetermined time has elapsed without receiving a reply command, may determine that communication with the medal CPU 30a has not been established, or that communication has been established but then disconnected, and may limit the progress of the game. In this case, the game may not be restored unless the power is turned on again.

[0143] In the communication permission process of step S174 shown in FIG. 11, as shown in FIG. 12, the main control chip manufacturer code (identifier) ​​is extracted (obtained) from the startup command (step S180), and compared with the manufacturer code (specific identifier) ​​of the medal count control board 30 prestored in the medal ROM 30b of the medal count control board 30 to determine whether they match (step S181). The manufacturer code is an identifier that can uniquely identify the manufacturer that produced the gaming machine. Therefore, if the main board 10 and the medal count control board 30 are boards from the same manufacturer, the manufacturer codes will match, and if the main board 10 and the medal count control board 30 are boards from different manufacturers, the manufacturer codes will be different.

[0144] If the manufacturer codes are compared and the two match (Y in step S181), the medal CPU 30a turns the communication permission flag ON (step S182). On the other hand, if the two do not match (N in step S181), the medal CPU 30a turns the communication permission flag OFF (or keeps it OFF if it is already OFF) (step S183), and sets a manufacturer code mismatch error managed by the medal CPU 30a (step S184).

[0145] The communication permission flag is a flag for controlling whether or not communication is possible between the medal CPU 30a and the dedicated unit 50. The medal CPU 30a resets (OFF) the communication permission flag when the power is turned on, and when the communication permission flag is ON (valid), communication with the dedicated unit 50 is executable, but when the communication permission flag is OFF (invalid), the medal CPU 30a does not execute (start) communication with the dedicated unit 50.

[0146] For this reason, the medal CPU 30a checks the communication permission flag every time it is time to send a notification (gaming machine information notification, counting notification, loan receipt result response) to the dedicated unit 50 shown in Figure 9, and sends a notification if the communication permission flag is ON.

[0147] Furthermore, when the medal CPU 30a receives a loan notification from the dedicated unit 50, if the timing is appropriate and the communication permission flag is ON, it executes processing for the loan notification. However, if the reception timing is inappropriate or the communication permission flag is OFF, the medal CPU 30a ignores (discards) the loan notification and does not execute processing for the loan notification. Here, the appropriate timing is approximately 170 msec after the medal CPU 30a transmits the counting notification, or approximately 270 msec after the medal CPU 30a transmits the gaming machine information notification, as shown in FIG. 9.

[0148] In this way, when the medal CPU 30a (second control unit) receives a startup command (information) from the main CPU 10a (first control unit), it acquires a manufacturer code (identifier) ​​from the startup command. In this embodiment, when the medal CPU 30a determines that the manufacturer code is equal to a predetermined manufacturer code (specific identifier), it enables communication with the dedicated unit 50. Therefore, when the connection between the medal CPU 30a and the main CPU 10a is correct and communication is being performed appropriately, the medal CPU 30a can communicate with the dedicated unit 50. As a result, when communication between the medal CPU 30a and the main CPU 10a is not being performed appropriately, communication between the medal CPU 30a and the dedicated unit 50 is not started, so that processing between the medal CPU 30a, the main CPU 10a, and the dedicated unit 50 can be performed appropriately.

[0149] In this embodiment, the communication between the medal CPU 30a and the main CPU 10a is properly performed is confirmed by a start-up command when the power of the gaming machine is turned on. The start-up command is sent earliest among the commands (start-up command, medal insertion command, start lever press command, payout end command, one game end command, state transition command) sent by the main CPU 10a to the medal CPU 30a, so the communication between the medal CPU 30a and the main CPU 10a can be confirmed early before other commands (medal insertion command, start lever press command, payout end command, one game end command, state transition command), and the communication between the medal CPU 30a and the dedicated unit 50 can be started early.

[0150] The information for confirming that communication between the medal CPU 30a and the main CPU 10a is being performed appropriately is not limited to the start-up command, but may be other commands (a medal insertion command, a start lever press command, a payout end command, a one-game end command, a state transition command). In this way, it is possible to confirm that communication between the medal CPU 30a and the main CPU 10a is being performed appropriately by any of the commands.

[0151] In this embodiment, the manufacturer code included in the startup command is used to confirm that communication between the medal CPU 30a and the main CPU 10a is being performed appropriately. However, this is not limited to the manufacturer code, and any identifier that can identify the connection relationship between the main CPU 10a and the medal CPU 30a (the connection relationship between the main board 10 and the medal count control board 30) will suffice. For example, any identifier included in the startup command such as gaming machine information or chip ID, which is information required at startup, or other commands (game medal insertion command, start lever press command, payout end command, one game end command, state transition command) can be used.

[0152] FIG. 13 is a diagram for explaining the medal count control board 30. As shown in FIG.

[0153] As shown in Fig. 13(A), the medal count control board 30 is provided with a first connector 82, a second connector 84, a status display device 80, a game medal count clear button B13, and an error reset button B14. The first connector 82 is a connector for connecting a cable for communicating with the dedicated unit 50, and the second connector is a connector for connecting a cable for communicating with the main board 10. The status display device 80 displays an error state, game medal count clear, etc. The game medal count clear button B13 is for performing an operation to clear the game medal count to 0, and the error reset button B14 is for performing an operation to reset a predetermined error (e.g., a backup error, etc.).

[0154] The medal count control board 30 is stored in a transparent or semi-transparent board case 350 composed of a case body 352 and a case lid 354. The case body 352 is provided with a body side connecting part 358 (an example of a sealing means) connected to the case lid 354 by a connecting pin 356 (an example of a sealing means), and the case lid 354 is provided with a lid side connecting part 360 (an example of a sealing means) connected to the case body 352 by the connecting pin 356. When the medal count control board 30 is stored in the board case 350 and closed, the body side connecting part 358 of the case body 352 is configured to fit inside the lid side connecting part 360 of the case lid 354. In this state, the case body 352 and the case lid 354 are connected by inserting the connecting pin 356 into the fitted body side connecting part 358 and lid side connecting part 360, and the medal count control board 30 is sealed.

[0155] The board case 350 in which the medal count control board 30 is stored and sealed is installed above the reel unit 310 in the housing so that the display of the status display device 80 installed on the medal count control board 30 can be seen from the front with the upper front door UD open, as shown in Fig. 13(B). Therefore, in this embodiment, the display of the status display device 80 can be seen by opening the upper front door UD. The medal count control board 30 may be arranged below the reel unit 310 in the housing (for example, near the power supply unit).

[0156] In addition, the case cover 354 has openings at positions corresponding to the game medal count clear button B13 and the error reset button B14, and when the medal count control board 30 is stored in the board case 350, the game medal count clear button B13 and the error reset button B14 are exposed from the openings in the case cover 354 and are configured to be operable (pressable).

[0157] In this embodiment, when a predetermined medal count clear condition (one example of a predetermined clear condition) is satisfied, the medal CPU 30a clears (initializes) the medal count (one example of a game value count) in the medal holding section to 0. In this embodiment, when the power is turned on with the medal count clear button B13 operated (pressed) (the medal count clear switch 256 is ON), it is determined that the medal count clear condition is satisfied. When the medal count is cleared to 0, the medal CPU 30a updates the display of the medal count in the medal count display device 70 to "0", causes the status display device 80 of the medal count control board 30 to perform a specific clear notification (one example of a specific notification) that notifies the user that the medal count has been cleared to 0, and outputs a medal count clear signal to the dedicated unit 50 for a predetermined time (for example, 5 sec). When the predetermined time (for example, 5 sec) has elapsed, the output of the medal count clear signal is terminated and the specific clear notification is also terminated.

[0158] The status display device 80 is composed of a seven-segment display, and the medal CPU 30a issues a specific clear notification by turning on the dot display unit DP (see FIG. 13) that displays the decimal point and the like of the seven-segment display, and ends the specific clear notification by turning off the dot display unit DP. Note that the specific clear notification is not limited to this, and the specific clear notification may be made by flashing the dot display unit DP or by displaying a specified identification symbol on the seven-segment display.

[0159] The functions of the gaming machine of this embodiment can be virtually realized by a computer system (including a game system). In these systems, the functions can be realized by downloading a program that causes a computer to function as the main board 10, the sub board 20, or the medal count control board 30 of this embodiment from an information storage medium such as a CD or a DVD or from a Web server on the Internet via a network. In the above computer system, the bet switch 220, the start switch 230, the stop switch 240, etc. can be virtually realized by assigning their functions to operating means such as a keyboard, a pointing device (mouse, etc.), or a controller. In the above computer system, the reel unit 310, etc. are not essential components, and these device units can virtually realize their functions by controlling images displayed and output on a display (display device).

[0160] 1-2. Method of this embodiment Hereinafter, the control method adopted in the gaming machine of this embodiment will be specifically described with reference to Fig. 14. Fig. 14 is a flow chart for explaining the game medal count clear process of the medal count control board in the gaming machine of this embodiment.

[0161] After the power is turned on, the medal CPU 30a performs a medal count clear process when the start-up process of step S171 shown in Fig. 11 ends. In the medal count clear process, as shown in Fig. 14, it is determined whether or not the medal count clear condition is satisfied (step S190). Specifically, when the ON state of the medal count clear switch 256 is detected, it is determined that the medal count clear condition is satisfied, and when the ON state of the medal count clear switch 256 is not detected, it is determined that the medal count clear condition is not satisfied.

[0162] When the game medal count clear condition is met (Y in step S190), the game medal count in the medal holding section is cleared to 0 (step S191), the display of the game medal count on the game medal count display device 70 is updated to "0" (step S192), the game medal count clear signal is set to ON by setting the second bit (e.g., bit 3) of game machine fraud 2 in the hall control fraud monitoring information to "1" (step S193), and a timer is set for a predetermined time (e.g., 5 sec) (step S194). However, since the communication permission flag is OFF at this stage, the game medal count clear signal is not output to the dedicated unit 50, and the timer does not start timing.

[0163] Then, when the communication permission flag is turned ON (step S195), a game medal count clear signal is output to the dedicated unit 50 through a game machine information notification including hall control and fraud monitoring information (step S196), a specific clear notification is executed by lighting up the dot display unit DP in the status display device 80 of the medal count control board 30 (step S197), and timing of a predetermined time (e.g., 5 sec) begins.

[0164] Then, when a predetermined time (e.g., 5 sec) has elapsed (Y in step S198), the second bit (e.g., bit 3) of gaming machine fraud 2 in the hall computer fraud monitoring information is set to "0" to set the medal count clear signal to the OFF state (step S199), and the dot display unit DP in the status display device 80 of the medal count control board 30 is turned off to end the specific clear notification (step S200). In this way, the medal count clear signal is maintained in the ON state for a predetermined time (e.g., 5 sec), the output of the medal count clear signal continues, and the specific clear notification is executed while the output of the medal count clear signal continues. When the dedicated unit 50 receives the medal count clear signal, it notifies the hall computer or the like of the fact.

[0165] In this embodiment, when the medal CPU 30a receives a start-up command from the main CPU 10a after power-on, it determines that communication with the main CPU 10a has been established, and when the communication permission flag is turned on based on the match of the manufacturer code, it starts communication with the dedicated unit 50 regardless of the control status of the main CPU 10a. The medal CPU 30a can output a medal count clear signal to the dedicated unit 50 through a gaming machine information notification including hall control and fraud monitoring information. As a result, according to this embodiment, the medal CPU 30a uses the establishment of communication with the main CPU 10a as a start condition, and when the medal count clear condition is satisfied, it transmits a medal count clear signal to the dedicated unit 50 regardless of the control status of the main CPU 10a, so that it can promptly notify the dedicated unit 50 that the medal count has been cleared. The control status of the main CPU 10a includes a playable state and an unplayable state, and the unplayable state includes an initial setting after power-on, an initialization process, a change of a set value, a confirmation of a set value, and an error state requiring a return process by resetting or the like.

[0166] If the start condition here is that the internal state of the main CPU 10a has become playable, then if the setting value is changed and the number of game medals is cleared simultaneously, the game medal count clear signal will not be sent to the dedicated unit 50 until the setting value change is completed. However, in this embodiment, it is possible to notify the dedicated unit 50 that the number of game medals has been cleared at the time communication between the main CPU 10a and the medal CPU 30a is established, so that even if the setting value is changed and the number of game medals is cleared simultaneously, the dedicated unit 50 can be promptly notified that the number of game medals has been cleared.

[0167] Specifically, if the setting change condition is satisfied when the power is turned on, the main CPU 10a notifies the medal CPU 30a through a start-up command that the setting value is being changed, and when the medal CPU 30a transmits a game medal number clear signal to the dedicated unit 50, the main CPU 10a may be changing the setting value. However, the medal CPU 30a uses the establishment of communication with the main CPU 10a as a start condition, and when the game medal number clear condition is satisfied, the medal CPU 30a transmits a game medal number clear signal to the dedicated unit 50 even if the main CPU 10a is changing the setting value (unplayable state), so that the dedicated unit 50 can be notified that the game medal number has been cleared without waiting for the change of the setting value to be completed and play to be possible, and the dedicated unit 50 can be promptly notified that the game medal number has been cleared. This allows the player to quickly grasp that the game medal number has been cleared.

[0168] If the medal CPU 30a begins communication with the dedicated unit 50 before receiving a startup command from the main CPU 10a, the dedicated unit 50 may not be able to receive the command properly or an error may occur because the medal CPU 30a does not know information about the main CPU 10a, such as the main control chip ID number and the main control chip manufacturer code. However, according to this embodiment, the dedicated unit 50 can be properly notified that the number of game medals has been cleared at the earliest possible timing after power is turned on.

[0169] In addition, in this embodiment, the medal CPU 30a has the establishment of communication with the main CPU 10a as the starting condition, and when the game medal count clearing condition is met, it causes the status display device 80 of the medal count control board 30 to execute a specific clear notification regardless of the control status of the main CPU 10a, so that it can quickly notify that the game medal count has been cleared.

[0170] If the start condition here is that the internal state of the main CPU 10a has become playable, then if the setting value is changed and the number of game medals is cleared simultaneously, the specific clear notification cannot be executed until the setting value change is completed. However, in this embodiment, the specific clear notification can be executed at the timing when communication between the main CPU 10a and the medal CPU 30a is established, so that it can be quickly notified that the number of game medals has been cleared even if the setting value is changed and the number of game medals is cleared simultaneously.

[0171] Specifically, the medal CPU 30a, with the establishment of communication with the main CPU 10a as a start condition, satisfies the game medal number clear condition and the start condition, causes the status display device 80 to execute a specific clear notification even if the main CPU 10a is changing the setting value (unplayable state), so that it is possible to notify that the game medal number has been cleared without waiting for the setting value change to end and play to become possible, and it is possible to quickly notify that the game medal number has been cleared. This allows the player to quickly grasp that the game medal number has been cleared.

[0172] In addition, in this embodiment, the medal CPU 30a has established communication with the main CPU 10a as a start condition, and when the game medal count clear condition is met and the start condition is also met, causes the status display device 80 to execute a specific clear notification regardless of the connection status with the dedicated unit 50.Therefore, even in a situation where it is not possible to notify the dedicated unit 50 that the game medal count has been cleared due to not being connected to the dedicated unit 50, it is possible to notify a store clerk at the game arcade of this fact by the specific clear notification, and to properly notify the user that the game medal count has been cleared.

[0173] In addition, in this embodiment, a specific clear notification is executed by the status display device 80, so that it is possible to know that the number of game medals has been cleared without checking the display of the number of game medals on the game medal number display device 70.

[0174] 15 and 16 are diagrams showing images displayed in the menu presentation in the gaming machine of this embodiment, and FIG. 17 is a diagram showing an image displayed in the specific error notification in the gaming machine of this embodiment.

[0175] In this embodiment, when the performance button B5 or the menu button B6 is operated during the execution of the demo performance, the sub-CPU 20a (performance control means 210) ends the demo performance and transitions to a menu performance in which a predetermined menu is displayed in response to the operation of the performance button switch 270 or the menu button switch 280. In the menu performance, in response to the operation of the performance button B5 or the menu button B6, as shown in FIG. 15, a menu screen 400 (a predetermined menu screen) is displayed on the liquid crystal display LCD (menu display). When the screen transitions to the menu screen 400, the image that was displayed up until that point is hidden.

[0176] As shown in FIG. 15, the menu screen 400 displays options such as "Volume," "Light Intensity," "Performance Customization," "Game History," and "Exit." When the user moves the cursor using the cross key B7 to select one of the options and presses the menu button B6 to confirm, the screen will move to the screen corresponding to the selected option.

[0177] When "Volume" is selected and confirmed on the menu screen 400, the screen moves to a volume setting screen 410 for setting the volume of the sound output from the speaker SP, as shown in FIG. 16(A). When "Light intensity" is selected and confirmed on the menu screen 400, the screen moves to a light intensity setting screen 430 for setting the light intensity of the outer perimeter lamp AL and the liquid crystal display LCD, as shown in FIG. 16(B). When "Performance customization" is selected and confirmed on the menu screen 400, the screen moves to a performance customization screen (not shown) for setting the performance mode. When "Game history" is selected and confirmed on the menu screen 400, the screen moves to a game history screen (not shown) for checking the game history such as the number of times the bonus was won. In this embodiment, the volume can be set in five stages from "1" to "5". On the volume setting screen 410, as shown in FIG. 16(A), a volume bar image 420 corresponding to the five stages of volume is displayed, and the volume is changed by increasing or decreasing the scale of the volume bar by operating the left button B7C or the right button B7D, and the volume is determined by operating the menu button B6. The light intensity can also be set in five stages from "1" to "5", and the light intensity setting screen 430 displays a light intensity bar image 440 corresponding to the five stages of light intensity as shown in Fig. 16(B), and the light intensity can be changed by increasing or decreasing the scale of the light intensity bar by operating the left button B7C or right button B7D, and the light intensity is determined by operating the menu button B6. Also, on the performance customization screen, it is possible to select a performance mode corresponding to a specific character.

[0178] When the menu button B6 is operated on the volume setting screen 410, the light intensity setting screen 430, the presentation customization screen, or the game history screen, the screen returns to the menu screen 400, and when "Exit" is selected and confirmed on the menu screen 400, the menu screen 400 is terminated and the game presentation (game screen) is restored (the menu display is terminated).

[0179] Furthermore, when an operation is performed on the bet button B0, an operation is performed on the settlement button B4, an operation is performed on the start lever SL to start a game, or an operation is performed on the counting button B8 on the menu screen 400, the volume setting screen 410, the light intensity setting screen 430, the presentation customization screen, or the game history screen, these displays are terminated and the game presentation is restored.

[0180] In addition, when the left button B7C or the right button B7D is operated in a playable state (a situation in which play is possible) or during play (a situation in which play is possible), the sub-CPU 20a (presentation control means 210) performs a volume change process to change the volume within a range of five levels from "1" to "5" in response to the operation of the left button switch 290C or the right button switch 290D, and performs a volume display process to display a volume bar image 420 indicating (or suggesting) the current volume on the liquid crystal display LCD for a predetermined time (for example, 2 seconds) and an operation sound output process to output an operation sound (for example, Pong, etc.) from the speaker SP at the current volume. Similarly, when the volume bar image 420 is displayed on the volume setting screen 410, when the left button B7C or the right button B7D is operated, a volume change process is performed, and a volume display process to display the volume bar image 420 until the volume setting screen 410 transitions to another screen, and an operation sound output process are performed. In these cases, the volume display process displays the volume bar image 420 indicating the current volume after the change, and the operation sound output process outputs the operation sound at the current volume after the change.

[0181] In addition, when the up button B7A or the down button B7B is operated in a playable state or during play, the sub-CPU 20a (presentation control means 210) performs a light amount change process to change the light amount within a range of five stages from "1" to "5" in response to the operation of the up button switch 290A or the down button switch 290B, and performs a light amount display process to display a light amount bar image 440 indicating (or suggesting) the current light amount on the liquid crystal display LCD for a predetermined time (e.g., 2 seconds) and an operation sound output process to output an operation sound (e.g., "Pong") from the speaker SP at the current volume. Similarly, when the light amount bar image 440 is displayed on the light amount setting screen 430, when the up button B7A or the down button B7B is operated, the light amount change process is performed, and a light amount display process to display the light amount bar image 440 until the light amount setting screen 430 transitions to another screen, and an operation sound output process are performed.

[0182] In this embodiment, when the VL connection signal is in the OFF state, the medal CPU 30a outputs a medal count VL unconnected signal to the main CPU 10a, and continues to output the signal until the VL connection signal is in the ON state. When the medal count VL unconnected signal remains in the ON state for a predetermined time (for example, 154.96 msec) or more, the main CPU 10a sets a lending device connection error flag corresponding to a lending device connection error (specific error) to the ON state, setting the state to an error state and restricting the progress of the game. When a lending device connection error occurs, the main CPU 10a transmits a specific error occurrence command to the sub CPU 20a to notify the occurrence of a lending device connection error. The sub CPU 20a can grasp that it is in an unconnected state with the dedicated unit 50 by the specific error occurrence command.

[0183] In addition, when the OFF state of the medal count VL unconnected signal continues for a predetermined time (for example, 655.60 msec) or more during the lending device connection error, the main CPU 10a cancels the lending device connection error and transmits a specific error cancel command notifying the same to the sub-CPU 20a. The sub-CPU 20a can grasp that it is properly connected to the dedicated unit 50 and that the power supply of the dedicated unit 50 is ON by the specific error cancel command.

[0184] Furthermore, if the VL connection signal is OFF at the time of startup, the medal CPU 30a starts outputting the medal count VL unconnected signal, and if the VL connection signal is ON, it ends outputting the medal count VL unconnected signal. When the main startup process is completed, if the medal count VL unconnected signal remains OFF for a predetermined time (e.g., 655.60 msec) or more, the main CPU 10a determines that the dedicated unit 50 is properly connected and the power supply of the dedicated unit 50 is ON, and transitions to a playable state. At this time, the main CPU 10a transmits a connection command to the sub CPU 20a notifying the reception of the VL connection signal. The sub CPU 20a can grasp the reception of the VL connection signal and the playable state by the connection command.

[0185] In this embodiment, when the sub-startup processing is completed, the sub-CPU 30a (performance control means 210) executes performance processing based on a command from the main CPU 10a, but when a specific error occurrence command is received, it causes the display device 330 and the audio device 340 to execute a specific error notification (specific notification) that notifies (or suggests) that the dedicated unit 50 is not connected.

[0186] In the specific error notification, as shown in FIG. 17, a specific image 450 including text such as "Rental unit starting up" or "Please wait. This operation may take a few minutes" is displayed on the liquid crystal display LCD, the frame lamp AL is turned on or flashes in a specific error pattern, and a specific error sound is output from the speaker SP.

[0187] In this embodiment, when the sub start process is completed, the sub CPU 20a (presentation control means 210) enables (accepts) the operation of the menu button B6 and the cross key B7 regardless of the internal state of the main CPU 10a (such as a playable state or an error state). That is, in this embodiment, even if the internal state of the main CPU 10a is a rental device connection error state, the sub CPU 20a accepts the operation of the menu button B6 and the cross key B7. In addition, the sub CPU 20a turns on the LEDs built into the menu button B6 and the cross key B7 when the operation of the menu button B6 and the cross key B7 is enabled, and turns off the LEDs built into the menu button B6 and the cross key B7 when the operation of the menu button B6 and the cross key B7 is disabled. That is, in this embodiment, even if the internal state of the main CPU 10a is a rental device connection error state, the sub CPU 20a turns on the LEDs built into the menu button B6 and the cross key B7.

[0188] In this embodiment, when the left button B7C or the right button B7D is operated while the specific image 450 is being displayed, the sub-CPU 20a (performance control means 210) outputs an operation sound while continuing to display the specific image 450 shown in FIG. 17 without displaying the volume bar image 420. Specifically, in response to the operation of the left button B7C or the right button B7D, a volume change process is performed, and a volume display process and an operation sound output process are performed. In the volume display process, the volume bar image 420 is drawn in a layer lower than the layer in which the specific image 450 is drawn, so that the volume bar image 420 is not displayed. In other words, the display of the specific image 450 takes precedence over the volume bar image 420. In addition, in the operation sound output process, the operation sound is output at the current volume after the change.

[0189] Furthermore, when the up button B7A or the down button B7B is operated while the specific image 450 is being displayed, the sub-CPU 20a (performance control means 210) outputs an operation sound while continuing to display the specific image 450 shown in Fig. 17 without displaying the light amount bar image 440. Specifically, in response to the operation of the up button B7A or the down button B7B, a light amount change process is performed, and a light amount display process and an operation sound output process are performed. However, in the light amount display process, the light amount bar image 440 is drawn on a layer lower than the layer on which the specific image 450 is drawn, so that the light amount bar image 440 is not displayed. In other words, the display of the specific image 450 takes priority over the light amount bar image 440.

[0190] In addition, when the sub-CPU 20a (performance control means 210) receives a specific error release command during execution of the specific error notification, it ends the specific error notification. At this time, if the volume bar image 420 or the light amount bar image 440 is drawn on a lower layer, the volume bar image 420 or the light amount bar image 440 is displayed with the specific image 450 being hidden.

[0191] Thus, in this embodiment, when the dedicated unit 50 is not connected, the sub-CPU 20a executes a specific error notification to notify (or suggest) that the dedicated unit 50 is not connected, and in the specific error notification, a specific image 450 including a character string such as "rental unit starting up" is displayed on the liquid crystal display LCD, as shown in Fig. 17. In this embodiment, the volume can be changed by operating the left button B7C or the right button B7D, and when the left button B7C or the right button B7D is operated while the specific image 450 is being displayed, a volume change process is performed and an operation sound (an example of a predetermined sound) is output at the current volume while continuing to display the specific image 450, so that the volume can be checked even when the dedicated unit 50 is not connected, and the function related to the volume change can be improved.

[0192] In this embodiment, the light intensity can be changed by operating the up button B7A or the down button B7B, and when the up button B7A or the down button B7B is operated while the specific image 450 is being displayed, a light intensity change process is performed and the operation sound is output at the current volume while continuing to display the specific image 450, so that it is possible to confirm that the volume change operation using the left button B7C or the right button B7D and the light intensity change operation using the up button B7A or the down button B7B are valid even in a state not connected to the dedicated unit 50. In particular, according to this embodiment, it is possible to confirm that the cross key B7 is valid during operation checks at the time of shipment from the factory, even without connecting the dedicated unit 50.

[0193] In this embodiment, the volume that can be changed by the volume change operation using the left button B7C or the right button B7D is applied to operation sounds, background music, sound effects, and other sound effects, and is not applied to error sounds or warning sounds, so the volume of error sounds related to specific error notifications is not changed even if the volume is changed by the volume change operation in a state not connected to the dedicated unit 50. This makes it possible to properly notify an error state.

[0194] In this embodiment, the light intensity that can be changed by the light intensity change operation using the up button B7A or down button B7B is applied to game presentations and demo presentations, and is not applied to presentations for notifying or warning of errors, such as specific error notifications, so the light intensity of specific error notifications will not be changed even if the light intensity is changed by the light intensity change operation in a state not connected to the dedicated unit 50. This makes it possible to properly notify an error state.

[0195] In this embodiment, if a lending device connection error occurs during a game (while the reels are spinning), the main CPU 10a restricts the progress of the game after the game in which the lending device connection error occurred ends. In particular, in this embodiment, if a lending device connection error occurs during a game (while the reels are spinning) and a small win is won in the game, the main CPU 10a restricts the progress of the game after the payout of the electronic medals ends. Specifically, the main CPU 10a transmits a payout end command to the medal CPU 30a in response to the win of a small win in the game in which the lending device connection error occurred, and performs an error determination in the insertion process that newly accepts the insertion of a electronic medal after the game ends, and sets the internal state to an error state to restrict the progress of the game. The medal CPU 30a that has received the payout end command adds the payout number to the number of game medals, and updates the display of the number of game medals on the game medal number display device 70 based on the number of game medals after the addition. Therefore, if a lending device connection error occurs during a game (while the reels are spinning) and a small winning combination is won in the game, the display of the number of game medals is updated and the game progress is restricted. However, since the communication connection with the dedicated unit 50 is cut off, the medal CPU 30a does not notify the dedicated unit 50 of the number of electronic medals to be paid out, and when the communication connection with the dedicated unit 50 is restored, the unnotified number of payout medals is notified. In addition, when the sub-CPU 20a receives a specific error occurrence command during a game (while the reels are spinning), it executes a specific error notification after the game in which the command was received is finished. As a result, in this embodiment, if a lending device connection error occurs during a game (while the reels are spinning) and a small winning combination is won in that game, the display of the number of game medals on the game medal count display device 70 is updated before the specific error notification is executed, so that the player can understand that the payout of the electronic medals has been completed while the specific error notification is being issued. If the game progress is stopped and a specific error notification is issued without updating the display of the number of game medals, the player may mistakenly think that the electronic medals have not been paid out, or may have doubts that the number of electronic medals paid out may have disappeared. However, according to this embodiment, it is possible to prevent the player from having unnecessary misunderstandings or doubts.The main CPU 10a may set the internal state to an error state at the timing when the rental device connection error occurs to restrict the progress of the game. Even in this case, in this embodiment, the game progress based on the stop operation of the stop buttons B1 to B3 is not restricted, so that the game progress is restricted after the end of the game in which the rental device connection error occurs.

[0196] In this embodiment, as described above, when the count button B8 is operated, the medal CPU 30a executes the counting process of the electronic medals and transmits a medal count control information command notifying the updated number of game medals to the main CPU 10a, and the main CPU 10a that receives the command transmits a medal count control information command notifying the updated number of game medals to the sub CPU 20a, and the sub CPU 20a (presentation control means 210) that receives the command outputs a predetermined counting sound from the speaker SP. Also, when the count button B8 is released from the pressed state, the medal CPU 30a transmits a command to the main CPU 10a notifying the release of the pressed state of the count button B8 (end of operation), and the main CPU 10a that receives the command transmits a command to notify the sub CPU 20a of the same, and the sub CPU 20a that receives the command terminates the output of the predetermined counting sound. Specifically, when the counting button B8 is pressed briefly, the sub-CPU 20a outputs a first counting sound (e.g., a single press sound, etc.) from the speaker SP, when the counting button B8 is pressed and held, the sub-CPU 20a outputs a second counting sound (e.g., a long press sound, etc.) from the speaker SP, and when the counting button B8 is fully pressed, the sub-CPU 20a outputs a third counting sound (e.g., a predetermined piece of music, etc.) from the speaker SP. The output of the second counting sound continues until the long press operation ends or the number of game medals becomes 0, and when the long press operation ends or the number of game medals becomes 0, the output of the second counting sound ends, and the output of the third counting sound continues until the number of game medals becomes 0, and when the number of game medals becomes 0, the output of the third counting sound ends.

[0197] In addition, as described above, in this embodiment, when the counting button B8 is operated while a game is possible, the counting process is always executed, so that, for example, even during a game (while the reels are spinning), the electronic medals can be counted by operating the counting button B8. Therefore, in this embodiment, there are cases where the performance sound such as BGM or sound effect overlaps with the counting sound such as the first counting sound, the second counting sound, or the third counting sound. When the performance sound such as BGM or sound effect overlaps with the second counting sound or the third counting sound, the sub-CPU 20a (performance control means 210) lowers the volume of the performance sound (for example, BGM). This makes it easier to hear the second counting sound or the third counting sound. The sub-CPU 20a restores the lowered volume to the original volume when a predetermined time has elapsed since the long press operation or the counting process was performed, when the long press operation or the counting process has ended, when a predetermined time has elapsed since the long press operation or the counting process ended, when the output of the second counting sound or the third counting sound has ended, or when a predetermined time has elapsed since the output of the second counting sound or the third counting sound ended. When the first counting sound overlaps with a sound effect such as background music or a sound effect, the volume of the sound effect (for example, background music) is not lowered because the first counting sound is a short sound, but may be lowered. When the sound effect such as background music or a sound effect is lowered, the volume may be lowered below the volume of the overlapping counting sound, or may be lowered below the volume set in the volume change process.

[0198] FIG. 18 is a diagram for explaining errors in the gaming machine of this embodiment.

[0199] In this embodiment, as shown in Fig. 18, multiple types of errors such as backup errors and rental device connection errors are set as errors that the main CPU 10a can detect. When the main CPU 10a detects an error, it sets an error flag corresponding to the error to an ON state, sets the internal state to an error state, restricts the progress of the game, and transmits a command to the sub CPU 20a to notify the occurrence (detection) of the error. The sub CPU 20a (presentation control means 210) that receives the command executes an error notification to notify the error. In the error notification, a predetermined error image including an error code (an identification symbol indicating an error type) shown in Fig. 18 is displayed on the liquid crystal display LCD, the frame lamp AL is turned on or blinks in a predetermined error pattern, and a predetermined error sound is output from the speaker SP. When the main CPU 10a detects an error, it displays the error code shown in Fig. 18 on the game information display unit DS. In this embodiment, depending on the type of error, the counting process may be executable when the progress of the game is restricted, and when the electronic medals can be counted in an error state, the error sound and the counting sound may overlap. When the error sound and the counting sound (the first counting sound or the second counting sound) overlap, the sub-CPU 20a outputs both from the speaker SP without lowering the volume of either sound. Note that the types of errors are not limited to those shown in FIG. 18.

[0200] In this embodiment, when multiple types of error flags are set to the ON state, the main CPU 10a sets the earliest detected error among them as the type of error being detected and displays the error code on the game information display unit DS. However, a priority order may be set in advance for the error codes, and the error code with the highest priority order may be displayed on the game information display unit DS. When the error that occurred is resolved, the error flag is set to the OFF state.

[0201] In this embodiment, the game machine is provided with a so-called complete function (one example of a specific function). The complete function is a function that restricts (stops) the progress of a game when the increase in the number of electronic medals since power-on reaches a predetermined upper limit (for example, 19,000 medals), as shown in FIG. 18. The main CPU 10a counts the difference in the number of electronic medals since power-on (the difference between the number of inserted medals (the number of bets) and the number of paid medals (the number of awarded medals)). Using the lowest point at which the difference in the number of electronic medals has decreased the most as a reference, when the difference in the number of electronic medals (the increase, MY) from the lowest point reaches a predetermined upper limit (for example, 19,000 medals), the game machine determines that the complete operation condition has been established, and activates the complete function that restricts the progress of a game. When the power is reset, the main CPU 10a initializes (resets) the difference in the number of electronic medals to 0 medals.

[0202] In this embodiment, the operation of the complete function is also set as an error that the main CPU 10a can detect, and when the complete operation condition is satisfied, the main CPU 10a sets the internal state to an error state by setting a complete error flag corresponding to the complete error indicating the operation of the complete function to ON, and transmits a complete operation command notifying the same to the sub CPU 20a, and the sub CPU 20a that receives the complete operation command executes a complete performance that notifies the user that the complete function has been operated. In the complete performance, a predetermined complete image is displayed on the liquid crystal display LCD, the frame lamp AL is turned on or blinks in a predetermined complete pattern, and a predetermined complete operation sound is output from the speaker SP.

[0203] Furthermore, when the difference in the number of electronic medals exceeds a specified number (e.g., 18,900 medals) that is a specified number less than the upper limit number (e.g., 19,000 medals), the main CPU 10a transmits a completion warning command to notify the sub-CPU 20a, and upon receiving the completion warning command, the sub-CPU 20a executes a completion warning effect that warns that the operation of the complete function is approaching. In the completion warning effect, a specified warning image is displayed on the liquid crystal display LCD, the frame lamp AL is turned on or blinks in a specified warning pattern, and a specified completion warning sound is output from the speaker SP. Hereinafter, the complete operation sound and the complete warning sound are collectively referred to as the complete function sound.

[0204] In this embodiment, the main CPU 10a can execute the counting process while the game progress is restricted by the complete function, so that the complete function sound and the counting sound may overlap. When the complete function sound and the counting sound (the first counting sound or the second counting sound) overlap, the sub-CPU 20a outputs both from the speaker SP without lowering the volume of either sound, but may lower the volume of either sound.

[0205] Furthermore, when a production sound such as background music or sound effects and a complete function sound overlap, the sub-CPU 20a outputs both from the speaker SP without lowering the volume of either, but may also lower the volume of one of them.

[0206] In this embodiment, when the number of game medals reaches 15,000 (an example of a first number) or more, the medal CPU 30a transmits a command to the main CPU 10a notifying that the number of game medals is 15,000 or more, and the main CPU 10a, having received the command, transmits a command to the sub CPU 20a notifying the same, and the sub CPU 20a, having received the command, executes a counting warning effect (an example of a specific notification) to notify that the number of game medals is approaching the upper limit (for example, 16,382 medals). In the counting warning effect, a predetermined counting warning image is displayed on the liquid crystal display LCD, the base frame lamp AL is turned on or blinks in a predetermined counting warning pattern, and a predetermined counting warning sound is output from the speaker SP. This makes it possible to encourage the player to count.

[0207] In this embodiment, the counting warning sound and the counting sound may overlap. In this case, the sub-CPU 20a outputs both the counting warning sound and the counting sound (first counting sound or second counting sound) from the speaker SP without reducing the volume of either one, but it may also be possible to reduce the volume of one of them.

[0208] In addition, when background music, sound effects, or other such effects sound overlap with the counting warning sound, the sub-CPU 20a outputs both from the speaker SP without reducing the volume of either, but it may also be configured to reduce the volume of one of them.

[0209] Furthermore, when the complete function sound and the count warning sound are generated at the same time, the sub-CPU 20a outputs both of them from the speaker SP without lowering the volume of either of them, but may lower the volume of either one of them.

[0210] FIG. 19 is a diagram illustrating the counting sound effects in the gaming machine of this embodiment.

[0211] In this embodiment, as described above, when the counting button B8 is operated, the medal CPU 30a executes the counting process of the electronic medals, and as shown in FIG. 19(A), sends a medal count control information command (an example of a specific command) to the main CPU 10a (an example of a main control unit) notifying the updated number of game medals (number of remaining game medals: an example of information related to the number of game value), and the main CPU 10a, upon receiving the command, sends the medal count control information command to the sub-CPU 20a (an example of a sub-control unit), and the sub-CPU 20a (presentation control means 210), upon receiving the command, executes a counting sound presentation (an example of a presentation) that causes a predetermined counting sound to be output from the speaker SP.

[0212] In this embodiment, the number of game medals is also stored on the sub-substrate 20 using a medal count control information command or the like, and when the sub-CPU 20a receives a medal count control information command from the main CPU 10a, it updates the number of game medals stored in a specified game medal count memory area provided in the sub-RAM 20c based on the medal count control information command (stores the value of a specific command).

[0213] In this embodiment, the sub-CPU 20a determines the counting sound to be output from among a plurality of counting sounds (such as a first counting sound, a second counting sound, and a third counting sound) based on a value relating to the predetermined game information included in the medal count control information command (specifically, the updated game medal count). The first counting sound notifies that one electronic medal is being counted, the second counting sound notifies that fifty electronic medals are being counted, and the third counting sound notifies that all electronic medals are being counted.

[0214] Specifically, if the updated number of game medals included in the medal count control information command is a number different from a specific number (for example, 0), the sub-CPU 20a determines the counting sound to be output based on the updated number of game medals included in the medal count control information command received this time and the updated number of game medals included in the medal count control information command received last time (the number of game medals stored in the game medal count memory area of ​​the sub-RAM 20c).If the number of game medals has decreased by one since the last time, the sub-CPU 20a determines the counting sound to be output as the first counting sound, and if the number of game medals has decreased by 2 to 50 since the last time, the sub-CPU 20a determines the counting sound to be output as the second counting sound.

[0215] Furthermore, in this embodiment, when a full counting operation (pressing operation for 4000 msec or more) of the counting button B8 is performed, the medal CPU 30a repeats counting by 50 medals until all electronic medals held in the medal holding section are counted, even if the pressed state of the counting button B8 is released (even if the operation is completed). Specifically, similar to the case of a long press operation, in the counting process based on the full counting operation, if the number of game medals in the medal holding section is 50 or more, the counted medal number is set to "50", and if the number of game medals in the medal holding section is less than 50, all electronic medals (number of game medals) are set as the counted medal number.

[0216] In this embodiment, when the medal CPU 30a detects a full counting operation of the counting button B8 and executes the first (initial) counting process after detection, as shown in FIG. 19(A), regardless of the updated number of game medals (the number of game medals in the medal holding section), it sends a medal count control information command to the main CPU 10a notifying the main CPU 10a of a specific number (for example, 0: an example of a specific value) as the updated number of game medals, and the main CPU 10a, upon receiving this command, sends a medal count control information command to the sub-CPU 20a notifying the sub-CPU 20a of a specific number (for example, 0) as the updated number of game medals.

[0217] In addition, when the medal CPU 30a executes the second or subsequent counting process after detecting all counting operations, it transmits a medal count control information command to the main CPU 10a notifying the actual number of game medals as the updated number of game medals, and the main CPU 10a, upon receiving this command, transmits another medal count control information command to the sub-CPU 20a notifying the actual number of game medals as the updated number of game medals.

[0218] For example, when the medal CPU 30a detects a long press operation of the counting button B8 (a press operation for 500 msec or more) and executes a counting process based on the long press operation of the counting button B8, it transmits a medal count control information command to the main CPU 10a notifying the actual number of game medals as the updated number of game medals, when the long press operation (pressed state) of the counting button B8 continues and a total counting operation (a press operation for 4000 msec or more) of the counting button B8 is detected and the first (initial) counting process is executed after the detection, it transmits a medal count control information command to the main CPU 10a notifying a specific number (for example, 0 medals: an example of a specific value) as the updated number of game medals, and when the second or subsequent counting process is executed after the detection of the total counting operation, it transmits a medal count control information command to the main CPU 10a notifying the actual number of game medals as the updated number of game medals.

[0219] When the updated number of game medals included in the medal count control information command is a specific number (e.g., 0), the sub-CPU 20a determines the counting sound to be output based on the updated number of game medals included in the medal count control information command received last time (the number of game medals stored in the game medal count memory area of ​​the sub-RAM 20c, a value related to specified game information).

[0220] Specifically, as shown in Fig. 19(B), when the number of game medals stored in the game medal number storage area of ​​the sub-RAM 20c is 1, the counting sound to be output is determined to be the first counting sound, when the number of game medals stored in the game medal number storage area of ​​the sub-RAM 20c is 2 to 50, the counting sound to be output is determined to be the second counting sound, and when the number of game medals stored in the game medal number storage area of ​​the sub-RAM 20c is 51, the counting sound to be output is determined to be the third counting sound. Note that when the number of game medals stored in the game medal number storage area of ​​the sub-RAM 20c is 0, the counting sound effect is not executed.

[0221] In this embodiment, as shown in FIG. 19(B), third counting sounds A to F are prepared as the third counting sound for notifying that all electronic medals are being counted. When the number of game medals stored in the game medal number storage area of ​​the sub-RAM 20c is between 51 and 1000, the third counting sound to be output is determined to be the third counting sound A. Similarly, when the number of game medals in the game medal number storage area is between 1001 and 2000, the third counting sound to be output is determined to be the third counting sound B. When the number of game medals in the game medal number storage area is 2001 to 3000, the third counting sound to be output is determined to be third counting sound C; when the number of game medals in the game medal number storage area is 3001 to 4000, the third counting sound to be output is determined to be third counting sound D; when the number of game medals in the game medal number storage area is 4001 to 5000, the third counting sound to be output is determined to be third counting sound E; and when the number of game medals in the game medal number storage area is 5001 or more, the third counting sound to be output is determined to be third counting sound F.

[0222] Furthermore, the playback time of the third counting sound is set to a time sufficient to cover the time required for each total count; for example, the time required to count 1,000 electronic medals is 6,000 msec (50 electronic medals are counted at the timing of the count notification every 300 msec), so the playback time of the third counting sound A is set to 6,000 msec + α (for example, 500 msec). Similarly, the playback time of the third counting sound B is set to 12000 msec+α (e.g., 500 msec), the playback time of the third counting sound C is set to 18000 msec+α (e.g., 500 msec), the playback time of the third counting sound D is set to 24000 msec+α (e.g., 500 msec), the playback time of the third counting sound E is set to 30000 msec+α (e.g., 500 msec), and the playback time of the third counting sound F is set to 98300 msec+α (e.g., 500 msec).

[0223] When the sub-CPU 20a receives a medal count control information command while the third counting sound is being output, it updates the number of game medals in the game medal count storage area and continues outputting the third counting sound, and when it receives a medal count control information command notifying that the updated number of game medals is 0 while the third counting sound is being output, or the playback time of the third counting sound being output has elapsed, it terminates output of the third counting sound.

[0224] Conventionally, there was no total counting function for electronic medals, and a counting sound effect was executed according to the type of counting operation (short press operation or long press operation) based on a medal count control information command that notifies the updated number of game medals. Therefore, according to this embodiment, when a total counting function for electronic medals is newly installed, the sub-CPU 20a can determine that a total counting operation has been performed using the medal count control information command that has been conventionally adopted, and a counting sound effect according to the total counting operation can be realized, so that the variety of counting sound effects can be increased without adding new commands, and the amount of data in the main control unit can be reduced. Specifically, when the updated number of game medals included in the currently received medal count control information command is a specific number (e.g., 0) (when the value of the specific command is a specific value), the sub-CPU 20a determines that all counting operations have been performed, and determines the counting sound to be output based on the updated number of game medals included in the previously received medal count control information command (the number of game medals stored in the game medal number memory area of ​​the sub-RAM 20c) (based on the value of the previously received specific command), thereby making it possible to increase the variety of counting sound presentations without adding new commands and reducing the amount of data in the main control unit.

[0225] Furthermore, in this embodiment, when a total counting operation of the counting button B8 is performed, regardless of the updated number of game medals (the number of game medals remaining after the counting process is executed), a medal count control information command is sent to the sub-CPU 20a notifying the sub-CPU 20a of a specific number (e.g., 0) as the updated number of game medals. If the updated number of game medals included in the medal count control information command currently received is a specific number (e.g., 0), the sub-CPU 20a determines the counting sound to be output based on the number of game medals stored in the game medal number memory area of ​​the sub-RAM 20c, so that a counting sound according to the total number of game medals to be counted (the number of game medals in the medal holding section) can be output, thereby increasing the variety of counting sound presentations.

[0226] In this embodiment, the specific number that is the criterion for the total counting operation is not limited to 0, and may be any number that is a fixed number determined in advance, and may be, for example, a number (e.g., 20,000) that is greater than the upper limit of the number of game medals (e.g., 16,382). The specific number is not limited to one type, and may be two or more types (e.g., 0 and 20,000). In this case, for example, at the start of the total counting, a medal count control information command that notifies the sub-CPU20a of a first specific number (e.g., 20,000) as the number of game medals after the update may be transmitted to the sub-CPU20a, and at the end of the total counting, a medal count control information command that notifies the sub-CPU20a of a second specific number (e.g., 0) as the number of game medals after the update may be transmitted to the sub-CPU20a.

[0227] In addition, in this embodiment, the third counting sound may be changed as the number of game medals decreases during the total counting of the electronic medals. For example, if the number of game medals falls below 1,000 while the third counting sound B is being output, the third counting sound may be changed from the third counting sound B to the third counting sound A.

[0228] In this embodiment, the third counting sounds are not limited to six types, namely, third counting sounds A to F, but may be five or less types or seven or more types. In addition, some or all of the third counting sounds may have a common sound effect but different playback times.

[0229] In addition, the counting sound effect of this embodiment is not limited to outputting a counting sound, but may also include displaying strings of characters such as "Counting" or "Total counting" on the liquid crystal display LCD, or lighting or flashing the frame lamp AL in a predetermined counting pattern.

[0230] In this embodiment, the total counting operation of the counting button B8 is not limited to a pressing operation of 4000 msec or more, but can be set to any operation, for example, two consecutive short pressing operations can be set as the total counting operation. Also, a total counting button can be provided separately from the counting button B8, the total counting button can be connected to the medal count control board 30, and the operation on the total counting button can be set as the total counting operation.

[0231] Furthermore, in this embodiment, the total counting of the digitized medals may be made cancelable, and for example, the total counting may be stopped if the counting button B8 is operated during the total counting of the digitized medals, or if a communication error (for example, a state where the dedicated unit 50 is not connected) occurs and the counting of the digitized medals is not normal. In this case, when the total counting is stopped, the output of the counting sound may also be stopped.

[0232] Figure 20 is a flowchart explaining the insertion processing of the main board 10 in the gaming machine of this embodiment, Figure 21 is a flowchart explaining the complete error processing and error stop processing of the main board 10 in the gaming machine of this embodiment, and Figure 22 is a flowchart explaining the door open error monitoring processing and setting value confirmation processing of the main board 10 in the gaming machine of this embodiment.

[0233] In this embodiment, the main CPU 10a performs a door open error monitoring process to monitor a door open error during the insertion process, and can transition from the door open error monitoring process to the setting confirmation mode. In this embodiment, when a complete error occurs, the game progress is restricted, but since there is a possibility that the upper front door UD or the lower front door DD may be opened, the door open error is monitored even during the restriction of the game progress by the complete function. Specifically, the main CPU 10a also monitors a complete error during the insertion process, and performs a door open error monitoring process even when a complete error occurs. As a result, in this embodiment, it is possible to transition to the setting confirmation mode not only when the setting confirmation condition is satisfied during the insertion acceptance of the electronic medal, but also when the setting confirmation condition is satisfied during the restriction of the game progress by the complete function.

[0234] In addition, in this embodiment, when the setting confirmation condition is satisfied during the acceptance of insertion of a digitalized medal, the main CPU 10a transitions to the setting confirmation mode even during the execution of the counting warning effect.

[0235] In this embodiment, the main CPU 10a does not transition to the setting confirmation mode when the error type is set to another error other than the door open error and the complete error. For example, even if the upper front door UD or the lower front door DD is opened in a situation where the error type is set to another error such as a medal over error, a lending device connection error, or a medal count control error, the error type is not changed to a door open error and the current error type is maintained, so the setting confirmation condition is not met. However, if a door open error occurs during another error such as a medal over error and then the other error such as a medal over error is released, the error type is changed to a door open error, and the setting confirmation condition can be met.

[0236] The transition to the setting check mode will be described below with reference to FIGS.

[0237] In the input process of step S150 shown in Fig. 8, the main CPU 10a performs a door open error monitoring process for monitoring a door open error (step S210) as shown in Fig. 20. The door open error monitoring process will be described later.

[0238] Furthermore, if a medal over error occurs (Y in step S211), error wait processing is performed (step S212). Although a detailed description is omitted, in the error wait processing, a medal over error flag corresponding to the medal over error is set to ON state to enter an error state, the error type is set to medal over error, an error code (EH) indicating the medal over error is displayed on the game information display unit DS, and resolution of the medal over error is awaited.

[0239] If a completion error occurs (Y in step S213), the process proceeds to a completion error process, which will be described later.

[0240] The main CPU 10a also performs a settlement button monitoring process that monitors the operation of the settlement button B4 (step S214), and a bet button monitoring process that monitors the operation of the bet button B0 (step S215). A detailed description of these processes will be omitted, but when the settlement button B4 is operated, a settlement process is performed in which all electronic medals set to the inserted state are returned to the medal holding section, and when the bet button B0 is operated, a process is performed in which the electronic medals held in the medal holding section are set to the inserted state.

[0241] Then, when the specified number of electronic medals are set to the inserted state (bet state) (Y in step S216) and a game start operation is performed on the start lever SL (Y in step S217), the main CPU 10a ends the insertion process and transitions to the internal lottery process of step S151 shown in Figure 8.

[0242] Also, in the complete error processing, the main CPU 10a sets the complete error flag corresponding to the complete error to the ON state to enter an error state, sets the error type to a complete error (step S220), and transitions to error stop processing, as shown in FIG. 21(A).

[0243] In the error stop processing, the main CPU 10a performs an error stop setting process (step S230) as shown in Fig. 21(B). In the error stop setting process, a process of displaying an error code indicating an error type being set and an error setting on the game information display unit DS is performed. For example, when the error type is set to a complete error in the complete error processing shown in Fig. 21(A), an error code (EY) indicating a complete error is displayed on the game information display unit DS.

[0244] Furthermore, if a complete error occurs (Y in step S231), a door open error monitoring process is performed (step S232), and if a door open error has occurred (Y in step S233), the process transitions again to the complete error process shown in FIG. 21(A), and the error type is set again from the door open error to a complete error (step S220).

[0245] In the door opening error monitoring processing of step S210 of the input processing shown in FIG. 20 and step S232 of the error stop processing shown in FIG. 21(B), when a door opening error occurs (Y in step S240), the main CPU 10a sets the door opening error flag corresponding to the door opening error to the ON state to enter an error state, sets the error type to the door opening error, and displays the error code (E8) indicating the door opening error on the game information display unit DS (step S241), as shown in FIG. 22(A), and when the signal state of the setting change permission switch 262 becomes the ON state (Y in step S242), performs the setting value confirmation processing (step S243).

[0246] In the setting value confirmation process, the main CPU 10a transitions to a setting confirmation mode as shown in FIG. 22(B), displays a number indicating the current setting value (e.g., "1" to "6") on the game information display unit DS (step S250), and when the signal state of the setting change permission switch 262 is changed to the OFF state (step S251), ends the display of the setting value and returns to the game mode (door open error) (step S252).

[0247] In this manner, in this embodiment, since it is possible to switch to the setting confirmation mode not only while accepting the insertion of electronic medals that can be used to play a game, but also while game progress is being restricted by the complete function, it is possible to check the setting values ​​even while game progress is being restricted by the complete function, improving the setting confirmation function. In particular, according to this embodiment, the setting values ​​when the complete function is activated can be checked without cutting off the power or changing the settings.

[0248] In addition, in this embodiment, if the setting confirmation conditions are met while accepting the insertion of an electronic medal, the device will transition to setting confirmation mode even if the counting warning display is being executed, so that the setting value can be confirmed even while the counting warning display is being executed, thereby improving the function related to setting confirmation.

[0249] In addition, in this embodiment, the setting confirmation mode is not entered during other errors other than the door open error and the complete error (for example, a medal over error, a lending device connection error, a medal count control error, etc.), but it is possible to enter the setting confirmation mode while game progress is restricted by the complete function.Therefore, while the setting value cannot be checked during other errors, the setting value can be checked while game progress is restricted by the complete function, thereby improving the setting confirmation function.

[0250] In addition, in this embodiment, the system does not transition to setting confirmation mode when a medal over error or a lending device connection error (disconnection from the dedicated unit 50) occurs, so that priority can be given to clearing the medal over error or resolving the disconnection from the dedicated unit 50.

[0251] In addition, in this embodiment, the door opening error monitoring process executed in the input process is also used in common while the game progress is restricted by the complete function, thereby making it possible to improve the function related to setting confirmation while reducing program capacity.

[0252] In this embodiment, when the medal CPU 30a (display control means) executes the counting process by the counting operation (short press operation or long press operation) of the count button B8, it updates and displays (counts down) the number of game medals (number of game values) on the game medal number display device 70. In this embodiment, it is possible to transition to the setting confirmation mode even during the update display (counts down) of the number of game medals. Specifically, when the main CPU 10a satisfies the setting confirmation condition during the insertion acceptance of the electronic medal, it transitions to the setting confirmation mode even during the update display (counts down) of the number of game medals. This allows the setting value to be confirmed even during the update display (counts down) of the number of game medals, and improves the function related to the setting confirmation. Note that when the setting confirmation condition is satisfied during the restriction of the game progress by the complete function, it may transition to the setting confirmation mode even during the update display (counts down) of the number of game medals.

[0253] In this embodiment, when the main CPU 10a meets the setting confirmation condition while accepting insertion of electronic medals or limiting game progress by the complete function, it transmits a command indicating that the internal state is setting confirmation (setting confirmation mode) to the medal CPU 30a, and the medal CPU 30a that receives the command limits the counting process. That is, in the setting confirmation mode, the medal CPU 30a limits the counting process and maintains the display of the number of game medals. This allows the player to grasp the number of game medals.

[0254] In this embodiment, in order to limit the counting process in the setting confirmation mode, when the game mode is switched to the setting confirmation mode from the game mode while the update display (countdown display) of the number of game medals is being displayed, the counting process is stopped and the update display (countdown display) of the number of game medals is stopped (interrupted). This allows the player to know the number of game medals when the setting confirmation mode is switched to while the update display of the number of game medals is being displayed.

[0255] Furthermore, when the setting confirmation mode ends and the game mode is entered while the counting button B8 is being operated (the counting button switch 255 is ON), the medal CPU 30a starts the counting process without the need to operate the counting button B8 again, and accordingly starts the update display (countdown display) of the number of game medals. Specifically, when a predetermined period (e.g., 0.5 seconds) has elapsed since the end of the setting confirmation mode, the update display (countdown display) of the number of game medals starts. As a result, when the setting confirmation mode ends during the counting operation, the counting process and the update display (countdown display) of the number of game medals start without the need to perform the counting operation again, improving the function of counting electronic medals.

[0256] In this embodiment, when the game mode is switched to the setting confirmation mode during the counting operation, the update display (countdown display) of the number of game medals is interrupted, and when the setting confirmation mode is ended while the counting operation (the counting button switch 255 is ON) is continued, the update display (countdown display) of the number of game medals that was interrupted can be resumed without performing the counting operation again. This improves the function of counting electronic medals.

[0257] In this embodiment, the counting process and the update display (countdown display) of the number of game medals may be executed even in the setting confirmation mode. In this way, if the game mode is switched to the setting confirmation mode while the update display (countdown display) of the number of game medals is being displayed, the counting process and the update display (countdown display) of the number of game medals can be continued. Also, it becomes possible to count the electronic medals even in the setting confirmation mode.

[0258] In this embodiment, when the number of game medals becomes 0 as a result of the counting process based on the counting operation (when all electronic medals are sent to the dedicated unit 50 as a result of the counting process), the sub CPU 20a (an example of a presentation control means) outputs a first sound related to the counting of the electronic medals (for example, a sound such as "counting has been completed": an example of a first sound related to the counting operation) from the speaker SP. In this embodiment, when the main CPU 10a satisfies a setting confirmation condition while accepting the insertion of electronic medals or while the progress of the game is restricted by the complete function, the main CPU 10a transmits a command to the sub CPU 20a indicating that the internal state is "setting confirmation in progress" (setting confirmation mode), and the sub CPU 20a that receives the command outputs a second sound related to the setting confirmation mode (for example, a sound such as "setting confirmation in progress": an example of a second sound related to a game unavailable state) from the speaker SP.

[0259] In this embodiment, when the sub-CPU 20a transitions to the setting confirmation mode (an example of a non-playable state in which a game cannot be played) while the first sound related to the counting of electronic medals is being output, the sub-CPU 20a outputs the second sound related to the setting confirmation mode without stopping the output of the first sound. This allows the first sound related to the counting of electronic medals to be heard until the end.

[0260] Furthermore, when an error state (an example of an unplayable state) occurs during output of the first sound related to the counting of electronic medals, the sub-CPU 20a outputs a second sound related to the error state (for example, a warning sound or a voice such as "please call an attendant": an example of the second sound related to the unplayable state) from the speaker SP without stopping output of the first sound. This allows the first sound related to the counting of electronic medals to be heard until the end.

[0261] In this embodiment, when the number of game medals becomes 15,000 (an example of a specific number or a first number) or more, the dedicated unit 50 restricts the lending of electronic medals (transmission of electronic medals from the dedicated unit 50 to the game machine) by disabling the operation of the lending button B10 and the game button B12. In this embodiment, the game machine and the dedicated unit 50 are normally connected for communication, but even in a situation where the dedicated unit 50 restricts the lending of electronic medals, it is possible to shift to the setting confirmation mode. Specifically, when the setting confirmation condition is satisfied during the insertion reception of the electronic medal, the main CPU 10a shifts to the setting confirmation mode even in a situation where the dedicated unit 50 restricts the lending of electronic medals. This makes it possible to check the setting value even during the restriction on the lending of electronic medals, and improves the function related to the setting confirmation. Note that, when the setting confirmation condition is satisfied during the restriction on the progress of the game by the complete function, the setting confirmation mode may be shifted to even in a situation where the dedicated unit 50 restricts the lending of electronic medals. Also, the setting confirmation mode may be enabled even when the dedicated unit 50 is not connected.

[0262] Furthermore, in this embodiment, the medal CPU 30a executes the counting process even if the counting button B8 is operated while the settlement button B4 is being operated (settlement switch 250 is ON). As a result, according to this embodiment, when the counting button B8 is operated, the counting process is executed even while the settlement button B4 is being operated, i.e., the counting process is executed even while the settlement process is being executed, thereby improving the function related to counting electronic medals. Note that in this embodiment, the counting process is executed even if the counting button B8 is operated while the settlement button B4 is being operated in a situation where operation of the settlement button B4 is disabled.

[0263] Furthermore, in this embodiment, the main CPU 10a executes the insertion process (betting process) even if the bet button B0 is operated while the counting button B8 is being operated (the counting button switch 255 is in the ON state). As a result, according to this embodiment, when the bet button B0 is operated, the insertion process is executed even while the counting button B8 is being operated, that is, the insertion process is executed even while the counting process is being executed, thereby improving the functionality related to the insertion (betting) of electronic medals. Note that in this embodiment, the insertion process is executed even if the bet button B0 is operated while the counting button B8 is being operated in a situation in which operation of the counting button B8 is disabled.

[0264] In this embodiment, the main CPU 10a executes the insertion process (betting process) even if the bet button B0 is operated during the total counting of electronic medals. In this case, the medal CPU 30a may stop the total counting being performed by operating the bet button B0, or may continue the total counting being performed.

[0265] FIG. 23 is a diagram showing the display of the error history in the gaming machine of this embodiment, and FIG. 24 is a diagram showing the display of the loan count history in the gaming machine of this embodiment.

[0266] In this embodiment, the main CPU 10a sends notifications regarding errors (error type, occurrence and release of an error, etc.) and notifications regarding the lending and counting processes of electronic medals (number of lent or counted electronic medals, etc.) to the sub-CPU 20a, and based on the notifications, the sub-CPU 20a (performance control means 210) stores information regarding the error history and lending counting history in a specified history memory area provided in the sub-RAM 20c, and when a specified operation is performed in the setting confirmation mode, displays the error history and lending counting history on the liquid crystal display LCD, as shown in Figures 23 and 24.

[0267] The sub-CPU 20a stores the contents of the error together with the date and time of occurrence as error history information, and in the error history display, the latest 10 history cases are displayed in chronological order from top to bottom as shown in FIG. 23(A). Alternatively, in the error history display, a maximum of 10 pages of history can be displayed, and when the right button B7D is operated while the error history is displayed, the next page is displayed to display the next 10 history cases, and when the left button B7C is operated, the previous page is displayed to display the previous 10 history cases. Specifically, the sub-CPU 20a refers to the error history information and displays the error history every time the left button B7C or the right button B7D is operated while the error history is displayed. In this embodiment, the confirmation of the setting value (setting confirmation process) is also included in the error history.

[0268] In this embodiment, even if an error occurs while the error history is being displayed, the sub-CPU 20a does not update the current error history display, but updates the error history display by referring to the error history information when the left button B7C or the right button B7D is operated. For example, if a rental device connection error occurs while the error history on the first page shown in FIG. 23(A) is being displayed, the error history display is not updated at the time the error occurs, but the display moves to the second page once and then returns to the first page, where the rental device connection error is reflected in the error history by referring to the latest error history information, and "rental device connection error" is added to the top of the first page as shown in FIG. 23(B). This allows the error history to be displayed appropriately according to this embodiment.

[0269] In this embodiment, the sub-CPU 20a stores the contents of the lending process and the counting process together with the date and time of occurrence as lending counting history information, and in the lending counting history display, the latest 10 history items are displayed in chronological order from top to bottom as shown in Fig. 24 (A). Alternatively, the lending counting history display can display up to 20 pages of history, and when the right button B7D is operated while the lending counting history is displayed, the display moves to the next page and displays the next 10 history items, and when the left button B7C is operated, the display moves to the previous page and displays the previous 10 history items. Specifically, when the sub-CPU 20a starts displaying the lending counting history, it refers to the lending counting history information to display the lending counting history, and does not refer to the lending counting history information at the timing when the left button B7C or the right button B7D is operated.

[0270] In this embodiment, since the setting confirmation process is being executed while the loaned counting history is being displayed, the medal CPU 30a does not execute the counting process, but accepts the loan of an electronic medal from the dedicated unit 50. And in this embodiment, even if an electronic medal is loaned from the dedicated unit 50 while the loaned counting history is being displayed, the sub-CPU 20a does not update the current loaned counting history display, but temporarily ends the display of the loaned counting history, and when an operation to display the loaned counting history is performed again, refers to the loaned counting history and displays the loaned counting history. This updates the loaned counting history display. For example, if 50 electronic medals are lent from the dedicated unit 50 while the loan count history on the first page shown in FIG. 24(A) is being displayed, the loan count history display is not updated at the time the loan occurs, and the display of the loan count history is temporarily terminated. When the loan count history is displayed again, the loan of the 50 electronic medals is reflected in the loan count history by referring to the latest loan count history information, and "Loan (50 medals) Count (0 medals)" is added to the top of the first page as shown in FIG. 24(B). This allows the loan count history to be displayed appropriately according to this embodiment. Note that in this embodiment, the medal CPU 30a may be able to execute counting processing even while the loan count history is being displayed.

[0271] 2. Second embodiment In this embodiment, detailed description of the configuration and control method common to the first embodiment will be omitted, and the main differences will be described. Hereinafter, this embodiment will be described with reference to Figures 25 to 35. Figure 25 is a diagram for explaining the liquid crystal display LCD in the gaming machine of this embodiment.

[0272] The liquid crystal display LCD of this embodiment is disposed in front of the reel unit including the first reel R1 to the third reel R3. The liquid crystal display LCD is capable of executing effects by displaying a predetermined display (display object) on its display surface. The display object (object) refers to, for example, a person, an animal, a vehicle, a building, a natural object (for example, a rock, a tree, etc.), a character, a background, a pattern, a design, and other things (images) displayed on the liquid crystal display LCD. As shown in FIG. 25, the liquid crystal display LCD has, as display areas, an outside-reel display area which is a display area that does not overlap with the first reel R1 to the third reel R3 when viewed from the front (front), and a front-reel display area which is a display area that overlaps with the first reel R1 to the third reel R3 when viewed from the front (front). The front-reel display area (transparent area) can display a display object, and allows the first reel R1 to the third reel R3 disposed behind it to be viewed. The outside-reel display area is formed so as to surround the front-reel display area.

[0273] The sub-CPU 20a (presentation control means 210) can also display a demo image (presentation image) on the liquid crystal display LCD (display surface) as a demo presentation. The demo image is, for example, a movie (video) related to the gaming machine, such as a story explanation of the story that unfolds in the gaming machine and an explanation (introduction) of the characters. In this embodiment, the demo image is a movie of about 60 seconds, and is a video including an introduction of the characters. For example, the sub-CPU 20a may display a manufacturer name display for a predetermined time at a predetermined timing in the first half of the demo presentation (at the start of the demo presentation) (before the display of the demo image), and after the display ends, display a model name display (model title) of the gaming machine for a predetermined time. The sub-CPU 20a may also display an explanatory display related to the operation (function) of the gaming machine, such as how to start playing and how to end playing, for a predetermined time at a predetermined timing in the second half of the demo presentation (at the end of the demo presentation) (after the display of the demo image). When a series (one time) of demo performances is completed, the demo performances are executed (looped) again from the beginning.

[0274] When the display of the demo image (movie) ends during the execution of the demo performance, the sub-CPU 20a causes the liquid crystal display LCD (image display means) to display the background B, logo display L1, supplementary explanation display E, and addiction prevention display N shown in FIG. 26 for a predetermined time (for example, about 3 seconds). In this embodiment, the logo display L1, supplementary explanation display E, and addiction prevention display N can be displayed simultaneously in a predetermined situation (during the execution of the demo performance) (a situation in which the demo performance is being performed and the background is white). In addition, the background B is monochromatic, and in this embodiment, it is white. By making the background B white and making it a relatively simple display, the logo display L1, supplementary explanation display E, and addiction prevention display N are made more noticeable (make a strong impression). Note that the background B may be a color other than white.

[0275] In addition, in this embodiment, the logo display L1, supplementary explanation display E, and anti-addiction display N shown in FIG. 26 are displayed after the demo image (movie), but this is not limited to the above, and the logo display L1, supplementary explanation display E, and anti-addiction display N may be configured to be displayed for a predetermined period of time (e.g., approximately 3 seconds) before the demo image (movie).

[0276] (Anti-addiction display N) The addiction prevention display N (third image display) is displayed above (directly above) the first reel R1 to the third reel R3, approximately in the center of the screen. The addiction prevention display N is a rectangular shape that is long in the left-right direction (horizontally long). The addiction prevention display N is one of the displays to alert the player, and is a display to prevent the player from becoming too addicted to the game, and includes the text "Be careful not to get addicted. Pachinko and Pachislot are games that should be enjoyed in moderation." The addiction prevention display N is written in two lines, and the upper line displays the text "Be careful not to get addicted" in white text in a rectangular area filled in red, and the lower line displays the text "Pachinko and Pachislot are games that should be enjoyed in moderation" in red text in a white area inside a red frame. The text size of the lower line is larger than that of the upper line.

[0277] The anti-addiction mark N can be said to be red because the red portion occupies a relatively large proportion of the anti-addiction mark N. The logo L1 and the supplementary explanation mark E are displayed above the anti-addiction mark N. The color (hue) of the anti-addiction mark N is different from the colors of the logo L1 and the supplementary explanation mark E.

[0278] (Logo display L1) The logo display L1 (first image display) is a display indicating (informing) that the gaming machine is a Smart Pachislot (registered trademark). In other words, the logo display L1 is a display indicating that the gaming machine is a gaming machine (specific gaming machine) with specifications in which gaming profits are counted (awarded) electronically. In other words, the logo display L1 is a display indicating that the gaming machine is capable of playing games without using gaming medals (physical (real) gaming medals) as gaming media.

[0279] The logo display L1 has a purple portion and a white portion, with the proportion of the purple portion being relatively large. For this reason, the logo display L1 can be said to be purple. The RGB values ​​of the purple portion are R145, G72, and B151. The RGB values ​​of the white portion are R255, G255, and B255. The logo display L1 is a display including the characters "SmartRo (registered trademark)," which are in white (white with a purple border). The logo display L1 is displayed in the center (left-right center) of the liquid crystal display LCD.

[0280] (Supplementary explanation display E) The supplementary explanation display E (second image display) is displayed below the logo display L1 and above the anti-slipping display N. In other words, the supplementary explanation display E is displayed between the logo display L1 and the anti-slipping display N. The supplementary explanation display E is a rectangular shape that is long in the left-right direction (horizontally long). The left-right width of the supplementary explanation display E is the same or approximately the same as the left-right width of the anti-slipping display N. Approximately the same means, for example, that the difference is within about 5 mm. In other words, the supplementary explanation display E and the anti-slipping display N have the same (approximately the same) width. By making the widths of the supplementary explanation display E and the anti-slipping display N the same, a unified appearance can be achieved (a beautiful appearance can be achieved). The supplementary explanation display E is displayed in a single row, and the vertical width of the supplementary explanation display E is smaller than the vertical width of the anti-slipping display N.

[0281] The supplementary explanation display E includes, for example, the text "Please be careful not to forget to count (CREDIT settlement) and not to forget to take your card or have it stolen." The supplementary explanation display E is a display related to SmaSlot (registered trademark) and can be said to be one of the warning displays for the player. The supplementary explanation display E is purple. Specifically, purple text is displayed in a white area inside a purple frame. The supplementary explanation display E has the same color (color scheme) as the logo display L1. In other words, the supplementary explanation display E and the logo display L1 have the same color (hue). By making the color of the supplementary explanation display E the same color as the logo display L1 in this way, a sense of unity is created, and it is possible to make it easy for the player to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., SmaSlot (registered trademark)).

[0282] Here, the distance (shortest distance) between the logo display L1 and the supplementary explanation display E is defined as the first distance, and the distance (shortest distance) between the logo display L1 and the anti-addiction display N is defined as the second distance. The first distance is smaller than the second distance. The supplementary explanation display E is provided at a position closer to the logo display L1. This makes it easy for players to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., Smart Slot (registered trademark)). Furthermore, since players tend to read displays from top to bottom, by displaying the logo display L1 and the supplementary explanation display E above the anti-addiction display N, it is possible to make it easier for players to recognize the precautions specific to Smart Slot (registered trademark).

[0283] In this embodiment, the font of the characters in the supplementary explanation display E is not exactly the same as the font of the characters in the addiction prevention display N. In other words, the font of the characters in the supplementary explanation display E is different from the font of the characters in the addiction prevention display N. The font includes the character size (vertical ratio, horizontal ratio). This allows the player to more easily distinguish and understand the supplementary explanation display E and the addiction prevention display N.

[0284] In this embodiment, in the demo performance, the logo display L1, the supplementary explanation display E, and the addiction prevention display N start and end displaying at the same timing. In other words, the display times (display periods) of the logo display L1, the supplementary explanation display E, and the addiction prevention display N are all the same length (there is no lag).

[0285] However, the display timing of the addiction prevention display N and the display timing of the logo display L1 and the supplementary explanation display E may be shifted (they may be displayed at different times). For example, during a demo performance, the addiction prevention display N may be displayed for a predetermined time (3 seconds) together with a white background, and after the display ends, the logo display L1 and the supplementary explanation display E may be displayed for a predetermined time (3 seconds) together with a white background. However, when the display timing is shifted in this way (i.e., when the display time of the attention-calling display is made longer), the display time of the demo image (movie) during the demo performance is relatively reduced. In other words, the display time of the movie that can attract the interest of the player is reduced. In this embodiment, the logo display L1 and the supplementary explanation display E are displayed together with the addiction prevention display N (at the same time). This has the effect of suppressing the reduction in the display time of the movie.

[0286] In this embodiment, the logo display L1 and the supplementary explanation display E are displayed only during the execution of the demo performance (during standby state). On the other hand, the addiction prevention display N can be displayed in situations other than during the execution of the demo performance. For example, in the last game of the AT state as a predetermined performance state, the addiction prevention display N is displayed for a predetermined time at a predetermined opportunity (triggered by the detection of the release of the last stop button). In this case, for example, the addiction prevention display N is displayed in the upper right corner of the screen. Also, in this case, unlike during the demo performance, the background may include, for example, characters or scenery, and may not be a single color (white). Also, the addiction prevention display N may be displayed together with other displays (for example, displays showing the number of games played in a series of AT performance states and the number of coins acquired (results) of the game value).

[0287] In addition, in the final game of the AT state, the supplementary explanation display E may be displayed at the specified opportunity together with the addiction prevention display N. In this case, it is possible to warn a player who may finish playing about addiction and about forgetting to count or forgetting to take out cards.

[0288] (Variation 1) As shown in FIG. 27(a), the supplementary explanation display E may display text "Be careful not to forget to take your game medals" and an image imitating the counting button B8 inside a purple frame. The text display is white with a purple border (similar to the notation of the logo display L1 of SmaSlo (registered trademark)). As shown in FIG. 27(b), during the demo performance, the anti-addiction display N may be displayed with a white background for a predetermined time (3 seconds), and after the display ends, the logo display L1 and supplementary explanation display E may be displayed with a white background for a predetermined time (3 seconds).

[0289] In other words, in this example, when the background is white, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for different periods of time than the addiction prevention display N (third image display).

[0290] In addition, in a situation where the background is white and the first image display and the second image display are displayed, in addition to the first image display and the second image display, an indication may be displayed to suggest that it is possible to move to a menu screen or that it is possible to adjust the volume.

[0291] In addition, in a situation where the background is white and the third image display is displayed, in addition to the third image display, an indication indicating that it is possible to move to a menu screen or an indication indicating that the volume can be adjusted may be displayed.

[0292] In addition, the addiction prevention display N in this example may be a rectangular area filled in blue with white text displaying "Pachinko and Pachislot are games that should be enjoyed in moderation," with "Be careful not to get addicted" displayed below that in blue text.

[0293] (Variation 2) The supplementary explanation display E may be a rectangular area filled with purple, with text (Please be careful not to forget to count, forget to take out your card, or have it stolen.) displayed in white letters, and the supplementary explanation display E may be integrated (continuous) with the logo display L1. As shown in Fig. 28(b), during the demo performance, the anti-addiction display N may be displayed with a white background for a predetermined time (3 seconds), and after the display ends, the logo display L1 and the supplementary explanation display E may be displayed with a white background for a predetermined time (3 seconds).

[0294] In other words, in this example, when the background is white, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for different periods of time than the addiction prevention display N (third image display).

[0295] In a situation where the first image display and the second image display are displayed against a white background, nothing is displayed other than the first image display and the second image display.

[0296] Moreover, in a situation where the background is white and the third image display is being displayed, nothing is displayed other than the third image display.

[0297] (Variation 3) 29, during a demo performance, logo display L1, supplementary explanation display E, and anti-obsession display N may be displayed for the same display period along with a white background, and logo display L1 and supplementary explanation display E may be displayed side by side below anti-obsession display N. In this example, logo display L1 is displayed on the left, and supplementary explanation display E is displayed on the right. Even in this case, the distance (first distance) between logo display L1 and supplementary explanation display E is smaller than the distance (second distance) between logo display L1 and anti-obsession display N.

[0298] In this example, in a situation where the background is white, the logo display L1 (first image display) and the supplementary explanation display E (second image display) are displayed for the same period as the addiction prevention display N (third image display).

[0299] In addition, in a situation where the background is white and the first image display, the second image display, and the third image display are displayed, in addition to the first image display, the second image display, and the third image display, there may be a display indicating the number of games progressed in the game (the number of games played).

[0300] In this example, the width in the left-right direction of the logo display L1 and the supplementary explanatory display E (the sum of the widths of both) is the same or approximately the same as the width in the left-right direction of the anti-slipping display N. In other words, the left end of the logo display L1 is aligned with the left end of the anti-slipping display N, and the right end of the supplementary explanatory display E is aligned with the right end of the anti-slipping display N. Furthermore, the text display of the supplementary explanatory display E is in two rows, and the vertical width of the logo display L1 is the same or approximately the same as the vertical width of the supplementary explanatory display E. Furthermore, the vertical width of the anti-slipping display N is the same or approximately the same as the vertical width of the logo display L1 (and the supplementary explanatory display E). This configuration makes it possible to realize a unified display and to make the appearance beautiful.

[0301] (Logo display on panel) FIG. 30 is a view of the lower panel 91 as viewed from the front side. In this embodiment, logo display L2 (second logo display) is displayed in the upper right corner of the lower panel 91. Logo display L2 is a display similar to logo display L1 (first logo display), has a similar shape to logo display L1, and is different in size (size, magnification, scale) from logo display L1. In this embodiment, logo display L2 is smaller in display size than logo display L1. Note that logo display L1 and logo display L2 may be the same size, or logo display L2 may be larger than logo display L1.

[0302] Logo display L2 is the same color (purple) as logo display L1. In other words, logo display L2 and logo display L1 have the same color (hue). As will be described in detail later, logo display L2 is formed by printing on a sheet (film), and the CMYK values ​​of the purple part are C50%, M80%, Y0%, K0%, and the CMYK values ​​of the white part are C0%, M0%, Y0%, K0%.

[0303] In this embodiment, the logo display L2 is provided on the lower panel 91, but this is not limited to the above. For example, if a panel (upper panel or side panel) is provided above or to the side (side surface) of the upper front door UD or lower front door DD, the logo display L2 may be provided on that panel.

[0304] The logo display L1 displayed on the liquid crystal display LCD was displayed for a predetermined time during the demo performance. In other words, it was not displayed at all times. In contrast, the logo display L2 is displayed at all times (always displayed). A player can recognize that the gaming machine is a SmaSlot (registered trademark) by looking at the logo display L2 that is always displayed on the exterior of the gaming machine. In other words, the provision of the logo display L2 makes it easier to find the SmaSlot (registered trademark) in the gaming facility. The logo display L2 may be called a panel logo display, and the logo display L1 may be called a liquid crystal logo display. It is sufficient that at least one of the liquid crystal logo display L1 and the panel logo display L2 is displayed on a smart pachislot (i.e., a SmaSlot (registered trademark)).

[0305] Various display objects are displayed on the display surface (screen) of the liquid crystal display LCD according to the effects being executed, etc. Such display objects include characters, vehicles, backgrounds (scenery), letters (including numbers and symbols), patterns, etc., and displays including letters include, for example, the above-mentioned logo display L1, supplementary explanation display E, and addiction prevention display N. As described above, supplementary explanation display E and addiction prevention display N can be said to be displays that call the attention of the player.

[0306] On the liquid crystal display LCD, the logo display L1 and the supplementary explanatory display E are displayed in purple (the same color) as described above, so that the player can easily recognize that the supplementary explanatory display E is a display related to the logo display L1. Furthermore, the logo display L1 and the supplementary explanatory display E are in a different color from the addiction prevention display N. Because the color of the supplementary explanatory display E is different from the color of the addiction prevention display N, the player can more easily recognize that they are warnings with different contents. In other words, the player can distinguish between the two.

[0307] In this embodiment, the logo display L1 and the supplementary explanation display E are in a color different from other display objects displayed on the liquid crystal display LCD at least during the execution of the demo effect. In other words, the color (purple) of the logo display L1 and the supplementary explanation display E is a color that is not used in other display objects displayed during the demo effect. Therefore, when the logo display L1 and the supplementary explanation display E are displayed during the demo effect, the impression given to the player can be made stronger. In other words, the logo display L1 and the supplementary explanation display E can be made to stand out more.

[0308] Here, a display including characters (character display) that gives a predetermined instruction to the player is referred to as a "message display." An example of a message display is an error display (error-related message display) that notifies the occurrence of an error. When a predetermined error occurs in a gaming machine, an error display that notifies the occurrence of the error is displayed on the liquid crystal display LCD. The error display, for example, displays the words "Please call an attendant" in white characters (white characters) on a black background along with characters indicating the type of error (error code). In other words, the error display is white.

[0309] Also, the message display includes a reel spinning warning display that instructs the player to stop the spinning reel. If the reel continues to spin for a predetermined period of time (e.g., 60 seconds), the reel spinning warning display is displayed on the liquid crystal display 13. The reel spinning warning display, for example, displays the text "Please stop the reels" in white characters (white characters) in a dark blue area inside a white frame. In other words, the reel spinning warning display is in white.

[0310] Furthermore, the message display may include, for example, a left push recommendation display. The left push recommendation display is displayed when a period in which left push is recommended (for example, a non-AT state which is a normal presentation state) is set and a game is played with irregular pushes during that period. The left push recommendation display is, for example, displayed in white text (white text) stating "left push recommended" in a dark blue area inside a white frame. In other words, the left push recommendation display is in white.

[0311] The message display may include a display related to the winning assistance performance (navigation display of the stop operation mode). The display may be in white or yellow, for example.

[0312] In this embodiment, the game count display (fourth image display), which is a display related to the number of games played in the game presentation, may be displayed on the liquid crystal display LCD, and when the game presentation is switched to the demo presentation, the game count display may be continued in the demo presentation. That is, during the execution of the demo presentation, the game count display may be displayed together with the logo display L1, the supplementary explanation display E, and the addiction prevention display N shown in Fig. 26. The game count display may be a display showing the number of games played in a non-AT state or a display showing the remaining number of games played in an assist time game in an AT state, and the display may be, for example, light blue.

[0313] The number of games played can be displayed in the display area of ​​the liquid crystal display LCD, for example, at the upper right display position in FIG.

[0314] Here, the distance (shortest distance) between the logo display L1 and the supplementary explanation display E is defined as the first distance, the distance (shortest distance) between the logo display L1 and the addiction prevention display N is defined as the second distance, and the distance (shortest distance) between the logo display L1 and the game count display is defined as the third distance. The order of distances increases as follows: first distance < second distance < third distance. In other words, the addiction prevention display N is positioned closer than the game count display. This makes it possible to make the addiction prevention display N easier to recognize.

[0315] In addition, the color (hue) of the game count display is different from the colors of the logo display L1 and the supplementary explanation display E. This makes it easier for players to recognize that the display related to SMASLOT (registered trademark) and the game count display are different displays. In other words, players can distinguish between the two.

[0316] In this embodiment, the fourth image display is not limited to displaying the number of games played, but may be anything that displays game information.

[0317] In this embodiment, the color (purple) of the logo display L1 and the supplementary explanation display E is different from the color of any message display (other message displays except the logo display L1 and the supplementary explanation display E). By setting the color of the logo display L1 and the supplementary explanation display E to a color not used in the message display (other message displays) in this way, it is possible to give a strong impression to the player when the logo display L1 and the supplementary explanation display E are displayed. In other words, it is possible to make the logo display L1 and the supplementary explanation display E stand out more.

[0318] The color (purple) of the logo display L1 and the supplementary explanation display E may be different from the color of all other character displays displayed on the liquid crystal display LCD. By setting the color of the logo display L1 and the supplementary explanation display E to a color not used in any other character displays, a strong impression can be made on the player when the logo display L1 and the supplementary explanation display E are displayed. In other words, the logo display L1 and the supplementary explanation display E can be made to stand out more. Also, the color (purple) of the logo display L1 and the supplementary explanation display E may be different from the color of all other display objects displayed on the liquid crystal display LCD.

[0319] In this embodiment, a case has been described in which a demo performance is performed in a slot machine that is a SmaSlot (registered trademark), and a logo display L1, a supplementary explanation display E, and an anti-addiction display N are displayed. However, the gaming machine is not limited to this, and may be a pachinko gaming machine 1000 (FIG. 36) that is a SmaPachi (registered trademark) described later. That is, in the pachinko gaming machine 1000, as in this embodiment, the logo display L1, the supplementary explanation display E, and the anti-addiction display N may be displayed in a predetermined situation. In this case, the logo display L1 and the supplementary explanation display E have the same color (tone), and both are blue. The RGB values ​​of the blue part are R3, G110, and B183. The logo display L1 is a display including the characters SmaPachi (registered trademark), and the characters are white characters (white characters with a blue border). The RGB values ​​of the white part of the logo display L1 are R255, G255, and B255.

[0320] The gaming machine of this embodiment is An image display means (e.g., a liquid crystal display (LCD)); A performance control means (e.g., performance control means 180) for controlling image display, the performance control means is capable of causing the image display means to display a first image display, a second image display, and a third image display under a predetermined situation; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which a gaming profit is electronically calculated, The second image display is a warning display (e.g., supplementary explanation display E) regarding the specific gaming machine, The third image display is a warning display against addiction (for example, addiction prevention display N), The first image display and the second image display have the same color.

[0321] Since the first image display and the second image display are the same color, it is easy for a player to understand (easily recognize) that the second image display is a display related to the first image display, that is, the second image display is a warning display related to a specific gaming machine in which gaming profits are electronically counted. In other words, a player can understand at a glance that the second image display is a display related to the first image display. This makes it easier for a player to understand the predetermined displays (the first image display and the second image display).

[0322] In addition, in the gaming machine of this embodiment, the colors of the first image display and the second image display are different from the color of the third image display. Therefore, the player can more easily recognize that the display related to the specific gaming machine (the first image display and the second image display) and the warning display against addiction (the third image display) are different displays. In other words, the player can distinguish between the two.

[0323] In addition, in the gaming machine of this embodiment, the first image display, the second image display, and the third image display are displayed for the same period of time against a white background. This makes the first image display, the second image display, and the third image display more noticeable and easier for players to recognize. In addition, this prevents the problem of the display period of other displays, such as performance images, being reduced when the display periods of each display are different periods instead of the same period.

[0324] In addition, in the gaming machine of this embodiment, the second image display is displayed closer to the first image display than the third image display, which makes it easier to recognize that the second image display is related to the first image display.

[0325] Next, the lower panel 91 (panel unit) will be described.

[0326] As shown in FIG. 31, the lower panel 91 includes a front panel 102, a sheet 110 (design sheet), and a rear panel 103. The sheet 110 is sandwiched (clamped) between the front panel 102 and the rear panel 103. The lower panel 91 is fitted into a frame 120 (the peripheral portion is covered by the frame 120 from the front) and attached to the lower front door DD. The frame 120 is made of a colored resin. The frame 120 has an opening 121 through which the lower panel 91 is exposed. Although not shown, a speaker SP is disposed behind the lower panel 91. A plurality of holes may be provided in the lower panel 91 at a position overlapping the speaker SP when viewed from the front.

[0327] (Sheet 110) The sheet 110 is a sheet-like member (decorative member) formed by printing characters or other display objects on the back surface of a transparent (highly light-transmitting) base material (film). A plurality of LEDs 131 (illumination means) (LED board on which the LEDs 131 are arranged) are arranged behind the lower panel 91, and light from the LEDs 131 is irradiated onto the sheet 110 (lower panel 91). In other words, the sheet 110 is capable of emitting light (illuminating).

[0328] 30 is a view of the lower panel 91 seen from the front side, with the front panel 102 omitted from the illustration. A logo display L2 (first printed display) is printed on the upper right part of the sheet 110. By displaying the logo display L2 on the lower panel 91 (sheet 110), the player can recognize (identify) that the gaming machine is a Smart Slot (registered trademark) from the outside.

[0329] The logo display L2 is composed of purple and white parts. The purple parts of the logo display L2 are printed with paint in a color scheme of C50%, M80%, Y0%, and K0%. The white parts of the logo display L2 are printed with paint in a color scheme of C0%, M0%, Y0%, and K0%. The proportion of the purple parts in the logo display L2 is relatively large, and it can be said that the logo display L2 is purple. It should be noted that the purple color can also be said to be the color (specific color) of the non-white parts of the logo display L2.

[0330] As shown in Fig. 30, the logo display L2 has a white border W (white border W) formed (applied) along the outer periphery. The white border W has a constant width, for example, about 1.5 mm. The logo display L2 has a vertical width of, for example, about 40 mm, and a horizontal width of, for example, about 50 mm.

[0331] On the sheet 110, the size (area) of the logo display L2 is relatively smaller than the size of the model name display 111, which will be described later, and the size of the background 112. In other words, on the sheet 110, the model name display 111 and the background 112 (character P) are displayed larger than the logo display L2. In this case, it is necessary to suppress a decrease in visibility of the logo display L2.

[0332] A model name display 111 (second print display) is printed on the sheet 110. The model name display 111 is a display related to the model name of the slot machine (assumed to be "ABC") and includes characters. The model name display 111 is in a color different from the logo display L2. In other words, purple (specific color) is not used in the model name display 111. In addition, the model name display 111 is provided at a position that does not overlap with the logo display L2 (has no overlapping portion). In this embodiment, the model name display 111 is printed on the left side (upper left) of the sheet 110. In other words, the model name display 111 and the logo display L2 are arranged at a predetermined distance apart. By ensuring the predetermined distance, it becomes easier to distinguish and recognize the two.

[0333] A background 112 (third print display) is printed on the sheet 110. The background 112 includes display objects such as characters and scenery. The background 112 is a background with the model name display 111 as a main subject, for example. In this embodiment, the background 112 includes a character P. The background 112 (character P) is a color different from the logo display L2. In other words, purple (specific color) is not used in the background 112. In this embodiment, the background 112 (at least a part of the background 112) overlaps with the logo display L2 (are provided at a position where they overlap each other), so that the logo display L2 is visually recognized in front of the background 112. In this embodiment, the hair part of the character P overlaps with the logo display L2. Note that by making the overlapping part the hair part of the character P, rather than the face part of the character P, it is possible to prevent the face part of the character P from being covered by the logo display L2, thereby preventing the visibility of the character P from being reduced.

[0334] FIG. 32 is a schematic cross-sectional view of a portion of the sheet 110 including the logo display L2. The logo display L2 and the character P (hair portion) are printed on the back side (reverse side) of the transparent base material 113 (film) of the sheet 110. The purple portion of the logo display L2 is printed with C50% first, and then with M80%. Note that "upper" refers to the back side (rear side). The sheet 110 is designed so that a white layer is printed (back-printed) all over the back side (uppermost side). The white portion (including the white edge portion W) of the logo display L2 is formed by back-printing with white. Note that "printing with a white layer all over" does not necessarily mean printing that completely covers the entire surface, but may also mean that there are some portions (for example, peripheral portions) where the white layer is not printed. In other words, it is sufficient that the white layer is printed almost entirely.

[0335] A black portion representing the hair of the character P is printed on the back side of the transparent base material 113 of the sheet 110. This black portion (background 112) is not printed within the range of the logo display L2. In other words, the black portion (background 112) is excluded from printing within the range of the logo display L2. If the background 112 (the hair of the character P) were printed within the range of the logo display L2, in other words, if the background 112 was printed behind (on) the logo display L2, when the light from the LED 131 is irradiated (emitted), the color of the background 112 would mix, causing a problem of reduced visibility of the logo display L2. By excluding the printing of the background 112 within the range of the logo display L2 as in this embodiment, it is possible to prevent such a problem of reduced visibility.

[0336] Returning to FIG. 30, the background 112 is designed so that there is no part (printed part) of the same color (white) as the white border part W outside the white border part W, adjacent to the white border part W. The absence of parts of the same color makes the outline (boundary) of the logo display L2 clearer and more distinct. Furthermore, by providing the white border part W (white part), even if the background 112 (the hair part of the character P) overlaps with the white border part W in the event of misalignment of the printing, it is possible to prevent the purple part of the logo display L2 from overlapping with it. Therefore, it is possible to prevent a decrease in visibility of the purple part when light from the LED 131 is irradiated.

[0337] As shown in FIG. 32, the back surface (rear surface) of the sheet 110 is entirely printed (back-printed) with a white layer at the backmost side. The white portion (including the white border W) of the logo display L2 is formed by this printing. For example, if the white portion of the logo display L2 is formed by a method of partially printing white instead of back-printing, this printing is performed, and then back-printing is performed last. In other words, the white portion is printed twice. In this embodiment, the partial white printing is omitted, and the white portion of the logo display L2 is formed by back-printing (which also serves as back-printing). This makes it possible to reduce the number of printing steps, thereby improving the production efficiency of the sheet 110 and reducing the cost of the sheet 110.

[0338] Also, by back printing, a white layer (white portion) is provided on the back side of the purple portion of the logo display L2, the back side of the background 112 (character P), the back side of the model name display 111, etc. By printing the white color, it is possible to prevent light from being visible through the back side (rear side) when it is irradiated with light.

[0339] In this embodiment, a case has been described in which a logo display L2, a model name display 111 and a background 112 are provided on the sheet 110 of the lower panel 91, but the logo display L2, the model name display 111 and the background 112 may also be provided on the sheets of other panels (upper panel or side panel) not limited to the sheet 110 of the lower panel 91.

[0340] (Modification) As shown in FIG. 33, the logo display L2 may be provided at the lower right of the sheet 110, and the supplementary explanation display E may be displayed (printed) around (for example, below) the logo display L2. The supplementary explanation display E in this example is a rectangular area filled with purple, with text (white text) saying "Please be careful not to forget to count, forget to take your card, or have it stolen." The supplementary explanation display E is purple. The logo display L2 and the supplementary explanation display E have the same color (hue). In other words, the supplementary explanation display E is provided at the lower right of the sheet 110, and is printed in the same color as the logo display L2. The white text in the supplementary explanation display E is formed by a white layer printed on the entire sheet 110, similar to the white part including the border (white edge) of the logo display L2.

[0341] In this example, a black border (black border) is formed around the logo display L2 and the supplementary explanation display E along the periphery. The width of the black border is, for example, about 3 to 5 mm. By providing the black border, the boundary with the background 112 is made clearer, and the logo display L2 and the supplementary explanation display E can be made to stand out. Even if printing misalignment occurs, the background 112 and the logo display L2 (supplementary explanation display E) are unlikely to overlap, and the visibility of the logo display L2 (supplementary explanation display E) can be prevented from decreasing. In this example, the logo display L2 has a white border (white border) formed (applied) along the periphery, and the part adjacent to the white border (outside) is a black border, so that there is no part of the same color (white) as the white border.

[0342] Furthermore, the logo display L2 may be displayed so as to overlap not only the background 112 but also the model name display 111. In this case, the logo display L2 is visually recognized in front of the model name display 111. Moreover, neither the background 111 nor the model name display 111 is printed within the range of the logo display L2.

[0343] The gaming machine of this embodiment is a panel (e.g., lower panel 91) having a sheet (e.g., sheet 110); A lighting means (e.g., LED 131) capable of irradiating the panel with light, The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display for informing that the gaming machine is a gaming machine of a specification in which a gaming profit is electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia being a background; The first printed indicia is visually recognized in front of the third printed indicia, The third printed indicia is not printed within the range of the first printed indicia.

[0344] If the third printed indication is printed within the range of the first printed indication, when the sheet is irradiated with light from the illumination means, the third printed indication may interfere with the light (the color of the third printed indication may be mixed with the light) and a problem may occur in which the visibility of the first printed indication may be reduced. In this embodiment, the third printed indication is not printed within the range of the first printed indication. This makes it possible to prevent the problem of the visibility of the first printed indication (predetermined indication) being reduced when light is irradiated.

[0345] In addition, in the gaming machine of this embodiment, the first printed mark has a border portion formed along the outer periphery, and there is no portion of the same color as the border portion outside the border portion and adjacent to the border portion. This makes the outline (boundary) of the first printed mark clearer and more distinct, making the first printed mark stand out. Furthermore, by providing the border portion, it is possible to prevent the third printed mark (background) from overlapping with the portion of the first printed mark that is inside the border portion when printing misalignment occurs. This makes it possible to prevent a decrease in visibility of the first printed mark when light is irradiated.

[0346] In addition, in the gaming machine of this embodiment, the first printed marking has a white portion, and the white portion is formed by a white layer printed on the entire sheet. If the white portion of the first printed marking is formed by partial white printing rather than the white layer, the printing and the printing of the white layer are applied twice. In this embodiment, the printing is not applied, and the white portion is formed by the white layer. Therefore, the printing process can be reduced, the production efficiency of the sheet can be improved, and the cost of the sheet can be reduced.

[0347] As described above, since the logo display L2 is provided on the lower panel 91, the player can recognize (identify) that the gaming machine is a Smart Slot (registered trademark) from the outside. Since the lower panel 91 is provided with the model name display 111 and the background 112 in addition to the logo display L2, it is necessary to prevent the logo display L2 from becoming inconspicuous. In other words, it is necessary to make the logo display L2 more conspicuous. Hereinafter, when referring to the logo display L2, the logo display L2 may include the supplementary explanation display E shown in FIG. 33 (the supplementary explanation display E on the lower panel 91). Note that the black border described in FIG. 33 is not included in the logo display L2.

[0348] An explanation will be given with reference to FIG. 30. Here, purple (the color of the non-white parts) in the logo display L2 is set as the specific color. In the model name display 111, the specific color (purple) related to the logo display L2 is not used. In other words, the logo display L2 is printed in a color (color scheme) not used in the model name display 111. Although the logo display L2 and the model name display 111 both contain characters, by making the logo display L2 purple, it can be distinguished from the model name display 111 and made more noticeable. This makes it possible for the logo display L2 to be easily recognized by players.

[0349] Furthermore, the specific color (purple) associated with the logo display L2 is not used in the background 112. In other words, the logo display L2 is printed in a color not used in the background 112. The logo display L2 is visible in front of the background 112 (it overlaps with the background 112), but by making the logo display L2 purple, it can be distinguished from the background 112 and made more noticeable. This makes the logo display L2 easier to recognize by the player.

[0350] The sheet 110 may have other displays in addition to the logo display L2, the model name display 111, and the background 112. In this embodiment, the specific color (purple) related to the logo display L2 is not used in the entirety of one sheet 110 (lower panel 91) including the logo display L2 (where the logo display L2 is provided) except for the logo display L2. In other words, the specific color is used only in the logo display L2. That is, the logo display L2 is printed in a color scheme that is not used in the other displays (the model name display 111 and the background 112). For this reason, the logo display L2 can be distinguished from the other displays (the model name display 111 and the background 112) and made more noticeable (it can be prevented from being confused). This makes it possible to make the logo display L2 easily recognizable by the player (easy to attract the player).

[0351] In addition to the lower panel 91, the slot machine may also be provided with an upper panel and / or a side panel. In this case, the upper panel and / or the side panel also have a sheet. The specific color (purple) may not be used on all sheets provided in the gaming machine, but may be a color used only on the logo display L2 on the sheet including the logo display L2. By configuring it in this way, the logo display L2 can be made more noticeable and easily recognized by the player.

[0352] In addition, the slot machine is equipped with resin design components that constitute the exterior. The specific color (purple) does not have to be used in the entire exterior of the slot machine, and may be used only in the logo display L2.

[0353] As shown in FIG. 34, the dedicated unit 50 is placed beside (to the right) (next to) the slot machine. As described above, the player can perform operations such as lending a card by pressing the lend button B10 and returning a card by pressing the return button B11 on the dedicated unit 50. By providing the logo display L2 on the right side (right end side) of the sheet 110 and positioning the logo display L2 close to the dedicated unit 50, it is possible to indicate that the logo display L2 is related to the dedicated unit 50.

[0354] The slot machine also includes a counting button B8 (counting operation means), and the player operates (presses) the counting button B8 when returning the electronic medals held in the medal holding section to the dedicated unit 50 (counting credits). When the slot machine is viewed from the front (front), the logo display L2 is provided in the vertical direction (vertically below, directly below, below the counting button when viewed from the front) of the counting button B8. By providing the logo display L2 on the right side (right end side) of the sheet 110 and positioning the logo display L2 below the counting button 212, it is possible to show that the logo display L2 is related to the counting button 212. It is also possible to show that the logo display L2, the counting button 212, and the dedicated unit 50 are related to each other.

[0355] The slot machine also includes a game medal number display device 70 (game value (number) display means) capable of displaying the number of game medals being counted. The game medal number display device 70 is provided near the count button B8, and serves as a display capable of displaying the number of game medals. If the configuration including the count button B8 and the game medal number display device 70 is referred to as the count button unit 213 (counting means), the logo display L2 is provided in the vertical direction (vertically below, on the lower side in the vertical direction) of the count button unit 213. When viewed from the front (nearby), the logo display L2 and the count button unit 213 are positioned on an imaginary straight line along the vertical direction.

[0356] Front panel 102 (FIG. 31) is formed into a plate shape from a transparent (light-transmitting) resin. Front panel 102 covers the front surface (surface) of sheet 110 to protect sheet 110. Rear panel 103 (FIG. 31) is formed into a plate shape from a transparent (light-transmitting) resin. Rear panel 103 covers the rear surface (rear surface) of sheet 110 to protect sheet 110. A board (LED board, backlight board) on which multiple LEDs 131 are arranged is provided on the back side (rear side) of rear panel 103.

[0357] As shown in FIG. 35, the front surface of the front panel 102 is provided with a textured portion 102a (textured portion). The textured portion 102a is provided in a strip shape on the edge portion (peripheral portion) of the front panel 102 along the outer periphery (outer edge) of the front panel 102. The textured portion 102a is provided within a range of a predetermined distance d from the outer edge toward the inside, and the predetermined distance d is, for example, about 5 mm. In other words, the width of the textured portion 102a is about 5 mm. The texture is formed by providing fine irregularities in a mold, but is not limited to this, and may be formed by chemical processing such as etching or sandblasting. The textured portion 102a may also be provided on the back side (rear side) of the front panel 102.

[0358] When the lower panel 91 is viewed from the front through the opening 121 of the frame body 120 (FIG. 31), a strip-shaped textured portion 102a (about 5 mm) protrudes (appears) inside the opening 121. The inner edge of the textured portion 102a and the opening 121 have similar shapes, and the inner edge of the textured portion 102a is formed smaller (inward) than the opening 121.

[0359] The thickness of the front panel 102 is about 3 mm. The distance (about 5 mm) that the textured portion 102a protrudes inward from the opening 121 is greater than the thickness (about 3 mm) of the front panel 102. Therefore, even if a player tries to look inside the slot machine 10 through the front panel 102, the player cannot see the inside of the slot machine 10 (internal equipment) or the outer edge (edge) of the sheet 110. In other words, even if a player looks into the textured portion 102a at a predetermined angle (about 45° to 60°), the player cannot see the inside of the slot machine 10 or the outer edge of the sheet 110.

[0360] The textured portion 102a of the front panel 102 faces (overlaps) the outer edge of the sheet 110 (FIG. 30). As shown in FIG. 35, the logo display L2 of the sheet 110 is provided at a position that does not overlap with the textured portion 102a of the front panel 102 when viewed from the front. The distance (shortest distance) between the edge of the logo display L2 and (the inner edge of) the textured portion 102a is, for example, about 5 mm. This prevents the logo display L2 from being covered (hidden or buried) by the textured portion 102a, which would reduce the visibility of the logo display L2.

[0361] Furthermore, by providing the front panel 102 with the textured portion 102a, it becomes difficult to insert a member such as a wire, and the anti-tamper performance can be improved.

[0362] The gaming machine of this embodiment is a panel (e.g., lower panel 91) having a sheet (e.g., sheet 110); A lighting means (e.g., LED 131) capable of irradiating the panel with light, The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display for informing that the gaming machine is a gaming machine of a specification in which a gaming profit is electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia being a background; If the color of the non-white portion in the first printed representation is a specific color, In the second printed representation, the specific color is not used.

[0363] The second printed mark (model name mark) does not use the specific color of the first printed mark. This makes the first printed mark (mark notifying the player that the gaming machine is a gaming machine that electronically counts gaming profits) more noticeable on the sheet. This makes the first printed mark (predetermined mark) more easily recognizable to players.

[0364] In addition, the gaming machine of this embodiment has a panel (e.g., lower panel 91) having a sheet (e.g., sheet 110); A lighting means (e.g., LED 131) capable of irradiating the panel with light, The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display for informing that the gaming machine is a gaming machine of a specification in which a gaming profit is electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia being a background; The first printed indicia is visually recognized in front of the third printed indicia, If the color of the non-white portion in the first printed representation is a specific color, In the third printed representation, the specific color is not used.

[0365] The first printed indication is visible in front of the third printed indication (background), but the third printed indication (background) does not use the specific color of the first printed indication. This makes the first printed indication (indication informing the player that the gaming machine is designed to electronically count gaming profits) more noticeable on the sheet. This makes the first printed indication (predetermined indication) more easily recognizable by the player.

[0366] In addition, the gaming machine of this embodiment is equipped with a counting means (e.g., the counting button unit 213) having a counting operation means (e.g., the counting button B8) operated when counting, and a gaming value display means (e.g., the gaming medal number display device 70) that displays the gaming value number to be counted, and the first printed display is provided on the side of a predetermined dedicated unit (e.g., the dedicated unit 50) arranged beside the gaming machine, and the first printed display is provided in the vertical direction of the counting means. Therefore, it is possible to make it easy for the player to recognize that the first printed display (a display that notifies the player that the gaming machine is of a specification in which the gaming profit is electronically counted) and the counting means (the counting button unit 213) are related to each other.

[0367] Moreover, the gaming machine of this embodiment includes a front panel (e.g., front panel 102) disposed in front of the seat, the front panel includes a textured portion (e.g., textured portion 102a) formed on the periphery, and the first printed display is provided at a position that does not overlap with the textured portion when viewed from the front. Therefore, the first printed display (a display that notifies the user that the gaming machine is of a type in which gaming benefits are electronically awarded) is covered by the textured portion, and the visibility of the first printed display can be prevented from decreasing.

[0368] In the above, the present embodiment has been described using a slot machine that is a Smart Slot (registered trademark) as an example, but the present invention can also be applied to a pachinko gaming machine that is a Smart Pachi (registered trademark). The pachinko gaming machine 1000 shown in FIG. 36 is a Smart Pachinko (registered trademark). In the pachinko machine 1000, a gaming value as electronic information is used, and a game is played by consuming the gaming value or by being granted the gaming value. The pachinko gaming machine 1000 is a pachinko gaming machine that allows a player to play a game by using a gaming value as electronic information without directly touching the gaming balls, and by consuming the gaming value or by being granted the gaming value, by circulating gaming balls (physical gaming balls) as gaming media inside the machine.

[0369] As shown in Fig. 36, the pachinko gaming machine 1000 includes an upper panel (top panel) 500. The upper panel 500 is configured similarly to the above-mentioned lower panel 91, and includes a sheet 510 (Fig. 37). The sheet 510 is formed similarly to the above-mentioned sheet 110, and is configured to receive light from the rear side. The sheet 510 includes a first display (logo display L3), a second display (model name display 111), and a third display (background 112).

[0370] In the sheet 510, the relationship between the first display (logo display L3), the second display (model name display 111), and the third display (background 112) is configured similarly to the relationship between the first display (logo display L1), the second display (model name display 111), and the third display (background 112) in the above-mentioned sheet 110. However, it is different in that the logo display L3 is provided on the left side of the sheet 510, and the model name display 111 is provided on the right side of the sheet 510. As shown in FIG. 36, on the left side (next to) of the pachinko gaming machine 1000, a card unit (dedicated unit 201) where a player performs a lending operation, a card return operation, etc. is arranged. The logo display L3 is provided on the dedicated unit 201 side. Therefore, it can be shown that the logo display L3 and the dedicated unit 201 are related to each other.

[0371] The logo display L3 (FIG. 37) is a display indicating (informing) that the gaming machine is a Smart Pachinko (registered trademark). In other words, the logo display L3 is a display informing that the gaming machine is a gaming machine (specific gaming machine) in which gaming profits are counted (awarded) electronically. The logo display L3 is blue. The logo display L3 has blue and white parts, and the proportion of the blue part is relatively large, so that it can be said that the logo display L3 is blue. The blue color can also be said to be the color (specific color) of the non-white parts of the logo display L3.

[0372] The CMYK values ​​of the blue part are C85%, M50%, Y0%, K0%. The CMYK values ​​of the white part are C0%, M0%, Y0%, K0%. The logo display L3 includes the characters "Sumapachi (registered trademark)", and the characters are in white (white with a blue border).

[0373] 37, the logo display L3 has a white border W (white border W) formed (applied) along the outer periphery. The white border W has a constant width, for example, about 1.5 mm. The logo display L3 has a vertical width of, for example, about 42 mm, and a horizontal width of, for example, about 46 mm.

[0374] In FIG. 36, the portion indicated by the symbol X is provided with a counting button unit (counting means) in the pachinko gaming machine 1000, although this is not shown in the figure. The counting means includes a counting operation means (counting buttons) and a gaming value (number) display device (game medal number display device). The logo display L3 is provided in the vertical direction (vertically above, on the upper side in the vertical direction) of the counting button unit. The logo display L3 and the counting button unit are positioned on an imaginary straight line along the vertical direction when viewed from the front (nearby).

[0375] Note that, similarly to the example shown in Fig. 33, the supplementary explanation display E may be provided below the logo display L3. Furthermore, when simply referring to the logo display L3, the supplementary explanation display E may be included (integrated with the supplementary explanation display E).

[0376] The present invention is not limited to the above-described embodiment, and any of the components may be modified or omitted without departing from the spirit of the present invention. For example, the game control form and configuration of the slot machine 10 are not limited to those of the above-described embodiment.

[0377] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and the following modifications are introduced. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a control method for realizing the present invention.

[0378] In the above embodiment, an example was given of the case where the output start timing of the game medal count clear signal and the start timing of the specific clear notification are synchronized, but they do not have to be synchronized, and the output start timing of the game medal count clear signal may be earlier or later than the start of the specific clear notification.

[0379] In addition, in the above embodiment, an example was given of the case where the output end timing of the game medal count clear signal and the end timing of the specific clear notification are synchronized, but they do not have to be synchronized, and the output end timing of the game medal count clear signal may be before or after the end of the specific clear notification.

[0380] In addition, in the above embodiment, an example was given of a case where the output of the game medal count clear signal and the specific clear notification are executed for the same period of time, but the specific clear notification may be executed for a period of time longer or shorter than the output time of the game medal count clear signal.

[0381] In the above embodiment, the output of the game medal count clear signal and the specific clear notification are explained as ending after a predetermined time (e.g., 5 seconds) has elapsed, but if an error state occurs before the predetermined time (e.g., 5 seconds) has elapsed, the timing may be started again from the beginning after the error is cleared.

[0382] In the above embodiment, an example was given of a case where a specific clear notification is executed by lighting up the dot display unit DP of the status display device 80, but the specific clear notification may instead be executed by outputting a predetermined sound (for example, a sound such as "Credits have been cleared") from the speaker SP.

[0383] In addition, in the above embodiment, an example was given of the case where the medal CPU 30a clears the number of game medals and then outputs a game medal count clear signal and executes a specific clear notification, but the number of game medals may be cleared after starting to output a game medal count clear signal or a specific clear notification.

[0384] In addition, in the above embodiment, an example was given of the case where the status display device 80 used for the specific clear notification is provided on the medal count control board 30, but the status display device 80 may be provided in another location within the housing, may be provided above or below the reel unit 310, or may be provided on the back surface of the upper front door UD or the lower front door DD.

[0385] In addition, in the above embodiment, an example was given of a case where a specific clear notification is executed using the status display device 80, but this is not limited to the status display device 80 as long as it is a device controlled by the medal count control board 30, and for example, a specific clear notification may be executed using the game medal count display device 70.

[0386] In the above embodiment, the medal CPU 30a performs the communication permission process before starting communication with the dedicated unit 50, but the communication permission process does not have to be executed, and the communication permission flag does not have to be set. In this example, the process of step S195 shown in Fig. 14 does not have to be set. That is, the start condition may be the establishment of communication with the main CPU 10a, and when the start condition is satisfied, a game medal count clear signal may be sent to the dedicated unit 50, and a specific clear notification may be executed by the status display device 80 of the medal count control board 30.

[0387] In the above embodiment, the setting change permission switch 262 and the setting change switch 264 are provided in the power supply unit.

[0388] In the above embodiment, the medal CPU 30a determines that communication with the main CPU 10a has been established when the start-up command transmitted from the main CPU 10a is normally received, as shown in Fig. 11. However, it is not necessary that the received start-up command is normal, and it may be determined that communication with the main CPU 10a has been established when the start-up command transmitted from the main CPU 10a is received. In this example, the medal CPU 30a does not need to determine whether the parity bit of the start-up command is normal or not.

[0389] Similarly, the main CPU 10a has been described as proceeding to setting change processing, state recovery processing, or cold start processing when it normally receives a reply command sent from the medal CPU 30a in the reply command waiting state shown in Fig. 11, but it is not required that the received reply command be normal, and it may proceed to the next process when it receives a reply command sent from the medal CPU 30a. In this example, the main CPU 10a does not need to determine whether the parity bit of the reply command is normal or not.

[0390] In addition, in the above embodiment, an example was given of the main CPU 10a sending a startup command to the medal CPU 30a when the power is turned on, and then transitioning to setting change processing, status recovery processing, or cold start processing, but it is also possible to send the startup command to the medal CPU 30a after transitioning to setting change processing, status recovery processing, or cold start processing.

[0391] In addition, in the above embodiment, when a volume change operation is performed using the left button B7C or the right button B7D while a specific image 450 is being displayed, a volume change process is performed and an operation sound is output at the current volume after the change while continuing to display the specific image 450. However, it is also possible to output the operation sound without changing the volume.

[0392] In the above embodiment, when a light intensity change operation is performed using the up button B7A or the down button B7B while the specific image 450 is being displayed, a light intensity change process is performed and the operation sound is output at the current volume while continuing to display the specific image 450. However, the operation sound may be output without changing the light intensity.

[0393] In the above embodiment, the main CPU10a sets the internal state to an error state and restricts the progress of the game when the ON state of the medal count VL unconnected signal continues for a predetermined time (for example, 154.96 msec) or more. However, the progress of the game may be restricted without setting the internal state to an error state. That is, the main CPU10a does not need to set the lending device connection error as a detectable error. When the main CPU10a sets the error state, the game information display unit DS may display an identification symbol (error code) indicating the error type, and the sub-CPU20a may display an identification symbol indicating the error type on the liquid crystal display LCD. However, when the main CPU10a does not set the lending device connection error as a detectable error, a specific error notification may be executed without displaying an identification symbol indicating the lending device connection error when a lending device connection error occurs.

[0394] Furthermore, in the above embodiment, the cycle for sending the counting notification (e.g., 300 msec) and the cycle for updating the display of the game medal count display device 70 (a predetermined display cycle by timer interrupt: e.g., 1 msec) are managed independently, so that, depending on the time relationship between the timing of the counting process of the electronic medals and the timing of updating the display of the game medal count display device 70, a situation may arise in which the display content of the game medal count on the game medal count display device 70 differs from the actual number of game medals. However, while the counting button B8 is being pressed and held, a predetermined countdown effect may be displayed as the display of the game medal count on the game medal count display device 70, regardless of the actual number of game medals. For example, while the counting button B8 is being pressed and held, a countdown display may be performed by rapidly cycling through the numbers "0" to "9" on the first display unit 510, which displays the units digit, and the second display unit 520, which displays the tens digit, of the five-digit display units of the game medal count display device 70, and the numbers on the third display unit 530 to fifth display unit 550, which display the hundreds, thousands, and tens of thousands digits, may be updated based on the actual number of game medals. To explain this by taking as an example the case where 150 electronic medals are transferred to the dedicated unit 50 by pressing and holding the counting button B8, as shown in FIG. 38(A), if the counting button B8 is pressed and held while holding 250 electronic medals, as shown in FIG. 38(B), a countdown display will start on the first display unit 510 and the second display unit 520 while maintaining the display of "2" on the third display unit 530, and when 50 electronic medals have been transferred to the dedicated unit 50, as shown in FIG. 38(C), As the number is 200, the display on third display unit 530 remains at "2", and when another 50 (a total of 100) electronic medals are transferred to dedicated unit 50, the number of game medals becomes 150, as shown in FIG. 38(D), so the display on third display unit 530 is updated from "2" to "1", and when another 50 (a total of 150) electronic medals are transferred to dedicated unit 50 and the long press operation of counting button B8 is completed, the number of game medals becomes 100, as shown in FIG. 38(E), so the number "100" is displayed.In this way, the counting process can be performed quickly without needlessly waiting for the display update of the game medal number display device 70. The same can be applied to all counting operations of the count button B8.

[0395] In the above embodiment, when the left button B7C or the right button B7D is operated while the specific image 450 is being displayed, the volume change process is performed, and the operation sound is output at the current volume while continuing to display the specific image 450. However, during a predetermined error other than the rental device connection error (e.g., a door opening error), the volume change operation by the left button B7C or the right button B7D may be invalidated, and even if the left button B7C or the right button B7D is operated, the volume change process may not be performed and the operation sound may not be output, or the volume change process may not be performed but the operation sound may be output. Similarly, during a predetermined error other than the rental device connection error (e.g., a door opening error), the light amount change operation by the up button B7A or the down button B7B may be invalidated, and even if the up button B7A or the down button B7B is operated, the light amount change process may not be performed and the operation sound may not be output, or the light amount change process may not be performed but the operation sound may be output. In this example, the main CPU 10a may not set the internal state to an error state when not connected to the dedicated unit 50.

[0396] Furthermore, among the multiple types of errors, there may be errors that invalidate volume change operations or light intensity change operations, and errors that validate volume change operations or light intensity change operations.

[0397] In the above embodiment, an example was given of a case where a demo presentation is displayed when play has not continued for a predetermined period of time (e.g., 60 seconds) under a predetermined situation. However, a demo presentation (demo screen) may also be displayed when the settlement button B4 is operated, or a demo presentation (demo screen) may be displayed when the settlement process associated with the operation of the settlement button B4 is completed.

[0398] In the above embodiment, the monitoring timer is always operated while the power of the gaming machine is turned on. However, the monitoring timer may be stopped or stopped. For example, the monitoring timer may be stopped when the door sensor detects that the upper front door UD or the lower front door DD is opened, and the monitoring timer may be restarted when the door sensor detects that the upper front door UD or the lower front door DD in the open state is closed. That is, the monitoring timer may be stopped during a door opening error (during an error state) associated with the opening of the upper front door UD or the lower front door DD. In this way, it is possible to prevent the demo performance from starting while the upper front door UD or the lower front door DD is open. Here, if the demo performance starts while the upper front door UD or the lower front door DD is open, different performances will be executed before and after the opening and closing of the upper front door UD or the lower front door DD, which may cause a sense of incongruity. However, according to this modified example, it is possible to prevent the sense of incongruity caused by the execution of different performances before and after the opening and closing of the upper front door UD or the lower front door DD.

[0399] Also, for example, the monitoring timer may be operated when all processing related to one game is completed, and the monitoring timer may be stopped when the electronic medal is set to the inserted state. In this way, it is possible to transition to a demo presentation in a game situation where the electronic medal is not set to the inserted state, and not to transition to a demo presentation in a game situation where the electronic medal is set to the inserted state.

[0400] Also, for example, when the menu button B6 is operated while a game presentation (game screen) or demo presentation (demo screen) is being executed in order to transition to a menu screen, the measurement value of the monitoring timer is initialized (reset) to an initial value of "0" and timing by the monitoring timer is temporarily stopped, and when the menu button B6 is operated while the menu is displayed in order to return to the game presentation, timing by the initialized (reset) monitoring timer is resumed (restarted).

[0401] In the above embodiment, an example was given of the case where the monitoring timer is reset each time a signal is input from the main board 10, but the monitoring timer may not be reset when the upper front door UD or lower front door DD is opened, or when the upper front door UD or lower front door DD in the open state is closed.

[0402] In the above embodiment, when the monitoring timer counts a predetermined time (for example, 60 seconds) while any of the reels is spinning, a reel stop warning effect may be executed instead of the demo effect. In this case, the volume of the speaker SP may be muted or reduced in volume when the reel stop warning effect is executed.

[0403] In the above embodiment, an example was given of a case in which it is not possible to play in the setting confirmation mode, but in the setting confirmation mode, it may be possible to insert (bet) electronic medals using the bet button B0, settle electronic medals using the settlement button B4, and count electronic medals using the count button B8.

[0404] In addition, in the above embodiment, an example was given of a case in which it is possible to switch to setting confirmation mode while accepting the insertion of an electronic medal, but it may also be possible to switch to setting confirmation mode if setting confirmation conditions are met while the settlement process is being executed, or it may be possible not to switch to setting confirmation mode while the settlement process is being executed.

[0405] In the above embodiment, the main CPU10a sets the internal state to an error state when the complete operation condition is satisfied and restricts the progress of the game, but the progress of the game may be restricted without setting the internal state to an error state. That is, the main CPU10a may not set the operation of the complete function as a detectable error. When the main CPU10a sets the error state, the sub CPU20a displays an identification symbol (error code) indicating the type of error on the game information display unit DS, and the sub CPU20a displays an identification symbol indicating the type of error on the liquid crystal display LCD. However, when the main CPU10a does not set the complete error as a detectable error, the sub CPU20a may execute an error notification without displaying an error code on the game information display unit DS when the complete operation condition is satisfied.

[0406] In addition, in the above embodiment, an example was given of a case where the setting confirmation mode is entered when the setting confirmation condition is met while game progress is being restricted by the complete function, but it is also possible to prevent the transition to the setting confirmation mode while game progress is being restricted by the complete function.

[0407] In addition, in the above embodiment, an example was given of managing the transition to setting confirmation mode in the door opening error monitoring process, but the door opening error monitoring process may also monitor lending device connection errors and medal count control errors, making it possible to detect these errors while game progress is being restricted by the complete function.

[0408] In the above embodiment, the operation of the counting button B8 is invalidated when the gaming machine is not connected to the dedicated unit 50, but the operation of the settlement button B4 may also be invalidated when the gaming machine is not connected to the dedicated unit 50. In this way, it is possible to restrict not only the counting of electronic medals but also the settlement.

[0409] In the above embodiment, the main board 10, the sub-board 20, and the medal count control board 30 are arranged to share the functional units for progressing the game, but some of the functional units of the main board 10 may be arranged on the sub-board 20 or the medal count control board 30, some of the functional units of the sub-board 20 may be arranged on the main board 10 or the medal count control board 30, some of the functional units of the medal count control board 30 may be arranged on the main board 10 or the sub-board 20, or all of the functional units may be arranged together on one control board. Also, all of the functional units of the medal count control board 30 may be arranged on the main board 10, and the medal count control board 30 may not be provided.

[0410] The invention of the above embodiment is not limited to smart pachinko slots, but can also be applied to slot machines that use real medals (game value) to play games, and gaming machines that use game balls (pachinko balls) to play games (pinball gaming machines, smart pachinko (registered trademark)). In smart pachinko, a main board (first control unit) that controls the progress of the game, a sub-board that controls the presentation, and a frame control board (second control unit) that can communicate with the main board and a dedicated unit (specific unit) that lends game balls are provided, and the frame control board can manage the number of game balls. In addition, the main board switches between starting up in a game mode (playable state) and starting up in a setting change mode (unplayable state) depending on the state of the setting change switch when the power is turned on. When a predetermined clear condition is satisfied, the frame control board clears the number of game balls it manages to 0, and the start condition is that communication with the main board has been established. When the clear condition and the start condition are satisfied, the frame control board may cause a status display device provided on the frame control board to execute a specific notification to notify that the number of game balls has been cleared, and in particular, the specific notification may be executed regardless of the connection status with the dedicated unit, or the specific notification may be executed even if the main board is changing the setting value (unplayable state). In addition, when the frame control board satisfies the clear condition and the start condition, the frame control board may send a game ball number clear signal (a signal indicating that the number of game balls has been cleared to 0: a specific signal) to the dedicated unit, and in particular, the game ball number clear signal may be sent to the dedicated unit even if the main board is changing the setting value (unplayable state).

[0411] The invention of the above embodiment can also be applied when a smart pachinko machine is equipped with a full counting function, and when a full counting operation is performed, the frame control board (second control unit) sends a game ball number control information command to the sub-board via the main board (first control unit) notifying a specific number (e.g., 0) as the updated number of game balls (number of game value numbers) regardless of the updated number of game balls (number of game balls remaining after execution of the counting process), and when the updated number of game balls included in the game ball number control information command received this time is a specific number (e.g., 0), the sub-board may determine the counting sound to be output based on the number of game balls included in the game ball number control information command received last time.

[0412] Furthermore, the first embodiment of the invention, the second embodiment of the invention, and the various modified examples can be appropriately combined and adopted. [Explanation of symbols]

[0413] (First embodiment) BX storage box, UD upper front door, DD lower front door, DW display window, L1 Valid line, DS Game information display, LCD liquid crystal display, AL Frame Lamp, R1 1st Reel, R2 2nd Reel, R3 3rd Reel, SL start lever, B0 bet button, B1~B3 stop buttons, B4 settlement button, B5 performance button, B6 menu button, B7 cross key, B7A up button, B7B down button, B7C left button, B7D right button, B8 Count button, B10 Loan button, B11 Return button, B12 Play button, B13 Game medal count clear button, B14 Error release button, DP dot display, 10 Main board, 10a main CPU, 10b main ROM, 10c main RAM, 20 sub-board, 20a sub-CPU, 20b sub-ROM, 20c sub-RAM, 30 medal count control board, 30a medal CPU, 30b medal ROM, 30c Medal RAM, 40 Game ball rental device connection terminal board, 50 Dedicated unit, 60 dedicated unit control board, 61 cash insertion section, 62 card insertion section, 63 lending switch, 64 return switch, 65 game switch, 66 degree display device, 67 Acquired medal number display device, 70 Game medal number display device, 80 Status display device, 82 first connector, 84 second connector, 91 lower panel, 100 Main startup processing means, 105 input acceptance means, 110 random number generation means, 120 internal lottery means, 130 reel control means, 140 winning determination means, 150 payout control means, 160 replay processing means, 170 game state control means, 180 performance state control means, 190 Communication control means, 195 Setting confirmation means, 200 sub-start processing means, 210 performance control means, 220 bet switch, 230 start switch, 240 stop switch, 250 settlement switch, 255 counting button switch, 256 game medal number clear switch, 257 error release switch, 262 setting change permission switch, 264 setting change switch, 270 Production button switch, 280 Menu button switch, 290A Up button switch, 290B Down button switch, 290C Left button switch, 290D Right button switch, 310 reel unit, 330 display device, 340 sound device, 350 substrate case, 352 case body, 354 case cover, 356 connecting pin, 358 Main unit side connection part, 360 Lid side connection part, 400 Menu screen, 410 Volume setting screen, 420 Volume bar image, 430 Light amount setting screen, 440 Light amount bar image, 450 Specific image 510 first display section, 520 second display section, 530 third display section, 540 fourth display section, 550 fifth display section, Second embodiment B background, L1 logo display, E supplementary explanation display, N anti-slip display, 91 lower panel, 102 front panel, 102a textured portion, 103 rear panel, 110 sheet, 111 model name display, 112 background, 120 frame, 121 opening, 131 LEDs, L2 logo display, W border (white border), P character, L3 logo display, 201 dedicated units, 500 upper panels, 510 seats, 1000 pachinko machines

Claims

[Claim 1] A coin insertion operation means, a settlement operation means, and a counting operation means, a deposit processing means for performing a deposit process of game values ​​based on an operation of the deposit operation means; a counting processing means for performing a counting process of the game value based on an operation on the counting operation means; a display control means for displaying a number of game values, which is the quantity of the game values, and updating and displaying the number of game values ​​while the counting operation means is being operated; a setting confirmation means for shifting the device to a setting confirmation mode in which the setting value can be confirmed; a performance control means for outputting a sound from a sound device, the gaming machine being connected to a specific unit that lends out the gaming value, and in the counting process, transmitting at least a part of the gaming value to the specific unit, The counting processing means When an operation is performed on the counting operation means, the counting process is performed even during operation of the settlement operation means, The input processing means is When the input operation means is operated, the input process is performed even during the operation of the counting operation means. The performance control means When the transmission of the gaming value is completed by the counting process, a first sound related to the transmission is output; The setting confirmation means The setting confirmation mode can be entered while the first sound is being output, When an operation to shift to the setting confirmation mode is performed during the update display of the number of game values, the mode is shifted to the setting confirmation mode, The display control means When an operation to shift to the setting confirmation mode is performed during the update display of the number of game values, the update display of the number of game values ​​is stopped, When the setting confirmation mode ends during the operation of the counting operation means, the gaming machine updates and displays the number of game values ​​even if the operation state for the counting operation means continues.