Game machine
The gaming machine improves product quality by implementing a game value control system with distinct counting operation means, prioritizing efficient total counting and reducing the use of less accessible counting options.
Patent Information
- Application Number
- JP2023166433
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-27
- Publication Date
- 2025-04-09
AI Technical Summary
There is a need to improve the product quality of gaming machines.
The gaming machine incorporates a game value control system with a counting operation mechanism that includes a first counting operation means for transferring all game values and a second counting operation means for transferring a predetermined number of game values, with the second operation having lower operability and notification performance.
This design enhances convenience and product quality by allowing for efficient total counting and reducing the likelihood of players using the second counting operation means, thereby increasing the frequency of using the first counting operation means for all counts.
Smart Images

Figure 2025056906000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine that includes a gaming area in which gaming balls (gaming value) move and a launching device that launches the gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a big prize opening provided in the gaming area operates to an open state, and a gaming ball is paid out based on the entry of the gaming ball into the big prize opening.
[0003] Also, as a gaming machine, a slot machine is known that is equipped with a plurality of reels with a plurality of symbols arranged on the outer periphery, a start lever, a stop button, etc. In the slot machine, the reels start to rotate based on a game start operation, and an internal lottery is performed using a lottery table. When each reel stops, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed, and when the winning combination is a winning combination, a process corresponding to the winning combination is performed, such as a payout process that provides a game value, or a replay process that allows a player to play again without consuming a new game value.
[0004] Furthermore, this type of gaming machine includes a medal-less gaming machine that allows a game to be played using a gaming value as electronic information without using a gaming medium. Patent Document 1 discloses a medal-less gaming machine equipped with a medal number display device and a counting button. In this medal-less gaming machine, when a counting button signal is turned ON and the ON detection time of the counting button signal is less than 500 ms, the credit number "1" is transmitted to the lending device, and when the ON detection time of the counting button signal is 500 ms or more, the credit number "50" is transmitted to the lending device. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 7215765 Summary of the Invention [Problem to be solved by the invention]
[0006] Meanwhile, there is a demand for improving the marketability of gaming machines.
[0007] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with improved marketability. [Means for solving the problem]
[0008] In order to achieve the above object, the gaming machine of the present invention comprises: A game value number control means (game value number control means 33) for managing game values; a counting operation means (counting button 212) capable of executing a counting process for transferring the game value managed by the game value number control means to a specific unit (dedicated unit 200); The counting operation means includes a first counting operation means (first counting button 212a) and a second counting operation means (second counting button 212b), The first counting operation means is capable of performing a total counting process for transferring all game values to the specific unit; The second counting operation means is capable of executing a counting process for transferring a predetermined number of game values to the specific unit; The second counting operation means has lower operability than the first counting operation means. Since the counting of all game values (full counting process) can be executed, the convenience can be improved and the marketability of the gaming machine can be improved. Also, since the operability of the second counting operation means related to the counting of a predetermined number of game values is lower than that of the first counting operation means, the possibility that the player will operate the second counting operation means can be reduced and the possibility (frequency) that the player will operate the first counting operation means (executing the full counting) can be increased.
[0009] In addition, the gaming machine of the present invention is A game value number control means (game value number control means 33) for managing game values; a counting operation means (counting button 212) capable of executing a counting process for transferring the game value managed by the game value number control means to a specific unit (dedicated unit 200); The counting operation means includes a first counting operation means (first counting button 212a) and a second counting operation means (second counting button 212b), The first counting operation means is capable of performing a total counting process for transferring all game values to the specific unit; The second counting operation means is capable of executing a counting process for transferring a predetermined number of game values to the specific unit; The performance of the notification related to the operation of the second counting operation means is lower than the performance of the notification related to the operation of the first counting operation means. Since it is possible to execute counting of all game values (full counting process), it is possible to improve convenience and marketability of the gaming machine. Also, the performance of the notification related to the operation of the second counting operation means is lower than the performance of the notification related to the operation of the first counting operation means. Therefore, it is possible to reduce the possibility that the player will operate the second counting operation means and to increase the possibility (frequency) that the player will operate the first counting operation means (executing full counting). Effect of the Invention
[0010] According to the present invention, merchantability can be improved. [Brief description of the drawings]
[0011] [Figure 1] 1 is an external view for explaining a schematic mechanical configuration of a slot machine according to a first embodiment of the present invention. FIG. [Diagram 2] FIG. 11 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Diagram 3] FIG. 13 is a diagram explaining the reel pattern arrangement and the pay lines. [Figure 4] 1 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. FIG. [Diagram 5] 4 is a flowchart showing the main processing of the main control board according to the first embodiment. [Figure 6] 13 is a flowchart showing the sub-processing of the sub-control board according to the first embodiment. [Figure 7] 13 is a flowchart showing medal processing of the medal count control board. [Figure 8] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 13 is a diagram showing a winning type lottery table. [Figure 10] FIG. 11 is an explanatory diagram for explaining the transition of the game state. [Figure 11] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 12] 11 is a timing chart for explaining the flow of the counting process when the counting switch is pressed briefly. [Figure 13] 11 is a timing chart for explaining the flow of the counting process when the counting switch is pressed and held. [Figure 14] 13 is a timing chart for explaining another flow of the counting process when the counting switch is pressed and held down. [Figure 15] 13 is a timing chart for explaining the flow of the counting process when the counting switch is operated to full count. [Figure 16] 13 is a timing chart for explaining another flow of the counting process when the counting switch is operated to full count in the same manner as in the first embodiment. [Figure 17] 13 is a flowchart showing an example of the flow of counting processing in the medal number control board. [Figure 18] 11 is a flowchart showing an example of the flow of the multiple counting process according to the first embodiment. [Figure 19] 13 is a flowchart showing an example of the flow of the single-number counting process according to the first embodiment. [Figure 20] 13 is a flowchart showing an example of the flow of counting response processing in the main control board according to the embodiment. [Figure 21] 13 is a flowchart showing an example of the flow of counting response processing in the sub-control board. [Figure 22] 13 is a timing chart for explaining the flow of the counting process when the counting switch is operated to full count. [Diagram 23] 13 is a timing chart for explaining another flow of the counting process when the counting switch is operated to full count in the same manner as in the first embodiment. [Figure 24] 13 is a flowchart showing an example of the flow of counting processing in the medal number control board. [Diagram 25] 11 is a flowchart showing an example of the flow of the multiple counting process according to the first embodiment. [Figure 26] 13 is a flowchart showing an example of the flow of counting response processing in the sub-control board. [Figure 27] FIG. 2 is an external view for explaining the mechanical configuration of the game medal number display device of the same embodiment. [Figure 28] 11 is a timing chart for explaining the flow of the counting process when all the counting switches are operated. [Figure 29] 13 is a timing chart for explaining another flow of the counting process when the full counting switch is operated. [Diagram 30] 13 is a flowchart showing an example of the flow of counting processing in the medal number control board. [Diagram 31] FIG. 11 is a perspective view showing an example of a gaming machine according to a second embodiment of the present invention. [Diagram 32] FIG. 13 shows the arrangement of symbols on the reels. [Diagram 33] FIG. 13 is a front view of the gaming machine and the dedicated unit. [Diagram 34] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Diagram 35] 4 is a flowchart showing an example of the counting process. [Diagram 36] FIG. 11 is a diagram for explaining an error (main error). [Figure 37] FIG. 13 is a diagram for explaining the administrator menu. [Figure 38] FIG. 11 is a diagram for explaining the error information history. [Figure 39] FIG. 11 is a diagram for explaining the counting history according to the first embodiment. [Diagram 40] FIG. 13 is a diagram for explaining the loan count history. [Diagram 41] FIG. 11 is a diagram showing a first count button and a second count button of a gaming machine according to a second embodiment of the present invention. [Diagram 42] 4 is a flowchart showing an example of the counting process. [Diagram 43] FIG. 13 is a diagram for explaining a display relating to code information displayed on a gaming machine according to a fourth embodiment of the present invention. [Diagram 44] FIG. 13 is a diagram for explaining the code information display confirmation display. [Diagram 45] FIG. 13 is a diagram for explaining the customization reset confirmation display according to the first embodiment. [Diagram 46] FIG. 13 is a diagram for explaining an error (a medal count control error) detected in a gaming machine according to a fifth embodiment of the present invention. [Figure 47] 13 is a front view of another gaming machine and dedicated unit to which the present invention can be applied. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] (First embodiment) A first preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0013] (Mechanical Configuration of Slot Machine 100) There are two types of slot machines 100 as gaming machines: one in which real medals are used to play the game, and one in which no real medals are used to play the game. The latter are sometimes called smart slot machines. Here, smart slot machines are used as an example of the slot machine 100. In smart slot machines, electronic medals are used as electronic game value for playing the game, instead of real medals.
[0014] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.
[0015] 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and a left reel 110a, a center reel 110b, and a right reel 110c are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be rotatable independently of each other. As shown in the symbol arrangement in Fig. 3(a), multiple types of symbols are arranged on the outer periphery of the left reel 110a, the center reel 110b, and the right reel 110c in 20 equal-divided regions, and the player can see a total of nine symbols, three consecutive symbols on the top, middle, and bottom rows of the left reel 110a, the center reel 110b, and the right reel 110c, through the symbol display window 108. The left reel 110a, the center reel 110b, and the right reel 110c are sometimes collectively referred to simply as reels 110.
[0016] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal count display device 128, a main segment display unit 130, etc.
[0017] The bet switch 116 is composed of a push switch, and detects an operation of inserting (betting) electronic medals that are electronically held in the slot machine 100 and can be used for a game (subtracting from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bet) a specified number of electronic medals required for one game, and a 1 bet switch that additionally inserts one electronic medal within the range of the specified number. Here, the number of game values, which is the total number of electronic medals that are electronically held in the slot machine 100 and can be used for a game, is sometimes called the "number of game medals," and the memory area that holds the number of game medals is sometimes called the "medal holding section." Note that the bet includes both a case where a specified number of electronic medals are inserted from the number of game medals held in the medal holding section through the operation of the bet switch 116, and a case where electronic medals are automatically inserted based on the display of a replay role, which will be described in detail later, on the pay line. The entity that makes such a bet is sometimes called an insertion means.
[0018] The start switch 118 is configured, for example, with a lever capable of detecting a tilt operation, and detects a game start operation by the player.
[0019] The stop switches 120a, 120b, and 120c are push switches that are provided at positions corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the player's stop operation. The stop switches 120a, 120b, and 120c may be collectively referred to simply as the stop switches 120. Here, when the stop switch 120 can be stopped, the player first operates any of the stop switches 120a, 120b, and 120c to stop the reels, which is called the first stop operation, the second stop operation operates any of the two stop switches 120 that have not been operated after the first stop operation, and the third stop operation operates the last remaining stop switch 120 after the second stop operation.
[0020] The settlement switch 122 detects an operation of returning all electronic medals bet by operating the bet switch 116 to the medal holding section (adding them to the number of game medals).
[0021] The effect switch 124 is composed of, for example, a push switch or a cross switch, and detects the pushing operation or the rotating operation of the player.
[0022] The counting switch 126 is composed of a push switch, and detects an operation of transferring (subtracting from) a part or all of the number of game medals electronically held in the slot machine 100 to the dedicated unit 300 described later. Here, as an operation of the counting switch 126, an operation in which the counting switch 126 is turned on for less than 500 msec is called a "short push operation", and an operation in which the counting switch 126 is turned on continuously for 500 msec or more is called a "long push operation". In the short push operation of the counting switch 126, only one electronic medal is counted (transferred) from the number of game medals for each operation, and in the long push operation, 50 electronic medals are counted from the number of game medals at the timing of the count notification every 300 msec after the ON time of 500 msec. Note that if the number of game medals is less than 50 while the long push operation is being performed, all the remaining game medals are counted. In addition, if the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game state at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 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 slot machine 100, and counts the results of the game are possible). Note that when the slot machine 100 is powered on but the dedicated unit 300 is not powered on, or when the slot machine 100 and the dedicated unit 300 are not connected, that is, when the VL connection signal is OFF, the slot machine 100 is invalidated and the period is not included in "while play is possible". In addition, the slot machine 100 is not (cannot) play a game by itself during initialization processing after powering on, during setting change and setting confirmation, and during an error state requiring recovery processing by resetting or the like, are not included in "while play is possible".
[0023] The game medal number display device 128 includes a 5-digit or 6-digit 7-segment LED, and displays the total number of electronic medals held in the medal holding section, that is, the number of game medals. However, the electronic medals bet is not included in the number of game medals. Therefore, the game medal number display device 128 displays the number obtained by subtracting the number of electronic medals bet from the number of electronic medals acquired by the player. The numerical range of the game medal number is expressed as 0 to 16382 (16368 medals + maximum number of medals paid out in one game (15 medals) - minimum number of medals inserted (1 medal)) taking into account the maximum number of medals difference in one business day, and if the upper digit of a significant number is 0, the number is displayed as a blank (light off). If the number exceeds a predetermined warning value, for example, 15000, a possession number warning is issued to prompt the player to count, and the lending process of electronic medals described later is restricted, and a test counting signal is output for about 3500 msec. The warning value is not limited to 15000, and various values can be set. However, even if the holding number warning notification is executed, the player can continue playing. Therefore, the number of game medals may increase. If the number becomes a predetermined holding upper limit value, for example, 16369 or more, an error notification (medal over error notification) is executed and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, the start switch 118, and the settlement switch 122 are prohibited from being accepted. If such a complete function is activated (a play stop error (error code "Ey") occurs), complete operation information notifying that the complete function is activated is displayed on the liquid crystal display unit 132 described later, and a complete operation sound notifying that the complete function is activated is output from the speaker 134 described later. The game medal number display device 128 reflects and displays the updated game medal number within approximately 300 msec after the game medal number held in the slot machine 100 is updated.
[0024] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that is automatically restored when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 described later, and an error sound is output from the speaker 134 described later.
[0025] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the upper part of the front upper door 104. Speakers 134 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions on the back surface of the front lower door 106. Also, performance lamps 136, for example, composed of high-brightness light-emitting diodes (LEDs), and a performance prop device 138 that drives performance props by a motor are provided at the upper part and left and right of the front upper door 104.
[0026] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the power is turned on via the power switch 144a of the power source 144, and the slot machine 100 transitions to a setting change mode, in which the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages, for example, from 1 to 6. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six stages, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), ending the setting change mode and enabling the game to be played. The settings can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.
[0027] In such a slot machine 100, actual medals are not required, so it is possible to prevent cheating by inserting medals artificially or using medals that have been illegally brought in. Also, since it is not necessary to provide a mechanism for inserting and paying out gaming media in the gaming machine, it is possible to reduce design and manufacturing costs. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, by centrally managing data, it is possible to suppress gambling and, ultimately, to strengthen measures against addiction.
[0028] FIG. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball etc. dispensing device connection terminal board 280. The slot machine 100 is provided with a plurality of control boards including a main control board 200 for controlling the progress of the game, a sub-control board 240 for controlling the presentation according to the progress of the game, and a medal count control board 260 for controlling the number of electronic medals (game medal count) held in the medal holding section. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to only one direction from the main control board 200 to the sub-control board 240 from the viewpoint of preventing fraud, etc. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.
[0029] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c which functions as a work area, and generally controls the entire slot machine 100. Even if the power is cut off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.
[0030] The main control board 200 also has functional sections such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a judgment means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.
[0031] The main control board 200 receives various detection signals from the bet switch 116, the start switch 118, the stop switch 120, and the settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0032] The initialization means 210 executes initialization processing in the main control board 200. The betting means 212 bets electronic medals to be used in games. The winning type selection means 214 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.
[0033] The reel control means 216 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0034] In addition, the reel control means 216 may extend the time from enabling the operation of the stop switch 120 in the previous game to enabling the operation of the stop switch 120 by the player to display the lottery result of the winning type lottery (disabled by the completion of the operation of the stop switch 120 in the previous game) beyond a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time.
[0035] In this embodiment, as a reel effect, the basic game is interrupted in response to the operation of the start switch 118 in the basic game, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a lottery for a winning type is performed and a one-time payout can be received in response to the winning of a winning combination. The pseudo game ends on the condition that the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of the pseudo game, the reel control means 216 can automatically temporarily stop a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the performance can be performed with a rotation control and a stop mode similar to or different from that of the basic game, so that the interest of the game can be increased. Note that the temporary stop indicates a state in which the reels appear to be stopped at first glance, but are not completely stopped by continuing to change the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates a control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in response to the operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0036] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 216 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 216 in response to an operation signal from the stop switch 120.
[0037] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A may be simply referred to as winning. Here, the active line A is a line for determining whether or not a winning combination has been won, and in this embodiment, there is one active line. As shown in FIG. 3(b), among the nine symbols (three reels × three rows, upper, middle, and lower) facing the symbol display window 108, the active line A is set to a line (one line going up to the right) connecting positions corresponding to symbols stopped on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The inactive line is a line other than the active line A that is not used for determining whether or not a winning combination has been won, and displays other symbol combinations that make it easier to understand the winning combination when it is difficult to understand the winning combination only from the symbol combination displayed on the active line A, and in this embodiment, four inactive lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. Based on the fact that a symbol combination corresponding to a winning role is displayed on the pay line A (a prize has been won), the payout control means 220 pays out electronic medals to the medal holding section in the number (value) corresponding to the winning role (adding them to the number of game medals).
[0038] The game state control means 222 refers to the result of the winning type lottery and the judgment result of the judgment means 218, and transitions the game state to one of a plurality of game states. As described later, the game states include a non-internal game state, an internal game state to which a player transitions by winning a bonus combination in a non-internal game state, and a bonus game state to which a player transitions by displaying a symbol combination corresponding to a bonus combination on an active line in the internal game state.
[0039] The presentation state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the presentation state to one of a plurality of presentation states. The presentation state includes an AT (assist time) presentation state in which an auxiliary presentation is executed (to assist the winning of a specific role) that notifies the operation mode (correct operation mode) that is the winning condition of the specific role when a specific role (correct role) and another winning role (incorrect role) overlap in a winning type (selection winning type), and a non-AT presentation state in which the auxiliary presentation is not executed. In addition, there are cases in which the so-called ART game state is executed in which the AT presentation state and the RT (replay time) game state in which the winning probability of the replay role is high proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals due to the winning of the winning role, but also all game profits obtained by the winning of the winning role. In addition, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient for them to inform the player of an operation mode that is advantageous to the player.
[0040] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the judgment means 218, the payout control means 220, the game status control means 222, the presentation status control means 224, etc. to the sub-control board 240 and the medal count control board 260.
[0041] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value, and resets the count value after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value (hereinafter referred to as a winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used to determine a gaming profit to be given to a player, for example, a winning type by the winning type lottery means 214. Specific processing in the main control board 200 will be described below based on a flowchart.
[0042] (Main processing of the main control board 200) 5 is a flow chart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described according to the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.
[0043] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a power-on state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change the settings. The setting change is to change the setting value that indicates the degree of advantage in stages (for example, six stages). The setting change also includes replaying to the same setting value (processing of changing (overwriting, maintaining) the current setting value to the same setting value as the current setting value). The initialization means 210 generates backup data at any time while the power is on, and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power interruption (power cut) occurs, the initialization process can use the backup data stored before the power interruption to restore the state before the power interruption. For example, even if an unexpected power interruption occurs during the rotation of the reels 110, the game starts from a state in which each reel 110 is rotating again after the recovery operation. Therefore, the initialization process basically does not initialize the main RAM 200c (RAM clear). Moreover, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Moreover, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.
[0044] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmission / reception means 226 transmits the generated game medal insertion command to the medal count control board 260.
[0045] (Step S120) Next, when a prescribed number of electronic medals are bet, the winning type lottery means 214 enables the game start operation on the start switch 118 and transitions to a state of waiting for the operation of the start switch 118. Here, the winning type lottery means 214 acquires one winning type lottery random number at the time when the start switch 118 is operated from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 in response to the operation of the start switch 118 by the player. Then, the winning type lottery means 214 determines one winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the acquired winning type lottery random number corresponds to, and determines the winning type or non-winning of the determined winning area as the lottery result. In addition, when a winning type including the winning role "RBB" is determined in the winning type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, etc., and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0046] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the center reel 110b, and the right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed from the start of rotation of the left reel 110a, the center reel 110b, and the right reel 110c in the previous game (wait), the left reel 110a, the center reel 110b, and the right reel 110c in the game start to rotate, and when all of the left reel 110a, the center reel 110b, and the right reel 110c have reached a steady rotation, the process proceeds to step S140.
[0047] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it accepts the operation of the stop switches 120a, 120b, and 120c by the player, it controls to stop any one of the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operation. In addition, when any one of the stop switches 120a, 120b, and 120c is operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, and third stop operation command) indicating information of the operated stop switch 120a, 120b, and 120c each time the operation is performed, and the command transmission / reception means 226 transmits the generated stop commands to the sub-control board 240 in sequence. The reel control means 216 continues such reel stop processing until all of the stop switches 120a, 120b, and 120c are operated.
[0048] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying according to the symbol combination. For example, the determination means 218 updates the net increase number counter if the game is in an advantageous zone and a small winning combination has been won. Here, the advantageous zone is a game zone that is advantageous to the player, including a game zone that has a performance related to the instruction function, that is, a game zone that executes an auxiliary performance (instruction function). In addition, a game zone that is exclusive to the advantageous zone and in which the auxiliary performance cannot be executed is called a non-advantageous zone. Note that the advantageous zone is a game zone in which information indicating the contents of the instruction may be transmitted to peripheral boards such as the sub-control board 240 only when the auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance performed by the main control board 200, and the instruction contents are displayed on the notification means so that the main control board 200 can identify the contents of the instruction. In addition, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the pay line A is a symbol combination corresponding to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB operating game state. In addition, the determination means 218 generates a winning command including the number of electronic medals to be paid out when the symbol combination displayed on the pay line A or the symbol combination corresponding to the minor role is displayed on the pay line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0049] (Step S160) In addition, the payout control means 220 executes a payout process of the electronic medal corresponding to the small prize when a symbol combination corresponding to a small prize is displayed on the active line A based on the symbol combination (stopping state of the reel 110) displayed on the active line A, for example, and executes a process for automatically placing a bet for the next game when a symbol combination corresponding to a replay prize is displayed on the active line A. In addition, when the payout process of the electronic medal is performed, the payout control means 220 generates a payout command indicating that the payout process has been performed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. In addition, the payout control means 220 generates a payout end command including transmission information indicating the number of payout medals, and the command transmission / reception means 226 transmits the generated payout end command to the medal count control board 260.
[0050] (Step S170) When a predetermined number of electronic medals are paid out in the RBB operating game state, the game state control means 222 transitions the game state from the RBB operating game state to a non-internal game state. The presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. When the game state or presentation state is changed, a game transition command including the changed game state or presentation state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. In this way, the game transition process S170 ends, and the game ends.
[0051] One game is executed through a series of processes from step S110 to step S170. After that, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the game medals held in the medal holding section is inserted through the operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, and 120c, and if a winning role that may result in the payout of electronic medals is achieved, the payout of the electronic medals is executed. In addition, when a player does not win a prize type that can receive a payout of an electronic medal, or when a player wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, and the right reel 110c all stop. However, the start of one game may be interpreted as the operation of the start switch 118 by the player instead of the insertion of an electronic medal or the winning of a replay role. In addition, the number of times one game is repeated is defined as the number of games. Here, whether a basic game, which is one game in which a prize type lottery is executed and one payout can be received, is played alone, or whether the basic game is played in combination with a pseudo game, the completion of the basic game is defined as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not be calculated as the number of games depending on the specifications.
[0052] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b in which programs and the like are stored, and a sub-RAM 240c which functions as a work area, and controls the performance according to the progress of the game based on commands from the main control board 200, and generates, for example, a performance pattern which shows a series of performances. In addition, like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), and data is retained without being erased even if the power supply is cut off. In addition, like the main control board 200, the sub-control board 240 is also provided with a random number generator 240d, and the random number value (hereinafter referred to as the performance lottery random number) generated by the random number generator 240d is mainly used to determine the mode of the performance. In addition, the sub-control board 240 is also provided with an image circuit 240e, an audio circuit 240f, and a performance circuit 240g in order to realize the performance.
[0053] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC is also called a VDP (Video Display Processor), and upon receiving an image command capable of specifying image data based on a presentation pattern (data corresponding to an image to be displayed on the liquid crystal display unit 132 among the presentations indicated by the presentation pattern), reads the image data specified by the image command from the image ROM to the image RAM, and sequentially outputs the image data to the liquid crystal display unit 132. The image RAM has a plurality of different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the plurality of layers, and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority, and when an image in a layer with a high priority and an image in a layer with a low priority overlap, the image in the layer with the high priority is superimposed closer to the player than the image in the layer with the low priority, and is visually recognized by the player.
[0054] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command capable of identifying audio data based on a presentation pattern (data corresponding to a sound including a sound to be output to the speaker 134 among the presentations indicated by the presentation pattern), the audio IC reads out the audio data identified by the audio command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has a plurality of different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the plurality of layers, and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data in an overlapping manner.
[0055] When the performance circuit 240g receives a command indicating an illumination pattern (contents indicating a series of lighting modes of the performance lamps 136 among the performances indicated by the performance pattern) and a drive pattern (contents indicating a series of drive modes of the performance props 138 among the performances indicated by the performance pattern) based on the performance pattern, it generates information on light emission (light emission information) and information on motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance props 138 through serial communication. The serial communication is used here in order to reduce the number of harnesses and simplify handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance props 138 is independently controlled to drive. The performance circuit 240g also obtains input information (operation presence / absence, operation timing, number of operations, operation time length, etc.) of the performance switch 124 and the like through serial communication.
[0056] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g are integrated into one integrated circuit as a System-on-a-Chip (SoC). However, it is possible to arbitrarily set which functional units are integrated into the SoC.
[0057] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c, based on the program stored in the sub-ROM 240b, in which the sub-CPU 240a operates.
[0058] The initialization means 250 executes initialization processing in the sub-control board 240. The command receiving means 252 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 254 receives a detection signal from the performance switch 124, and determines a performance pattern for the game performed by each device of the liquid crystal display unit 132, the speaker 134, the performance lamp 136, and the performance prop device 138 based on the received command.
[0059] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs audio output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.
[0060] The performances executed by the performance control means 254 include the auxiliary performances described above. Hereinafter, the notification means for executing the auxiliary performances, such as the liquid crystal display unit 132, the speaker 134, and the performance lamp 136, may be referred to as the auxiliary performance execution means (instruction monitor). The performance state control means 224 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state.
[0061] (Sub-processing of the sub-control board 240) 6 is a flowchart showing sub-processing of the sub-control board 240. Here, processing related to the features of this embodiment will be described in detail, and a description of configurations unrelated to the features of this embodiment will be omitted.
[0062] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes an initialization process in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data at any time and stores the backup data in the sub-RAM 240c.
[0063] (Step S210) The command receiving means 252 judges whether or not an input command has been received. As a result, if an input command has been received, the process proceeds to step S212, and if an input command has not been received, the process proceeds to step S220.
[0064] (Step S212) If it is determined in step S210 that an input command has been received, the presentation control means 254 determines a presentation pattern based on the input command, assuming that preparations for starting the next game have been completed.
[0065] (Step S220) Next, the command receiving means 252 determines whether or not a prize type command has been received. As a result, if a prize type command has been received, the process proceeds to step S222, and if a prize type command has not been received, the process proceeds to step S240.
[0066] (Step S222) In step S220, if it is determined that the winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. In addition, if the performance state is the AT performance state and the winning type indicated in the winning type command is the selection winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation mode.
[0067] (Step S240) Next, the command receiving means 252 judges whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.
[0068] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, whether the stop command indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotation positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.
[0069] (Step S250) Next, the command receiving means 252 judges whether or not a winning command has been received. As a result, if a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.
[0070] (Step S252) If it is determined in step S250 that a winning command has been received, the presentation control means 254 determines a presentation pattern based on the winning command.
[0071] (Step S260) Next, the command receiving means 252 judges whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.
[0072] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command, and repeats the process from step S210.
[0073] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200, and has various semiconductor integrated circuits including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages electronic medals to be used in games. In addition, like the main RAM 200c, the medal RAM 260c is also connected to a backup power source (not shown), and even if the power is cut off, data is retained without being erased. Here, a part of the memory area of the medal RAM 260c serves as a medal holding section. In addition, the medal count control board 260 is integrally formed with a medal segment display section 140. The medal segment display section 140 is composed of one seven-segment display, and displays, for example, an error code indicating the type of error managed by the medal count control board 260. In addition, the medal count control board 260 is connected to the dedicated unit 300 through a game ball etc. lending device connection terminal board 280. Here, the game ball etc. lending device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to lending of electronic medals, transmits the lending receipt result of electronic medals, transmits signals related to counting of electronic medals, and transmits each information of the slot machine 100. For example, the game ball etc. lending device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as an input of an insulating element such as a photocoupler, generates a VL connection signal indicating the connection state with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine that power is being supplied from the dedicated unit 300, in other words, that the dedicated unit 300 is powered on and is properly connected to the dedicated unit 300, by the ON / OFF of the VL connection signal.
[0074] In addition, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function in cooperation with the medal RAM 260c, based on the program stored in the medal ROM 260b, in which the medal CPU 260a operates.
[0075] The initialization means 270 executes initialization processing in the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for the commands. The command transmission / reception means 272 also repeats transmission / reception of gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 transmits gaming machine information notices including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information to the dedicated unit 300 as gaming machine information, and transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time) 100 msec after transmitting the gaming machine information notice. The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.
[0076] The medal number updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding section in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal number updating means 274 also displays the number of game medals thus updated on the game medal number display device 128.
[0077] 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, the processing related to the features of this embodiment will be described in detail, and the description of the configuration unrelated to the features of this embodiment will be omitted.
[0078] (Step S300) When the power of the slot machine 100 is turned on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data at any time while the power is turned on, and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power interruption (power cut) occurs, the initialization process can use the backup data stored before the power interruption to restore the state before the power interruption. For example, even if an unexpected power interruption occurs with the number of game medals stored in the medal holding section, the game starts from a state in which the electronic medals are held after the recovery operation. Therefore, in the initialization process, the medal RAM 260c is basically not initialized (RAM cleared).
[0079] (Step S310) When the initialization process is completed, the medal number update means 274 judges whether or not an update event for the number of game medals held in the medal holding section has occurred, and when an update event for the number of game medals has occurred, executes an update process for updating the number of game medals in response to the update event. First, the medal number update means 274 judges whether or not a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, the process proceeds to step S312, and if a game medal insertion command has not been received, the process proceeds to step S320.
[0080] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal number update means 274 judges whether the medal insertion command indicates insertion of electronic medals, and if it indicates insertion of electronic medals, executes insertion processing to subtract the number of medals from the number of medals. Also, if the medal insertion command indicates settlement of electronic medals rather than insertion of electronic medals, the medal number update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operation is different between the settlement processing and the insertion processing, the processing corresponding to the operation is the same. Therefore, in the following, the parts explained using the insertion processing can be replaced with the settlement processing by interpreting it as inserting negative electronic medals.
[0081] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.
[0082] (Step S322) When a payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the game medal number.
[0083] (Step S330) Next, the medal count update means 274 determines whether or not a loan notification of an electronic medal has been received from the dedicated unit 300, and if a loan notification has been received, the process proceeds to step S332; if a loan notification has not been received, the process proceeds to step S340.
[0084] (Step S332) When the loan notification is received from the dedicated unit 300, the medal count update means 274 judges whether the loan process is possible, and if the loan process is possible, executes the loan process of adding the loaned electronic medal to the game medal count, and generates a loan receipt result response including "normal". On the other hand, if the loan process is not possible, that is, if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the count medal count in the counting notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial number in the received loan notification is not consecutive, if the loan medal count in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control / fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal".
[0085] (Step S340) Next, the command transmission / reception means 272 determines whether or not the counting switch 126 has been operated by the player, and if the counting switch 126 has been operated, proceeds to step S342, and if the counting switch 126 has not been operated, repeats the processing from step S310.
[0086] (Step S342) When the player operates the count switch 126, the medal number update means 274 notifies the dedicated unit 300 of the count, and executes a counting process of subtracting the counted electronic medals from the number of game medals, and then repeats the process from step S310.
[0087] When a lending notice is received or the counting switch 126 is operated, the medal number update means 274 executes lending processing or counting processing of the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a, which in turn transmits a command to that effect to the sub-CPU 240a. Then, in the lending processing or counting processing, the sub-CPU 240a outputs a predetermined lending sound or counting sound representing the movement of the electronic medals from the speaker 134 as the electronic medals are actually lent or counted. In this way, the player can audibly confirm that the lending processing or counting processing is being properly performed. The sub-CPU 240a may notify the fact that the lending processing or counting processing is being performed not only through the speaker 134 but also through each device such as the liquid crystal display unit 132 and the performance lamp 136.
[0088] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend digitalized medals to players and count the digitalized medals that players have acquired. The dedicated unit 300 is provided with a dedicated unit control board 310 that transmits and receives digitalized medals to and from the slot machine 100. A cash insertion section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a point display device 322, and an acquired medal count display device 324 are connected to the dedicated unit control board 310.
[0089] The cash insertion section 312 functions as an insertion slot for inserting cash. The card insertion section 314 allows the insertion and withdrawal of a card medium capable of accumulating electronic medals. The lending switch 316 is composed of a push switch, and detects an operation of transferring electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is composed of a push switch, and detects an operation of transferring electronic medals held in the dedicated unit 300 to a card medium and withdrawing the card medium from the dedicated unit 300 through the card insertion section 314. The game switch 320 is composed of a push switch, and detects an operation of transferring electronic medals held in the dedicated unit 300 to the slot machine 100. The number of points display device 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted from the cash insertion section 312. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.
[0090] (Table used in main control board 200) FIG. 8 is an explanatory diagram for explaining the winning combination, and FIG. 9 is an explanatory diagram for explaining the winning type selection table.
[0091] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type selection tables and the like corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type selection means 214 extracts the corresponding winning type selection table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type selection table corresponds to the winning type selection random number obtained according to the operation signal of the start switch 118, based on the extracted winning type selection table.
[0092] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can shift the game state managed by the game state control means 222 to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A. A replay combination is a combination that allows the player to play the game again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows the player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.
[0093] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination of the winning combination "RBB". In addition, the winning combinations "Replay 1" to "Replay 23" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 20" are provided as small combinations. In FIG. 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 4" may be abbreviated as "8-coin combination", the winning combinations "Small combination 5" and "Small combination 6" as "3-coin combination", and the winning combinations "Small combination 7" to "Small combination 20" as "1-coin combination".
[0094] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 216 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 216 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 216 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.
[0095] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning roles "Small Role 1" to "Small Role 4", "Small Role 6" to "Small Role 10", and "Small Role 17" are arranged on each reel 110 by the above-mentioned stop control so that they can always be displayed on the pay line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", and the winning roles "Small Role 5", "Small Role 11" to "Small Role 16", and "Small Role 18" to "Small Role 20" are not necessarily arranged on the pay line A by the above-mentioned stop control in each reel 110 so that they can be displayed, so that so-called missed wins may occur. Such winning roles may be expressed as PB ≠ 1.
[0096] As shown in FIG. 9, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In FIG. 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (inside RBB), game state during RBB operation (RBB operation)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of a plurality of game states is stored in the main ROM 200b. Note that "◎" indicates that the lottery for moving to the advantageous zone can be performed, and that the lottery for the auxiliary performance (instruction function) (for example, the determination of the number of auxiliary performances, the addition (addition) of the number of auxiliary performances, the continuation of the AT performance state, the end of the advantageous zone) is possible, and "○" indicates that the lottery for moving to the advantageous zone cannot be performed, but that the lottery for the auxiliary performance is possible.
[0097] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 214 acquires the number of pieces of pieces in the winning type lottery table in order from the higher number based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. Also, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.
[0098] Here, we will add some details about the winning combination "RBB". A specified first-class special role (RB) is a role that increases the number of combinations of symbols related to winning every specified number, or increases the probability of the condition device related to winning every specified number activating, and is capable of activating in a predetermined case and continuing to operate until the result of the game is obtained not more than 12 times. Here, the condition device is a device whose operation is a necessary condition for the display of a combination of symbols related to winning, replay, the operation of a role, or the operation of a role continuous operation device, and is activated when a winning type lottery (a lottery by a computer executed in the gaming machine) is won, that is, it means a winning flag.
[0099] According to the winning type lottery table in Figure 9, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 8 will not be displayed on the pay line A, and no electronic medals will be paid out, etc.
[0100] 9 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, a winning condition is set for which winning combination is preferentially displayed on the pay line A, for example, the order in which the stop switches 120a, 120b, and 120c are operated, and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).
[0101] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120c, 120b that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120b, 120c, and 120a that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120c, 120a, and 120b that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120c, 120b, and 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."
[0102] For example, when the winning type "batting order bell A1" in the winning area 5, which is the selected winning type, is won and the operation is performed in the correct operation mode (batting order 3), the stop control is performed so that the symbol combination corresponding to the winning role "small role 1" (winning role "8-piece role"), which is a correct role with a payout of 8 coins (as a result, the symbols "bell", "bell", and "bell" are aligned in a straight line on the invalid line B1) is preferentially displayed on the valid line A by the so-called number priority control. Also, when the operation is performed in the batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the valid line A by the so-called number priority control.
[0103] In addition, the winning probability (number of pieces) of the selected winning types in the winning areas 5 to 8 (winning types "batting order bell A1" to "batting order bell A4") and the winning probability of the selected winning types in the winning areas 9 to 12 (winning types "batting order bell B1" to "batting order bell B4") are set to be equal. Since a player usually cannot know which winning type he / she has won, by providing the above-mentioned winning areas, it is made difficult to win a correct combination. Also, as described above, even if the stop switch 120 is operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB ≠ 1). In the following, the eight winning types in the winning areas 5 to 12 may be simply abbreviated as the winning type "batting order bell".
[0104] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned off after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without needing an electronic medal is performed, the internal win flag is turned off.
[0105] (Game state transition) Here, the transition of the game state will be explained with reference to FIG. 10. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending. The types of winnings that can be won in each game state are represented by "◎" or "○" in FIG. 9.
[0106] The non-internal game state is a game state that corresponds to an initial state in a plurality of game states. In such a non-internal game state, the winning probability of a replay role is set to about 1 / 7.3. In addition, in the non-internal game state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 30). The game state control means 222 transitions the game state in response to the winning of the winning role "RBB". For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the game state control means 222 transitions the game state to a game state in which RBB is operating (1).
[0107] In the game state with the RBB in operation, the winning probability of the replay role is set to 0. In this game state with the RBB in operation, the winning type that can be won is set to "small role ALL" in the winning area 1, and "1 piece ALL" in the winning area 2. When the winning type "small role ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 1" to "small role 20" is displayed on the effective line A. When the winning type "1 piece ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 7" to "small role 20" is displayed on the effective line A. Here, the expected number of coins to be won per unit of play in the game state with the RBB in operation is lowered by the configuration of the small role.
[0108] When the end condition of the RBB operation gaming state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 222 transitions the gaming state to a non-internal gaming state (2).
[0109] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the activated line A, the game state control means 222 transitions the game state to an RBB internal game state (3).
[0110] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 7.3. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.
[0111] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing an auxiliary performance in the AT performance state in the RBB internal game state, it becomes easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, and the chances of winning the correct combination are reduced, and the chances of winning the correct combination are reduced compared to the AT performance state in other game states, making it difficult for the player to increase the electronic medals he owns. Therefore, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of the ability to win electronic medals, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state.
[0112] (Transition of performance state) FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. The following is a detailed description of the presentation state transitioned by the presentation state control means 224 in the main control board 200. Note that the multiple presentation states belong to either the advantageous zone or the non-advantageous zone, which is the game zone. In this embodiment, almost all presentation states belong to the advantageous zone, and the non-advantageous zone is realized in some presentation states (here, the non-advantageous presentation states). Note that while staying in the advantageous zone, a zone indicator (not shown) may be turned on to notify the fact.
[0113] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.
[0114] Therefore, the presentation state control means 224 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, the advantageous zone is forcibly terminated when the following termination conditions are met, regardless of such management. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of stay games reaches 4000 games or MY exceeds 2400). It should be noted that MY indicates the difference in the number of coins since the advantageous zone started. Therefore, if 1000 electronic medals are inserted (consumed) after the advantageous zone started, it is possible to obtain 3400 electronic medals during the advantageous zone. It should be noted that, in the smart pachislot of this embodiment, since there is no need to set a limit on the number of stay games, there is no need to terminate even if the number of stay games reaches 4000 games, and the advantageous zone is forcibly terminated based on MY exceeding 2400 coins in the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.
[0115] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, so that the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.
[0116] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by moving to the advantageous zone, the player can proceed with the game more advantageously than in the non-advantageous zone. Here, as the performance states of the advantageous zone, there are provided a normal performance state, a premonition performance state, a normal AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different playability. As shown below, the normal AT performance state and the special performance state can be said to be AT performance states in that the auxiliary performance is executed. In addition, the other performance states, that is, the non-advantageous performance state, the normal performance state, the premonition performance state, the distribution performance state, and the special premonition performance state, can be said to be non-AT performance states in that the auxiliary performance is not executed. Each performance state will be explained below individually.
[0117] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is a presentation state that is likely to remain at the start of the game among multiple presentation states. The presentation state control means 224 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the normal AT presentation state, and the presentation state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 224 transitions the presentation state to a premonition presentation state that corresponds to the previous stage of the normal AT presentation state (1), and causes the presentation control means 254 to execute a premonition presentation that increases the expectation that the transition to the normal AT presentation state has been determined. In addition, even if the AT lottery is not won, the presentation state control means 224 may cause the presentation control means 254 to execute a premonition presentation while maintaining the normal presentation state, so that the player can expect that the transition to the normal AT presentation state has been determined. In addition, the presentation state control means 224 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to a premonition presentation state (1).
[0118] (Premonition performance state) The premonition performance state belongs to the advantageous zone, and is a performance state in which the premonition performance is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The premonition performance (real premonition performance) executed in the premonition performance state and the premonition performance (false premonition performance) executed in the normal performance state are similar in display mode and number of continuous games. Therefore, the player cannot tell which performance state he is in just by watching the premonition performance. However, the premonition performance executed in the premonition performance state is different from the premonition performance executed in the normal performance state in that the result that the transition to the normal AT performance state has been decided is finally notified. Therefore, the player will hope that the premonition performance state is one in which the result that the transition to the normal AT performance state has been decided is notified in the premonition performance. Then, the performance state control means 224 always transitions the performance state to the normal AT performance state when the premonition performance state ends (2). In other words, when the premonition effect is being executed in the premonition effect state, the state will always transition to the normal AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Also, the decision to transition to the premonition effect state is synonymous with the decision to transition to the normal AT effect state thereafter.
[0119] (Normal AT performance state) The normal AT presentation state belongs to an advantageous zone, and is a presentation state in which an auxiliary presentation is executed. When the normal AT presentation state starts, the presentation state control means 224 first transitions to a duration determination presentation state, and in the duration determination presentation state, determines the duration of the normal AT presentation state (here, the number of continued plays). The presentation state control means 224 continues the auxiliary presentation until a predetermined end condition is met, for example, until the number of plays that have stayed in the normal AT presentation state reaches the determined number of continued plays (for example, 50 plays). In addition, in the normal AT presentation state, the presentation state control means 224 performs a lottery for adding the number of continued plays with a probability corresponding to the winning type determined by the winning type lottery. When the adding lottery is won, the presentation state control means 224 adds the number of games won to the number of continued plays, which is the end condition. In this way, the end condition of the normal AT presentation state changes. Then, when the predetermined end condition is met, the presentation state control means 224 transitions the presentation state to the normal presentation state (3).
[0120] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the normal AT presentation state, and when the premonition presentation starts, hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the normal AT presentation state is not notified in the premonition presentation, the normal presentation state continues, and if the transition to the normal AT presentation state is notified in the premonition presentation, the normal AT presentation state is executed after the premonition presentation state ends.
[0121] When the normal AT presentation state ends, the presentation state control means 224 transitions the presentation state to the normal presentation state (3), but in order to realize gameplay such as continuing the normal AT presentation state, the presentation state may transition to a non-advantageous presentation state (4) and reset the advantageous zone. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, it is possible to make it impossible for the player to know whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.
[0122] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 224 determines the transition to the advantageous section with a probability of about 1 / 2 for each game, and when the transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of games played in the non-advantageous presentation state is often short-term (several games).
[0123] (Distribution performance status) The distribution presentation state belongs to the advantageous zone, and is always passed through when moving from the non-advantageous zone to the advantageous zone, and is a presentation state in which, for example, only one game is stayed. In the distribution presentation state, the presentation state is distributed to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224, for example, determines the transition to the premonition presentation state with a probability of 7 / 10 and transitions the presentation state to the premonition presentation state (6), or determines the transition to the normal presentation state with a probability of 3 / 10 and transitions the presentation state to the normal presentation state (7). By setting such a distribution ratio, the following game properties can be realized. That is, if the advantageous zone is reset before the MY reaches 2400 coins in the advantageous zone (before being forcibly reset), the normal AT presentation state can be continued with a probability of 7 / 10. In this way, it is possible to practically abolish the upper limit of MY. However, the ratio of such distribution is not limited to the premonition presentation state:normal presentation state=7:3 and can be determined arbitrarily. For example, the transition to the premonition presentation state may be made with a probability of 100%.
[0124] If the premonition presentation state is determined in the distribution presentation state, the presentation state will always transition to the normal AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if the premonition presentation state is not determined in the distribution presentation state, the presentation state will be the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery is made different depending on the route to the normal presentation state. For example, as described above, when the presentation state transitions directly from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 performs the AT lottery with a low probability (for example, 1 / 4000) in the normal presentation state that transitioned from the normal AT presentation state (not transitioned from the non-advantageous presentation state).
[0125] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the allocation presentation state to the normal presentation state due to the transition from the non-advantageous section to the advantageous section (7), the presentation state control means 224 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will be won eventually. Note that here, two patterns of low probability (for example, 1 / 4000) and high probability (for example, 1 / 8) have been given as the winning probability of the AT lottery, but it is also possible to provide three or more patterns for the winning probability, and perform an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., and it is sufficient if it is easier to determine a transition to the normal AT presentation state in a normal presentation state transitioned from a non-advantageous presentation state than in a normal presentation state not transitioned from a non-advantageous presentation state. For example, if the winning probability of the AT lottery in a normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in a normal presentation state not transitioned from a non-advantageous presentation state, the winning probability can be set arbitrarily.
[0126] However, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won, the presentation state control means 224 does not immediately transition to the premonition presentation state, but instead keeps the normal presentation state for, for example, a block period of 96 games after the distribution presentation state ends, and prohibits transition to the normal AT presentation state. Specifically, the presentation state control means 224 turns on the present premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The present premonition permission flag is a flag indicating whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the present premonition permission flag is turned on, it remains in the ON state until transition to the premonition presentation state, so even if the AT lottery is won thereafter, the present premonition permission flag remains in the ON state. Note that, when transitioning from the distribution presentation state to the normal presentation state, the presentation state control means 224 determines the number of games within 96 games by lottery, and sets it as the block period. However, the block period is set so that 96 games are often selected.
[0127] The presentation state control means 224 counts the number of plays after the allocation presentation state ends, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON or not. Then, when the block period has elapsed (reaching a predetermined number of plays corresponding to the block period) and the premonition permission flag is ON, the presentation state control means 224 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the premonition presentation state will not be transitioned to unless at least 96 plays corresponding to the block period are consumed.
[0128] In this way, if the player goes through the non-advantageous performance state (non-advantageous zone), the player can obtain the following benefits. That is, with a probability of 7 / 10, the player immediately transitions to the premonition performance state, and then transitions to the normal AT performance state via the premonition performance state, or with a probability of 3 / 10, the player transitions to the normal performance state, and then the premonition performance is executed after the block period has elapsed, and then transitions to the normal AT performance state via the premonition performance state. Then, after the non-advantageous performance state and the allocation performance state end, for example, the premonition performance begins after 0 to 96 games have elapsed, and after the premonition performance ends, that is, after the non-advantageous performance state and the allocation performance state end, for example, after 32 to 128 games have elapsed, the player transitions to the normal AT performance state. In this way, winning the AT lottery with a high probability for a predetermined number of games is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to the non-advantageous performance state (non-advantageous zone), that is, to reset the advantageous zone.
[0129] Here, when passing through a non-advantageous presentation state, that is, when moving from a non-advantageous zone to an advantageous zone, a normal presentation state that is likely to transition to the normal AT presentation state is adopted, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the normal AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the normal AT presentation state will be executed again (pulled back) until 128 games have passed. Therefore, the player will continue playing in the hope of the normal AT presentation state being pulled back after the end of the normal AT presentation state, and the operation rate of the slot machine 100 can be improved.
[0130] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 executes a chance zone in which the probability of winning the AT lottery is increased over multiple games every time a predetermined number of games are consumed, as in the normal presentation state transitioned from the normal AT presentation state. When the AT lottery is won in such a chance zone, regardless of whether it is in the above-mentioned block period or not, the presentation state control means 224 transitions the presentation state to a premonition presentation state. In addition, in the normal presentation state transitioned from the non-advantageous presentation state, it should be possible to transition to the premonition presentation state after the block period has elapsed. In that case, by deciding to transition to the normal AT presentation state by itself, the normal AT presentation state that should have been acquired will be lost instead, and there is a risk that the player's motivation to play will be reduced. Therefore, when the AT lottery is won by itself in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 transitions the presentation state to the non-advantageous presentation state again after the end of the normal AT presentation state (4). In this way, the player can fully receive the gaming profits from having passed through the non-advantageous performance state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the normal AT performance state to be executed at least twice.
[0131] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly transition the presentation state to the normal presentation state (3) or transition the presentation state to the non-advantageous presentation state (4). Here, the condition for transitioning the presentation state to the non-advantageous presentation state is that the transition to the normal AT presentation state with a predetermined gaming profit is won in the AT lottery. For example, the normal AT presentation state has a plurality of types of normal AT presentation states with different probabilities of the number of continued plays and the number of difference coins. When a specific normal AT presentation state is won, the presentation state control means 224 always transitions the presentation state to the non-advantageous presentation state after the normal AT presentation state ends (4). In addition, even if a specific normal AT presentation state is not won, the presentation state control means 224 may transition the presentation state to the non-advantageous presentation state with a predetermined probability after the normal AT presentation state ends (4).
[0132] In addition, in this embodiment, as described above, after the normal AT presentation state ends, when the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to the premonition presentation state (1). However, without transitioning to the normal AT presentation state via the premonition presentation state, when the number of stays in the normal presentation state reaches a predetermined number of plays (for example, 1000 plays), and the AT lottery is won in the normal presentation state, the presentation state control means 224 finally decides to transition to a non-advantageous presentation state, and without transitioning the presentation state to the premonition presentation state, performs a premonition presentation (false premonition presentation) to notify that the presentation state has not been directly transitioned to the normal AT presentation state, and then transitions to the special premonition presentation state (9). Here, the predetermined transition condition for determining the transition to the non-advantageous performance state (non-advantageous zone) is described as winning the AT lottery in the normal performance state after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games), but the predetermined transition condition is not limited to this case, and may be winning the AT lottery in the normal performance state after the number of games played in the advantageous zone reaches a predetermined number of games. Also, instead of or in addition to the above, the predetermined transition condition may be winning the AT lottery again in the normal performance state after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the AT lottery again based on not winning the AT lottery in the chance zone (CZ).
[0133] (Special premonition state) The special premonition performance state belongs to an advantageous zone and is a performance state that stays for a predetermined number of games (for example, 10 games), and a special performance state lottery is performed and a premonition performance indicating the expected probability of transition to the special performance state is executed. Here, the special performance state lottery is a lottery for adding the number of continued games, and the transition to the special performance state is determined by adding the number of games one or more times. The performance state control means 224 performs a special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the game profit differs stably and stepwise according to the setting value. For example, in two arbitrarily extracted setting values, the higher setting value is designed to have a higher probability of adding the number of games by the special performance state lottery than the lower setting value. Therefore, for example, the number of games to be added is 30 games at setting 1 and 60 games at setting 6, and it is possible to configure a game characteristic in which it is relatively easy to obtain a game profit with the higher setting value. When the special presentation state lottery is won, the presentation state control means 224 sets the cumulative total number of games added (number of continued games) as the end condition of the special presentation state, and shifts the presentation state to the special presentation state (10). Also, if the special presentation state lottery is not won, the presentation state control means 224 shifts the presentation state directly to the non-advantageous presentation state (11). Here, an example in which the number of continued games is added by the special presentation state lottery has been described, but this is not limited to such a case, and a predetermined number of continued games may be added, or the number of continued games may be added by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Here, an example in which the number of continued games is added in the special presentation state has been described, but this is not limited to such a case, and a difference number, which is the difference between the number of acquired coins (number of paid out coins) or the number of electronic medals inserted (number of bet coins) and the number of paid out coins, may be added.
[0134] (Special performance state) The special performance state belongs to the advantageous zone, and the auxiliary performance is executed until a predetermined end condition is satisfied. The end condition is, for example, that the provision of the game profit determined before the start of the special performance state is completed during the special performance state, such as the number of games that stayed in the special performance state reaching the number of continued games. For example, at the end of the special premonition performance state (the start of the special performance state), the number of continued games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games that stayed in the special performance state reaches the number of continued games, the end condition is satisfied, and the special performance state ends. Here, the end condition is not changed in the special performance state, and the additional lottery is not executed. Then, when the predetermined end condition is satisfied, the performance state control means 224 shifts the performance state to a non-advantageous performance state (12).
[0135] If the player wins the AT lottery after the number of plays in the normal presentation state exceeds a predetermined number of plays (for example, 1000 plays), the player will necessarily transition to a non-advantageous presentation state via a special premonition presentation state (11), (12), and as a result, the player can transition to the normal AT presentation state.
[0136] In addition, since the normal presentation state, which is reached by passing through the special presentation state, non-advantageous presentation state, and allocation presentation state, has a higher probability of winning the AT lottery than the normal presentation state which is reached directly from the normal AT presentation state, a predetermined display is made on the liquid crystal display unit 132 to indicate that there is a high possibility of transitioning to the normal AT presentation state so that the player can understand this.
[0137] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 1000 games) in the normal performance state, the game profit is not very different from the viewpoint that the normal AT performance state can be executed once, although the advantageous zone is reset in the case where the AT lottery is won and the AT lottery is won before the predetermined number of games. In addition, in the latter case, the normal AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the normal AT performance state may start after waiting for the passage of a further block period. In that case, it can be said that the former case has a smaller game profit in that electronic medals are consumed in the normal performance state until the transition to the normal AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds the predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if it is won, an additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.
[0138] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the normal AT performance state.
[0139] In addition, the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number of games, so the number of times is less likely to fluctuate compared to the normal AT performance state, and it is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins to be won in the normal AT performance state becomes large, the special performance state can absorb the fluctuation, and the design value of the expected number of coins to be won in the normal AT performance state can be increased while further suppressing the fluctuation range of the expected number of coins to be won according to the set value.
[0140] Also, when the normal AT presentation state is directly transitioned to the normal presentation state (3), and the number of games stayed in the normal presentation state reaches a predetermined number of games (for example, 1500 games) without transitioning to the normal AT presentation state via the premonition presentation state, the presentation state control means 224 resets the advantageous section and transitions the presentation state to the non-advantageous presentation state (13). Then, as described above, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 0 to 96 games have elapsed, the premonition presentation starts, and after the premonition presentation ends, that is, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 32 to 128 games have elapsed, the presentation state can be transitioned to the normal AT presentation state. Therefore, if the game is continued in the normal presentation state without transitioning to the normal AT presentation state, the presentation state will transition to the normal AT presentation state within a predetermined number of games (for example, 1628 games). With this ceiling function, the player can have a sense of security that he or she can receive a rescue measure even if he or she is unlucky and consumes a lot of electronic medals. In addition, once the normal presentation state has been played to a certain extent, the expected number of coins to be won if the game is continued increases, and the game will continue up to the ceiling (for example, 1628 games), thereby improving the operating rate of the slot machine 100.
[0141] In addition, the predetermined number of plays (for example, 96 to 1628 plays) in such a ceiling function is determined at the following timing. For example, in the case of directly transitioning from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 determines the predetermined number of plays (for example, 96 to 1628 plays) of the ceiling function in the normal presentation state at the time of transition from the normal AT presentation state to the normal presentation state. In addition, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state (7), the presentation state control means 224 determines the predetermined number of plays (for example, 96 to 1628 plays) of the ceiling function in the normal presentation state at the time of transition from the allocation presentation state to the normal presentation state. However, unlike the case of transitioning from the normal AT presentation state to the normal presentation state, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state, there is a high probability of winning the AT lottery, so in many cases the premonition presentation state is transitioned to after the block period has elapsed, and the ceiling function is rarely executed.
[0142] In the above embodiment, the winning probability of the AT lottery in the normal presentation state is high (for example, 1 / 8) when the non-advantage presentation state transitions to the normal presentation state, and low (for example, 1 / 4000) when the normal AT presentation state transitions directly to the normal presentation state, but this is not limited to the above case. For example, when the normal AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery at the start of the normal presentation state is low, but it may transition to a high probability by a promotion lottery, or it may transition to a low probability by a demotion lottery. In addition, when the normal AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition such as winning the lottery.
[0143] (Example of operation of counting switch 126) As described above, the player can transfer some or all of the electronic medals (number of game medals) held in the slot machine 100 to the dedicated unit 300 by operating the counting switch 126. The operation of the counting switch 126 includes a short press operation in which the switch is turned on for less than 500 msec, and a long press operation in which the switch is turned on continuously for 500 msec or more. With the short press operation of the counting switch 126, only one electronic medal is counted (transferred) from the number of game medals for each operation, and with the long press operation, 50 electronic medals are counted from the number of game medals at the timing of the count notification every 300 msec after the ON time of 500 msec (hereinafter simply referred to as "counting timing"). Therefore, the player can transfer many electronic medals to the dedicated unit 300 by performing a long press operation.
[0144] In such a long press operation, the number of electronic medals that can be transferred per unit time is fixed. This is because if a large number of electronic medals could be transferred at once, the impact would be greater if some kind of malfunction occurred, and the damage would be greater if fraudulent activity (cheating) was committed. In the counting process based on a long press operation, the number of game medals is divided into groups of 50 medals and counted repeatedly at intervals of 300 msec., so that the hall staff can easily know that the counting process is being performed, making it possible to prevent fraudulent activity.
[0145] However, if the number of electronic medals that can be transferred per unit time is fixed in this way, the more game medals that are attempted to be transferred, the longer the counting process will take. For example, if the number of game medals is 5,000, the counting notification will be repeated 100 times (5,000 medals / 50 medals) every 300 msec, so it will take 30 seconds to complete the counting process. In order to maintain the long press operation, the player must keep the counting switch 126 ON continuously during this time. If the counting switch 126 is turned OFF during the counting process based on the long press operation, the counting process itself will stop.
[0146] Therefore, in addition to the short press operation and the long press operation, a "total counting operation" is provided as an operation mode. The total counting operation has the same function as the long press operation in that the counting process is performed continuously at a predetermined cycle, but is more convenient than the long press operation in that the counting process can be continued without the need to keep operating the counting switch 126. The flow of the counting process based on each of the short press operation, the long press operation, and the total counting operation will be described below. Note that the counting process based on the short press operation is called the "single counting process," the counting process based on the long press operation is called the "continuous counting process," and the counting process based on the total counting operation is called the "total counting process." The continuous counting process and the total counting process are sometimes collectively called the "multiple counting process" because they are capable of counting multiple sheets every 300 msec.
[0147] 12 is a timing chart for explaining the flow of the counting process when the counting switch 126 is short-pressed. The medal count update means 274 in the medal count control board 260 judges (monitors) the operation state of the counting switch 126 at a predetermined cycle (for example, at 1 msec intervals) and executes the counting process based on whether the counting switch 126 is ON or OFF and the time for which the ON state continues. In order to prevent chattering of the counting switch 126, if the counting switch 126 is in the OFF state, the medal count update means 274 judges that the counting switch 126 has turned ON only after the ON state has continued for 16 msec (ON edge), and if the counting switch 126 is in the ON state, it judges that the counting switch 126 has turned OFF only after the OFF state has continued for 16 msec (OFF edge). Here, the ON edge refers to the rising edge from OFF to ON, and the OFF edge refers to the falling edge from ON to OFF.
[0148] As shown in FIG. 12, when the player turns on the counting switch 126, the medal number update means 274 sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126. Here, the operation state flag is a flag indicating the operation state of the counting switch 126 by the player, where 0 indicates that the operation state is "non-operation", 1 indicates that the operation state corresponds to "short press", 2 indicates that the operation state corresponds to "long press", 3 indicates that the operation state corresponds to "full count", and 4 indicates that the operation state corresponds to "full count release", which is an operation state in which the full count operation is released and the counting switch 126 waits for turning OFF. In addition, the medal number update means 274 updates the counting process that is the target of the operation according to the change in the operation state. Here, for example, a counting process state management buffer is provided, and "single counting process" is assigned to bit 0 of the counting process state management buffer, "continuous counting process" is assigned to bit 1, and "full counting process" is assigned to bit 2. The medal count update means 274 sets 1 to the bit corresponding to the target counting process. Therefore, in response to the counting switch 126 being ON, the medal count update means 274 sets 1 to bit 0 (single counting process) of the counting process status management buffer, and sets the values of bits 2 to 0 to 001b. For ease of explanation, only bits 2 to 0 of the counting process status management buffer will be mentioned below. In addition, the medal count update means 274 measures the time from the ON edge of the counting switch 126 using a count timer.
[0149] Then, when the player turns off the counting switch 126, the medal number update means 274 refers to the counting timer in response to the OFF edge of the counting switch 126, and if the time from the ON edge of the counting switch 126 has not reached 500 msec, it determines that the player's operation is a short-push operation and executes a single-number counting process. Specifically, the medal number update means 274 sets the counting reservation flag to 1 (single) in response to the OFF edge of the counting switch 126. Here, the counting reservation flag is a flag that reserves the first counting process for the first time, with 0 indicating that the counting process is not reserved, 1 indicating the reservation of the first single-number counting process, 2 indicating the reservation of the first continuous counting process, and 3 indicating the reservation of the first full counting process. In this way, by setting the counting reservation flag, the first counting process for the first time is executed in response to the arrival of the counting timing. Next, the medal number update means 274 sets the operation status flag to 0 (non-operation) to cancel the short-push operation.
[0150] As described later, in this embodiment, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) at the timing when the time from the ON edge of the counting switch 126 reaches 500 msec. Therefore, instead of referring to the counting timer, the medal count update means 274 can also determine that the time from the ON edge of the counting switch 126 has not reached 500 msec by confirming that the operation status flag is 1 (short press).
[0151] When the counting timing arrives after the OFF edge of the counting switch 126 in such a short press operation by the player, the medal number update means 274 sets the count medal number in the counting notification to "1" based on the fact that the count reservation flag is set to 1 (single counting process), resets the count reservation flag to 0, and resets the values of bits 2 to 0 of the counting process status management buffer to 000b. In addition, the medal number update means 274, for example, subtracts 1 from the current game medal number "171" and updates the game medal number to "170". Accordingly, the game medal number display device 128 displays the game medal number "170". The command transmission / reception means 272 transmits the counting notification in which the count medal number is set to the dedicated unit 300. In this way, the single counting process is executed.
[0152] Here, the timing of the OFF edge of the counting switch 126, which is determined as a short press operation, differs from the counting timing. Therefore, in the short press operation, the counting reservation flag is set to 1 in response to the OFF edge of the counting switch 126, and the transfer of one electronic medal is reserved. Then, when the counting timing arrives, the counting process for one medal is performed based on the counting reservation flag being 1. With this configuration, even if the timing of the OFF edge of the counting switch 126, which is determined as a short press operation, differs from the counting timing, it is possible to reliably execute the single counting process at the counting timing. Also, for example, even if multiple short press operations are detected between the counting timings due to chattering of the counting switch 126, the counting reservation flag does not change from 1, which was once set, so that it is possible to reliably execute the counting process for only one medal.
[0153] Also, here, the single counting process is executed at the counting timing after the OFF edge of the counting switch 126 in the short press operation. Therefore, not only when the short press operation is completed within 300 msec between the counting timings illustrated in Fig. 12, but also when the counting timing arrives during the short press operation, the single counting process is not executed at that counting timing, but is executed at the first counting timing that arrives after the OFF edge of the counting switch 126 in the short press operation.
[0154] In this way, when the single-number counting process is executed, the command transmission / reception means 272 transmits a command indicating that the single-number counting process has been executed and the number of game medals after counting to the main CPU 200a. Here, the command transmission / reception means 272 may transmit to the main CPU 200a that the single-number counting process has been executed by including the value (001b) of bits 2 to 0 of the counting process status management buffer as data of the counting process status management buffer (hereinafter simply referred to as "counting process status management data") in the command. The main CPU 200a that receives the command transmits a command indicating that the single-number counting process has been executed and the number of game medals after counting to the sub-CPU 240a, with information that allows the sub-CPU 240a to recognize that the command is transmitted from the medal count control board 260. In response to receiving the command, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the single-number counting process.
[0155] Specifically, in response to receiving a command, the performance control means 254 of the sub-CPU 240a displays, for example, a message "single counting completed" and the number of game medals "170" after the single counting process is completed on the liquid crystal display unit 132, and deletes the display after a predetermined time has elapsed since receiving the command or in response to a switch operation by the player. In addition, in response to receiving a command, the performance control means 254 causes the speaker 134 to output a predetermined counting sound (for example, a short sound "beep") for a predetermined period of time. In response to receiving a command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined color for a predetermined period of time.
[0156] Here, the medal count update means 274 determines whether or not a short press operation has been performed based on the OFF edge of the counting switch 126, not on the ON edge of the counting switch 126. Therefore, if the OFF edge of the counting switch 126 is not detected until the time from the ON edge of the counting switch 126 becomes 500 msec or more, the single counting process is not executed. However, this is not the only case, and the medal count update means 274 may determine whether or not a short press operation has been performed based on the ON edge of the counting switch 126. In this case, in response to the ON edge of the counting switch 126, first, the single counting process is executed based on the short press operation, and then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the continuous counting process is executed based on the long press operation.
[0157] FIG. 13 is a timing chart for explaining the flow of the counting process when the counting switch 126 is pressed and held.
[0158] 13, when the player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126, sets bit 0 (single counting process) of the counting process state management buffer to 1, and sets the values of bits 2 to 0 to 001b. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.
[0159] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number update means 274 judges the player's operation to be a long press operation and executes the continuous counting process. Specifically, the medal number update means 274 switches the operation state flag from 1 (short press) to 2 (long press), resets bit 0 (single counting process) of the counting process state management buffer to 0, sets bit 1 (continuous counting process) to 1, and sets the values of bits 2 to 0 to 010b. In addition, the medal number update means 274 sets the counting reservation flag to 2 (continuous counting process) to reserve the continuous counting process.
[0160] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 2, sets the count medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "170" and updates the game medal number to "120". Accordingly, the game medal number display device 128 displays the game medal number "120". The command transmission / reception means 272 transmits the counting notification in which the count medal number is set to the dedicated unit 300. Note that, when the initial continuous counting process is executed, it is no longer necessary to leave the count reservation flag, so the medal number update means 274 resets the count reservation flag to 0. Thereafter, the medal number update means 274 executes the continuous counting process at each counting timing. Therefore, the game medal number is subtracted by 50, and changes from "70" to "20", for example. Then, when the number of game medals falls below 50, for example, becomes "20", the medal number update means 274 sets the number of counted medals in the count notification at the counting timing to the number of all remaining game medals, "20". Therefore, the number of game medals becomes 0, and the continuous counting process by the long press operation ends.
[0161] Then, when the player turns off the counting switch 126 before the time from the ON edge of the counting switch 126 reaches 4000 msec, the medal count update means 274 sets the operation status flag to 0 (non-operation) in response to the OFF edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b to release the long press operation.
[0162] Here, the timing at which it is determined that a long press operation has occurred (the time from the ON edge is 500 msec) differs from the counting timing. Therefore, the medal count updating means 274 sets the operation status flag to 2 at the timing at which it determines that a long press operation has occurred, and at each counting timing, performs a continuous counting process for 50 medals based on the operation status flag being 2. With this configuration, even if the timing at which it is determined that a long press operation has occurred differs from the counting timing, the medal count updating means 274 can reliably perform the counting process at the counting timing.
[0163] Moreover, here, the medal count update means 274 sets the count reservation flag to 2 when 500 msec has elapsed since the ON edge of the count switch 126, reserving the continuous counting process of 50 medals. Then, when the counting timing arrives, the continuous counting process of 50 medals is performed based on the fact that the count reservation flag is 2. With this configuration, even if the counting switch 126 is turned OFF before the next counting timing arrives after 500 msec has elapsed since the ON edge, the continuous counting process is performed at least once at the subsequent counting timing, so it is possible to avoid an event in which the counting process is not performed even though the counting switch 126 is pressed and held.
[0164] In this way, when the continuous counting process is executed, the command transmission / reception means 272 transmits a command to the main CPU 200a indicating that the continuous counting process has been executed and the number of game medals after counting. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0165] Specifically, the presentation control means 254 of the sub-CPU 240a displays, for example, a message "Counting" and the number of game medals "120" after the first continuous counting process is completed on the liquid crystal display unit 132 in response to receiving a command, and updates the display of the number of game medals from "70" to "20" every time a command is received. Also, when the number of game medals becomes 0 through the continuous counting process, the presentation control means 254 displays a message "Counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time from receiving the command or in response to the operation of a switch by the player. Also, in response to receiving a command, the presentation control means 254 causes the speaker 134 to output a predetermined counting sound, for example, until the number of game medals becomes 0 through the continuous counting process. Furthermore, when the number of game medals becomes 0 by the continuous counting process, the performance control means 254 determines that the game is over and outputs an ending sound such as "Thank you for your hard work" from the speaker 134. Furthermore, in response to receiving a command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined light color until the number of game medals becomes 0 by the continuous counting process, for example.
[0166] The presentation control means 254 can specify the number of game medals counted by subtracting the number of game medals after counting included in the current command from the number of game medals after counting included in the previous command. Therefore, the presentation control means 254 can determine that the counting process is being performed correctly by confirming, for example, that the subtracted value is 1 in the case of single counting process, and that the subtracted value is 50 in the case of continuous counting process or total counting process (excluding the case where the number of game medals after counting is 0).
[0167] In the above embodiment, the medal number update means 274 ends the counting process when the number of game medals becomes 0 in the continuous counting process. In addition, when it is no longer "while play is possible", for example, when the VL connection signal is turned OFF (rental device connection error) as described above, the medal number update means 274 stops the counting process. In this case, the main segment display unit 130 displays the error code "EL", and the liquid crystal display unit 132 displays a message indicating that a connection error with the dedicated unit 300 has occurred. In addition, when the player turns OFF the counting switch 126 during the long press operation, the medal number update means 274 stops the continuous counting process, assuming that the player has intentionally interrupted the counting process. Below, the flow of the counting process when the player turns OFF the counting switch 126 while the continuous counting process is being executed by the long press operation will be described.
[0168] FIG. 14 is a timing chart for explaining another flow of the counting process when the counting switch 126 is pressed and held.
[0169] 14, when the player turns on the counting switch 126, the medal number update means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting process state management buffer to 001b. In addition, the medal number update means 274 measures the time from the ON edge of the counting switch 126 using a count timer.
[0170] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number update means 274 judges the player's operation to be a long press operation and executes the continuous counting process. Specifically, the medal number update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting process status management buffer to 010b. In addition, the medal number update means 274 sets the counting reservation flag to 2 (continuous counting process) to reserve the continuous counting process.
[0171] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 2, sets the count medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "170" and updates the game medal number to "120". Accordingly, the game medal number display device 128 displays the game medal number "120". The command transmission / reception means 272 transmits the counting notification in which the count medal number is set to the dedicated unit 300. Note that, when the initial continuous counting process is executed, it is no longer necessary to leave the count reservation flag, so the medal number update means 274 resets the count reservation flag to 0. Thereafter, the medal number update means 274 executes the continuous counting process at each counting timing. Therefore, the game medal number is subtracted by 50 and updated to "70". Accordingly, the game medal number display device 128 displays the game medal number "70".
[0172] Here, if the player turns off the counting switch 126 before the time from the ON edge of the counting switch 126 reaches 4000 msec, the medal number update means 274 sets the operation status flag to 0 (non-operation) in response to the OFF edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting process status management buffer to 000b to release the long press operation. In this way, the continuous counting process stops.
[0173] In this way, when the continuous counting process is executed, the command transmission / reception means 272 transmits a command to the main CPU 200a indicating that the continuous counting process has been executed and the number of game medals after counting. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0174] Specifically, the presentation control means 254 of the sub-CPU 240a, in response to receiving a command, displays, for example, a message "Counting" and the number of game medals "120" after the first continuous counting process is completed on the liquid crystal display unit 132, and in response to receiving the next command, updates the display of the number of game medals to "70", and deletes the display after a predetermined time has elapsed since receiving the command or in response to the operation of a switch by the player. In addition, in response to receiving a command, the presentation control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the continuous counting process stops. In response to receiving a command, the presentation control means 254 also causes the presentation lamp 136 to emit light in a predetermined light color, for example, until the continuous counting process stops.
[0175] Here, the performance control means 254 can determine that the continuous counting process has been interrupted (ended) based on the fact that the command indicating that the continuous counting process has been executed has not been received from the main CPU 200a at the timing when the command indicating that the continuous counting process has been executed is not received (for example, the command has not been received for 400 msec). Here, the timing for determining that the command has not been received is set to the time when 400 msec has elapsed since the previous command reception, but this is not limited to such a case, and the time can be set to the time when any value of 310 msec or more has elapsed, which is obtained by adding a transmission delay to 300 msec, which is the interval at which the medal CPU 260a transmits a command to the main CPU 200a. In addition, when the counting switch 126 is turned ON / OFF continuously, there is a possibility that a command indicating that the continuous counting process has been executed is received at an interval of 600 msec, so the timing for determining that the command has not been received may be set to less than 600 msec, for example, 590 msec, from the previous command reception. Furthermore, even if the counting switch 126 is turned ON / OFF consecutively, if the second operation is determined to be a short press operation, the command indicating that the continuous counting process has been executed is not received consecutively, so no problem occurs.
[0176] FIG. 15 is a timing chart for explaining the flow of the counting process when the counting switch 126 is operated for full counting.
[0177] 15, when the player turns on the counting switch 126, the medal number update means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting process state management buffer to 001b. In addition, the medal number update means 274 measures the time from the ON edge of the counting switch 126 using a count timer.
[0178] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number update means 274 judges the player's operation to be a long press operation and executes the continuous counting process. Specifically, the medal number update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting process status management buffer to 010b. In addition, the medal number update means 274 sets the counting reservation flag to 2 (continuous counting process) to reserve the continuous counting process.
[0179] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 2, sets the counted medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "1020" and updates the game medal number to "970". Accordingly, the game medal number display device 128 displays the game medal number "970". The command transmission / reception means 272 transmits the counting notification in which the counted medal number is set to the dedicated unit 300. Note that, once the initial continuous counting process is executed, it is no longer necessary to leave the counting reservation flag, so the medal number update means 274 resets the counting reservation flag to 0. Thereafter, the medal number update means 274 executes the continuous counting process at each counting timing. Therefore, the number of game medals will be subtracted by 50 each time, and will change as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0180] Then, when the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 becomes 4000 msec or more, the medal number update means 274 judges the player's operation as a full count operation and executes the full count process. Specifically, the medal number update means 274 switches the operation state flag from 2 (long press) to 3 (full count), resets bit 1 (continuous count process) of the count process state management buffer to 0, sets bit 2 (full count process) to 1, and sets the value of bits 2 to 0 to 100b. The command transmission / reception means 272 transmits a command indicating that the full count process has been executed and the number of game medals after counting to the main CPU 200a.
[0181] In this case, the condition for switching to the full counting operation is described as being 4000 msec or more from the ON edge of the counting switch 126, but the time is not limited to 4000 msec and can be determined arbitrarily as long as it is possible to determine that the counting switch 126 has been kept ON for a certain period of time. In addition, the medal count update means 274 may determine whether the condition for switching to the full counting operation is met based on another opportunity equivalent to 4000 msec (for example, the number of times the counting timing described below occurs, etc.).
[0182] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and when the operation state flag is set to 3, it sets the count medal number of the counting notice to "50" in the same manner as when the operation state flag is set to 2. Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "470" and updates the game medal number to "420". Accordingly, the game medal number display device 128 displays the game medal number "420". The command transmission / reception means 272 transmits the counting notice in which the count medal number is set to the dedicated unit 300. The medal number update means 274 executes the relevant counting process at each counting timing. Therefore, the game medal number is subtracted by 50, and changes as follows: "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Then, when the number of game medals falls below 50, for example, becomes "20", the medal number update means 274 sets the count medal number to the total remaining number of game medals, "20", at the counting timing. Therefore, the number of game medals becomes 0, and the counting process by the total counting operation ends. When the counting process by the total counting operation ends, the medal number update means 274 sets the operation status flag to 0 (non-operation) and resets the values of bits 2 to 0 of the counting process status management buffer to 000b to cancel the total counting operation.
[0183] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in FIG. 15, even if the player turns off the counting switch 126 after the operation state flag switches to 3, the counting process continues without interruption, and continues to count until the number of game medals becomes 0.
[0184] Here, the timing at which it is determined that a full count operation has occurred (the time from the ON edge is 4000 msec) is different from the count timing. Therefore, the medal number update means 274 sets the operation status flag to 3 at the timing at which it determines that a full count operation has occurred, and at each count timing, performs counting processing for 50 medals based on the operation status flag being 3. With this configuration, even if the timing at which it is determined that a full count operation has occurred is different from the count timing, the medal number update means 274 can reliably perform counting processing at the count timing.
[0185] In this way, when the total counting process is executed, the command transmission / reception means 272 transmits a command to the main CPU 200a indicating that the total counting process has been executed and the number of game medals after counting. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0186] Specifically, the medal count update means 274 switches the operation state flag to 3 and sets bit 2 (all counting processes) of the counting process state management buffer to 1 when the time from the ON edge of the counting switch 126 becomes 4000 msec or more. Then, the command transmission / reception means 272 refers to the counting process state management buffer and transmits a command indicating that all counting processes have been executed to the main CPU 200a. At this time, the command transmission / reception means 272 may transmit the counting process state management data as it is to the main CPU 200a as a part of the command to communicate that all counting processes have been executed. The main CPU 200a that has received the command refers to the command and transmits a command indicating that all counting processes have been executed to the sub-CPU 240a. At this time, the main CPU 200a may transmit at least the counting process state management data of the command transmitted from the medal count control board 260 as a part of the command to the sub-CPU 240a to communicate that all counting processes have been executed. In addition, the main CPU 200a may send a command to the sub-CPU 240a only when the command sent from the medal count control board 260 changes, for example, when bit 2 (full counting process) of the counting process status management data changes from OFF to ON.
[0187] In response to receiving a command, the presentation control means 254 of the sub-CPU 240a displays, for example, a message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the liquid crystal display unit 132, and updates the display of the number of game medals as follows each time a command is received: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470". In addition, in response to receiving a command in which bit 2 (all counting processes) of the counting process status management data becomes 1, the presentation control means 254 updates the display of the message "Counting" to the message "All counting" (it is also possible to display an additional message such as "Counting switch can be turned off"). The performance control means 254 continues to update the display of the number of game medals as follows, "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20" every time a command is received. When the number of game medals becomes 0 as a result of the total counting process, the performance control means 254 displays a message "Total counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time from the reception of the command or in response to the operation of a switch by the player. In response to the reception of a command, the performance control means 254 causes the speaker 134 to output a predetermined counting sound until the number of game medals becomes 0 as a result of the continuous counting process. When the number of game medals becomes 0 as a result of the continuous counting process, the performance control means 254 determines that the game has ended, and causes the speaker 134 to output an ending sound such as "Thank you for your hard work." Here, the performance control means 254 may change the sound output from the speaker 134 or execute a specific performance to output a specific sound notifying that the game has moved to the full counting process in response to bit 2 (full counting process) of the counting process state management data in the command becoming 1. In addition, in response to receiving the command, the performance control means 254 may cause the performance lamp 136 to emit light in a predetermined light color until the number of game medals becomes 0 through the continuous counting process, for example.Here, in response to bit 2 (full counting processing) of the counting processing status management data in the command becoming 1, the performance control means 254 may change the color of light emitted by the performance lamp 136, output a specific light color indicating that full counting processing has been started, or execute a specific performance that indicates that full counting processing has been started by a change in the lighting pattern.
[0188] In order to inform the player of the progress of the multiple counting process, the performance control means 254 may change the counting sound output from the speaker 134, for example, every time a command is received, or every time a command is received a predetermined number of times (for example, twice). For example, the performance control means 254 can appeal to the player that many electronic medals are being counted by repeating stepwise counting sounds such as "Do", "Re", "Mi", "Fa", "So", "Ra", "Si", and "Do".
[0189] The player can understand from these changes in the display on the LCD display unit 132, the sound output from the speaker 134, and the change in the lighting state of the performance lamp 136 that the full counting process has begun and that the counting process can continue even if the counting switch 126 is turned off.
[0190] In the embodiment described above, the counting process is terminated when the number of game medals in the entire counting process becomes 0. Also, as described above, when the VL connection signal is turned OFF, or when the "game is not possible", the medal number update means 274 stops the counting process.
[0191] As described above, the total counting operation is an operation in which the total counting process continues even if the counting switch 126 is turned OFF, and unlike the long press operation, the counting process is not stopped by turning the counting switch 126 OFF. However, if the continuous counting process can be stopped with the long press operation, but the total counting process cannot be stopped with the total counting process, this would be less convenient. Therefore, in the total counting process, a function is added in which the player turns the counting switch 126 OFF once, and then turns the counting switch 126 ON again, stopping the total counting process at the ON edge. Below, the flow of the counting process when the player turns the counting switch 126 ON again while the total counting process is being executed by the total counting operation will be described.
[0192] FIG. 16 is a timing chart for explaining another flow of the counting process when the counting switch 126 is operated for full counting.
[0193] 16, when the player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting process state management buffer to 001b. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.
[0194] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number update means 274 judges the player's operation to be a long press operation and executes the continuous counting process. Specifically, the medal number update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting process status management buffer to 010b. In addition, the medal number update means 274 sets the counting reservation flag to 2 to reserve the continuous counting process.
[0195] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 2, sets the counted medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "1020" and updates the game medal number to "970". Accordingly, the game medal number display device 128 displays the game medal number "970". The command transmission / reception means 272 transmits the counting notification in which the counted medal number is set to the dedicated unit 300. Note that, once the initial continuous counting process is executed, it is no longer necessary to leave the counting reservation flag, so the medal number update means 274 resets the counting reservation flag to 0. Thereafter, the medal number update means 274 executes the continuous counting process at each counting timing. Therefore, the number of game medals will be subtracted by 50 each time, and will change as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0196] Then, when the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 reaches 4000 msec or more, the medal number update means 274 judges the player's operation as a full count operation and executes the full count process. Specifically, the medal number update means 274 switches the operation status flag from 2 (long press) to 3 (full count) and sets the values of bits 2 to 0 of the counting process status management buffer to 100b. The command transmission / reception means 272 transmits a command indicating that the full count process has been executed and the number of game medals after counting to the main CPU 200a.
[0197] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 3, sets the count medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "470" and updates the game medal number to "420". Accordingly, the game medal number display device 128 displays the game medal number "420". The command transmission / reception means 272 transmits the counting notification in which the count medal number is set to the dedicated unit 300. The medal number update means 274 executes the relevant counting process at each counting timing. Therefore, the game medal number is subtracted by 50 at a time, and changes as follows: "370" → "320" → "270" → "220".
[0198] In this way, when the operation state is determined to be a full count operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in FIG. 16, even if the player turns off the counting switch 126 after the operation state flag has switched to 3, the counting process continues without interruption, and continues to count until the number of game medals becomes 0.
[0199] Here, suppose that the player turns the counting switch 126 OFF and then turns the counting switch 126 ON again. In response to the ON edge of the counting switch 126, the medal number update means 274 sets the operation status flag to 4 (all counts canceled) and resets the values of bits 2 to 0 of the counting process status management buffer to 000b to cancel all counting operations. Therefore, the counting process stops at the ON edge of the counting switch 126, and the number of game medals stops at "220" at the counting timing before the ON edge of the counting switch 126. The command transmission / reception means 272 transmits a command indicating that the all counting process has stopped and the number of game medals after counting to the main CPU 200a.
[0200] In such a total counting process, when the counting switch 126 is turned ON again, it is only necessary that the total counting process is stopped in response to the operation of the counting switch 126. Therefore, it is not necessary to judge the re-ON of the counting switch 126 as a short push operation, a long push operation, or a new total counting operation. Here, in the total counting process, when the counting switch 126 is turned ON to stop the counting process, the medal number update means 274 does not judge it as a short push operation, a long push operation, or a new total counting operation even if the ON state of the counting switch 126 continues. Therefore, even if the time from the ON edge of the counting switch 126 becomes 500 msec or more, the continuous counting process is not started, and even if the counting switch 126 is turned OFF thereafter, the single counting process is not executed in response to the OFF edge.
[0201] In this way, when the total counting process is executed, the command transmission / reception means 272 transmits a command to the main CPU 200a indicating that the total counting process has been executed and the number of game medals after counting. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0202] Specifically, the medal count update means 274 switches the operation status flag to 3 and sets bit 2 (all counting processes) of the counting process status management buffer to 1 when the time from the ON edge of the counting switch 126 becomes 4000 msec or more. Then, the command transmission / reception means 272 refers to the counting process status management buffer and transmits a command indicating that all counting processes have been executed to the main CPU 200a. The main CPU 200a that receives the command refers to the command and transmits a command indicating that all counting processes have been executed to the sub-CPU 240a. Also, here, when the all counting processes stop, this is communicated to the main CPU 200a and the sub-CPU 240a. When the all counting processes stop, the medal count update means 274 switches the operation status flag to 4 and resets bit 2 (all counting processes) of the counting process status management buffer to 0. Then, the command transmission / reception means 272 refers to the counting process state management buffer and transmits a command indicating that all counting processes have been stopped to the main CPU 200a. The main CPU 200a, which has received the command, refers to the command and transmits a command indicating that all counting processes have been stopped to the sub CPU 240a.
[0203] In response to receiving a command, the presentation control means 254 of the sub-CPU 240a displays, for example, a message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the liquid crystal display unit 132, and updates the display of the number of game medals as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" every time a command is received. In addition, in response to receiving a command in which bit 2 (all counting process) of the counting process status management data becomes 1, the presentation control means 254 updates the display of the message "Counting" to the message "All counting". The presentation control means 254 continues to update the display of the number of game medals as follows: "420" → "370" → "320" → "270" → "220" every time a command is received. In addition, the performance control means 254 updates the display of the message "all counting in progress" to the message "all counting completed" in response to receiving a command in which bit 2 (all counting) of the counting processing state management data becomes 0, and deletes the display after a predetermined time from receiving the command or in response to the operation of a switch by the player. In addition, in response to receiving a command, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the all counting processing stops. Here, the performance control means 254 may change the sound output from the speaker 134 in response to bit 2 (all counting) of the counting processing state management data in the command becoming 1, or may execute a specific performance in which a specific sound is output to notify that the all counting processing has been started. In addition, the performance control means 254 may change the sound output from the speaker 134 in response to bit 2 (all counting) of the counting processing state management data in the command becoming 0, or may execute an end performance in which a specific sound is output to notify that the all counting processing has stopped. In response to receiving the command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined light color until the full counting process is stopped, for example. Here, in response to bit 2 (full counting process) of the counting process state management data in the command becoming 1, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color notifying that the full counting process has been started, or execute a specific performance that notifies that the full counting process has been started by blinking.In addition, in response to bit 2 (all counting processes) of the counting process status management data in the command becoming 0, the performance control means 254 may change the color of light emitted by the performance lamp 136, output a specific color of light to indicate that all counting processes have stopped, or execute an end performance that flashes to indicate that all counting processes have stopped.
[0204] The player can understand that the process has shifted to the full counting process and that the counting process can be continued even if the counting switch 126 is turned OFF, by such a change in the display of the liquid crystal display unit 132, a change in the sound output from the speaker 134, and a change in the light emission mode of the performance lamp 136. In addition, the player can understand that, in accordance with the shift to the full counting process, the full counting process will be stopped by turning the counting switch 126 OFF and then ON again.
[0205] In addition, since the timing at which it is determined that the total counting operation is performed (the time from the ON edge is 4000 msec) is independent of the counting timing, the possibility that the timing at which the command at which bit 2 (total counting) of the counting processing state management data becomes 1 is received and the timing at which a command is received according to the counting timing overlap is low. However, if the timing at which both commands are received is close, the notification that the total counting processing has started and the notification that the counting processing has been executed may overlap, making it difficult for the player to recognize one notification. Therefore, here, the notification that the total counting processing has started is executed in priority over the notification that the counting processing has been executed. For example, in the liquid crystal display unit 132, the message "total counting in progress" is placed in a layer above the display of the number of game medals, a sound indicating that the total counting processing has started is output from the speaker 134 at a higher volume than a sound indicating that the counting processing has been executed, or the performance lamp 136 is illuminated in a light-emitting manner indicating that the total counting processing has started. With this configuration, the player can be sure that the entire counting process has started, and the counting process can be continued even if the counting switch 126 is turned OFF.
[0206] 17 is a flowchart showing an example of the flow of the counting process in the medal count control board 260. The counting process is executed at a predetermined timer interrupt period (for example, at 1 msec intervals).
[0207] (Step S400) The medal count update means 274 refers to the operation state flag and determines whether the operation state flag is 3 (total count). If the operation state flag is not 3, the process proceeds to step S401, and if the operation state flag is 3, the process proceeds to step S425.
[0208] (Step S401) The medal number update means 274 determines whether the count switch 126 is ON. If the count switch 126 is ON, the process proceeds to step S402. If the count switch 126 is not ON, the process proceeds to step S415.
[0209] (Step S402) The medal number update means 274 determines whether the counting switch 126 is on edge. If the counting switch 126 is on edge, the process proceeds to step S403. If the counting switch 126 is not on edge, the process proceeds to step S404.
[0210] (Step S403) If the counting switch 126 is at the ON edge, the medal number update means 274 temporarily sets the operation status flag to 1, determining that the player's operation is a short press operation, sets the values of bits 2 to 0 of the counting processing status management buffer to 001b, and terminates the counting processing.
[0211] (Step S404) If the count switch 126 is ON but is determined not to be an ON edge in step S402, the medal number update means 274 determines whether the operation state flag is 4 (all counts released). If the operation state flag is not 4, the process proceeds to step S405, and if the operation state flag is 4, the counting process is terminated so that no counting process is performed, assuming that all counting operations have been released.
[0212] (Step S405) Next, the medal count update means 274 determines whether the operation state flag is 2 (long press). If the operation state flag is not 2, the process proceeds to step S406, and if the operation state flag is 2, the process proceeds to step S410.
[0213] (Step S406) The medal count update means 274 refers to the count timer and judges whether or not 500 msec has elapsed since the ON edge of the count switch 126. If 500 msec has elapsed, the process proceeds to step S407, and if 500 msec has not elapsed, the operation is judged to still correspond to a short press operation, and the process proceeds to step S409 without changing the operation status flag.
[0214] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 determines that the operation is a long press operation, sets the operation status flag to 2 (long press), and sets the values of bits 2 to 0 of the counting processing status management buffer to 010b.
[0215] (Step S408) Next, the medal count update means 274 sets the count reservation flag to 2 (continuous count process) in order to execute the continuous count process at least once.
[0216] (Step S409) The medal count update means 274 increments the count timer by 1 to measure the time from the ON edge of the count switch 126. Here, since the timer interrupt period is set to 1 msec, incrementing by 1 measures 1 msec.
[0217] (Step S410) When 500 msec has elapsed since the ON edge of the counting switch 126 and it is determined in step S405 that the operation status flag is 2 (long press), the medal number update means 274 refers to the counting timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. If 4000 msec has elapsed, the process proceeds to step S411, and if 4000 msec has not elapsed, it is determined that the operation still corresponds to a long press operation, and the process proceeds to step S412 without changing the operation status flag.
[0218] (Step S411) If 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 determines that the operation is a full counting operation, sets the operation status flag to 3 (full counting), and sets the values of bits 2 to 0 of the counting process status management buffer to 100b. The command transmission / reception means 272 transmits a command indicating that the full counting process has been executed (bit 2 of the counting process status management data=1) to the main CPU 200a in order to communicate that the full counting process has started.
[0219] (Step S412) Next, the medal count update means 274 judges whether or not it is counting time. If it is counting time, the process proceeds to step S413, and if it is not counting time, the process proceeds to step S409 without performing counting process.
[0220] (Step S413) If it is the counting timing, the medal count update means 274 performs multiple counting processing (continuous counting processing) based on the long press operation. Such multiple counting processing will be described in detail later.
[0221] (Step S414) The medal number update means 274 resets the count reservation flag to 0 (no reservation) assuming that the continuous count process based on the long press operation has been executed at least once.
[0222] (Step S415) When it is determined in step S401 that the counting switch 126 is OFF, the medal count update means 274 determines whether the counting reservation flag is 1 (reservation of single counting process) and whether it is counting time. If the counting reservation flag is 1 and it is counting time, the process proceeds to step S416, and if the counting reservation flag is not 1 or it is not counting time, the process proceeds to step S418 without performing single counting process.
[0223] (Step S416) If the counting reservation flag is 1 and it is counting time, the medal number update means 274 performs single-number counting processing based on the short push operation. The single-number counting processing will be described in detail later.
[0224] (Step S417) The medal number update means 274 resets the count reservation flag to 0 (no reservation) as a single count process based on the short push operation has been executed, and resets the values of bits 2 to 0 of the count process status management buffer to 000b.
[0225] (Step S418) Next, the medal count update means 274 judges whether the count reservation flag is 2 (a long press operation was performed, but the count switch 126 was turned OFF before the count timing arrived) and whether the count timing has arrived. If the count reservation flag is 2 and it is the count timing, the multiple count processing of step S413 is executed, and if the count reservation flag is not 2 or it is not the count timing, the multiple count processing is not executed and the process proceeds to step S420. The multiple count processing of step S413 will be described in detail later.
[0226] (Step S419) The medal number update means 274 resets the count reservation flag to 0 (no reservation) as multiple counting processing based on a long press operation has been executed, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b.
[0227] (Step S420) The medal number update means 274 determines whether the counting switch 126 is at the OFF edge. If the counting switch 126 is at the OFF edge, the process proceeds to step S421. If the counting switch 126 is not at the OFF edge, the counting process is terminated.
[0228] (Step S421) If the counting switch 126 is turned off and is at the OFF edge, the medal number update means 274 determines whether the operation state flag is 1 (short press). If the operation state flag is 1, the process proceeds to step S422, and if the operation state flag is not 1, the process proceeds to step S423.
[0229] (Step S422) Next, the medal count update means 274 sets the counting reservation flag to 1 (single counting process) in order to execute the single counting process. Thus, in step S415, when the counting reservation flag is 1 and the counting timing arrives, the single counting process in step S416 is executed.
[0230] (Step S423) The medal count update means 274 sets the operation status flag to 0 (non-operation) in order to reset the short press operation or long press operation in response to the OFF edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting process status management buffer to 000b. However, if the counting reservation flag is 1 or 2, the medal count update means 274 sets the operation status flag to 0 (non-operation), but does not reset the values of bits 2 to 0 of the counting process status management buffer to 000b in order to maintain the value of the counting process status management buffer.
[0231] (Step S424) The medal number update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126. The medal number update means 274 also resets the multiple count number counter to 0. The multiple count number counter is a counter that counts the number of times the multiple count process has been executed.
[0232] (Step S425) When it is determined in step S400 that the operation status flag is 3, that is, when it is determined that all counting operations have been performed, the medal number update means 274 determines whether or not it is counting time without determining the ON / OFF of the counting switch 126 in step S401. If it is counting time, the medal number update means 274 executes the multiple counting process in step S413, and if it is not counting time, the medal number update means 274 proceeds to step S426 without executing the counting process.
[0233] (Step S426) The medal number update means 274 determines whether the counting switch 126 is on edge. If the counting switch 126 is on edge, the process proceeds to step S427. If the counting switch 126 is not on edge, the counting process is terminated.
[0234] (Step S427) If the counting switch 126 is at an ON edge, the medal number update means 274 sets the operation status flag to 4 (all counting released) as all counting operations have been released, and resets the values of bits 2 to 0 of the counting process status management buffer to 000b. The command transmission / reception means 272 transmits a command indicating that all counting processes have been stopped (bit 2 of the counting process status management data = 0) to the main CPU 200a in order to communicate that all counting processes have been stopped. Here, even if the counting switch 126 is turned ON to release all counting processes by setting the operation status flag to 4, the counting response process is terminated in step S404, so that the operation of the counting switch 126 is not determined to be, for example, a short press operation.
[0235] (Step S428) The medal number update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126. The medal number update means 274 also resets the multiple count counter to 0, and ends the count processing.
[0236] FIG. 18 is a flowchart showing an example of the flow of the multiple counting process (S413).
[0237] (Step S413-1) The medal number update means 274 determines whether the number of game medals at that time is 50 or more. If the number of game medals is 50 or more, the process proceeds to step S413-2. If the number of game medals is less than 50, the process proceeds to step S413-4.
[0238] (Step S413-2) If the number of game medals is 50 or more, the medal number update means 274 sets the count notification to 50 medals.
[0239] (Step S413-3) The medal number update means 274 increments the multiple count counter by 1. The value of the multiple count counter can be used to change the display of the liquid crystal display unit 132, the sound output from the speaker 134, and the light color of the performance lamp 136, for example, depending on the number of counting processes.
[0240] (Step S413-4) If the number of game medals is less than 50, the medal number update means 274 sets the entire number of game medals at that time in the count notification.
[0241] (Step S413-5) The medal count update means 274 judges whether the operation status flag is 3 (total count) and the count switch 126 is OFF. If the operation status flag is 3 and the count switch 126 is OFF, the process proceeds to step S413-6, and if the operation status flag is not 3 or the count switch 126 is ON, the process proceeds to step S413-7.
[0242] (Step S413-6) If the operation status flag is 3 and the counting switch 126 is OFF, the medal count update means 274 assumes that all counting processes have been completed, resets the operation status flag to 0 (non-operation), and resets the values of bits 2 to 0 of the counting process status management buffer to 000b.
[0243] (Step S413-7) The command transmitting / receiving means 272 transmits a count notification in which the counted medal number is set to the dedicated unit 300 .
[0244] (Step S413-8) Next, the command transmission / reception means 272 transmits to the main CPU 200a a command indicating that the multiple counting process (continuous counting process or total counting process) has been executed and the number of game medals after counting, and ends the multiple counting process.
[0245] FIG. 19 is a flowchart showing an example of the flow of the single-number counting process (S415).
[0246] (Step S415-1) The medal count update means 274 determines whether the number of game medals at that time is 1 or more. If the number of game medals is 1 or more, the process proceeds to step S415-2. If the number of game medals is less than 1, i.e., 0, the single medal count process is terminated.
[0247] (Step S415-2) If the number of game medals is one or more, the medal number update means 274 sets the count notification to one.
[0248] (Step S415-3) The command transmitting / receiving means 272 transmits a count notification in which the counted medal number is set to the dedicated unit 300 .
[0249] (Step S415-4) Next, the command transmission / reception means 272 transmits to the main CPU 200a a command indicating that the single-number counting process has been executed and the number of game medals after counting, and ends the single-number counting process.
[0250] FIG. 20 is a flow chart showing an example of the flow of the counting response process in the main control board 200.
[0251] (Step S450) The command transmission / reception means 226 in the main CPU 200a judges whether or not a command indicating that the counting process has been executed and the number of game medals after counting has been received from the command transmission / reception means 272 in the medal CPU 260a. If a command has been received, the process proceeds to step S451, and if a command has not been received, the counting process is terminated.
[0252] (Step S451) The command transmission / reception means 226 determines whether the currently received command is different from the command it has stored. If the command is different, the process proceeds to step S452. If the command is not different, the counting process is terminated.
[0253] (Step S452) If the command is different, the command transmission / reception means 226 transmits at least the counting process status management data of the received command as is to the sub-CPU 240a. In this way, the sub-CPU 240a can notify the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals are being transferred to the dedicated unit 300 by the counting process.
[0254] (Step S453) The command transmitting / receiving means 226 stores the received command in the main RAM 200c for use in the next comparison, and ends the counting response process.
[0255] FIG. 21 is a flow chart showing an example of the flow of counting response processing in the sub-control board 240.
[0256] (Step S470) The command receiving means 252 in the sub CPU 240a judges whether or not a command indicating that the counting process has been executed and the number of game medals after counting has been received from the command transmitting / receiving means 226 in the main CPU 200a. If a command has been received, the process proceeds to step S471, and if a command has not been received, the process proceeds to step S478.
[0257] (Step S471) The presentation control means 254 of the sub-CPU 240a judges whether or not the number of game medals after counting indicated in the received command is 0. As a result, if the number of game medals after counting is not 0, the process proceeds to step S472, and if the number of game medals after counting is 0, the process proceeds to step S477.
[0258] (Step S472) The performance control means 254 judges whether or not bit 2 of the counting processing state management data in the received command is 1. As a result, if bit 2 of the counting processing state management data is 1, the process proceeds to step S473, and if bit 2 of the counting processing state management data is not 1, the process proceeds to step S474.
[0259] (Step S473) If bit 2 of the counting process status management data is 1, the performance control means 254 determines that the entire counting process has started, and performs a performance of the entire counting process, for example, by displaying the message "All counting in progress" on the LCD display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.
[0260] (Step S474) The performance control means 254 judges whether or not bit 2 of the counting processing state management data in the received command is 0. As a result, if bit 2 of the counting processing state management data is 0, the process proceeds to step S475, and if bit 2 of the counting processing state management data is not 0, the process proceeds to step S476.
[0261] (Step S475) If bit 2 of the counting process status management data is 0, the performance control means 254 determines that all counting processes have been completed (stopped), and performs a performance to indicate the end of all counting processes, such as displaying the message "All counting completed" on the LCD display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.
[0262] (Step S476) The presentation control means 254 displays the number of game medals after counting on the liquid crystal display unit 132, and ends the counting process.
[0263] (Step S477) In step S471, when it is determined that the number of game medals after counting is 0, the presentation control means 254 ends the presentation related to the counting process, and ends the counting process.
[0264] (Step S478) In step S470, if it is determined that no command has been received, the performance control means 254 determines whether or not 400 msec or more has passed since the previous command was received. If 400 msec or more has passed, the process proceeds to step S479, and if 400 msec has not been reached, the counting process is terminated.
[0265] (Step S479) If it is determined in step S478 that 400 msec or more has elapsed since the previous command was received, the performance control means 254 ends the performance related to the counting process, and ends the counting response process.
[0266] In this manner, the slot machine 100 includes a game control means (e.g., the main CPU 200a) that controls a game that is played using a game value (e.g., an electronic medal), a management control means (e.g., a medal CPU 260a, a medal number update means 274) that manages the game value, for example, as the number of game medals played, and a counting operation means (e.g., a counting operation unit 300) that receives a player's operation to perform a counting process that transfers at least a part of the game value managed by the management control means to an external device (e.g., the dedicated unit 300). The management control means is configured to execute a multiple counting process, which is a counting process for transferring a predetermined number (e.g., 50) of game values at a predetermined period (e.g., 300 msec period) when the time during which the counting operation means is continuously ON reaches or exceeds a first time (e.g., 500 msec), and to be able to execute the multiple counting process even if the counting operation means is turned OFF when the time during which the counting operation means is continuously ON reaches or exceeds a second time (e.g., 4000 msec) that is longer than the first time.
[0267] With this configuration, if the player keeps the counting switch 126 ON for a predetermined period of time, the counting process continues even if the player later turns OFF the counting switch 126. This reduces the operational burden of counting electronic medals, and improves convenience for the player.
[0268] (Another example of operation of the counting switch 126) In the above embodiment, an example was described in which the medal number update means 274 executes the full counting process when the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 reaches 4000 msec or more. However, in such a configuration, it is necessary to refer to the counting timer and determine whether the value is 4000 msec or more. Meanwhile, in step S413-3 of the multiple counting process in FIG. 18, the multiple counting number counter is counted. Therefore, here, the transition to the full counting process is realized using the value of the multiple counting number counter that is being counted. For example, instead of determining whether the value of the counting timer is 4000 msec or more, the medal number update means 274 determines whether the multiple counting number counter is equal to or greater than a predetermined value, and executes the full counting process according to the result.
[0269] Here, a predetermined value to be compared with the value of the multiple count counter is determined. The timing when the player turns on the count switch 126 is different from the count timing. The timing when a full count operation is determined (the time from the ON edge is 4000 msec) is also different from the count timing. Therefore, the timing when the value of the multiple count counter is updated, i.e., the count timing, is almost never the same as the time 4000 msec has elapsed since the ON edge. Therefore, a value that can ensure a time of 4000 msec or more from the ON edge of the count switch 126 is set as the predetermined value.
[0270] When the number of counting timings (value of the multiple counting counter) is an arbitrary value, the time from the ON edge of the counting switch 126 to the number of counting timings reaching the arbitrary value is the shortest when the timing of 500 msec from the ON edge of the counting switch 126 occurs immediately before (or simultaneously with) the counting timing. In this way, when the timing of 500 msec from the ON edge of the counting switch 126 occurs immediately before the counting timing, the time from the ON edge of the counting switch 126 approaches 4000 msec when the number of counting timings is 12, 3800 msec (500+300×11), and 13, 4100 msec (500+300×12). Here, since it is desired that the multiple counting counter is updated when 4000 msec has certainly elapsed from the ON edge of the counting switch 126, the medal number updating means 274 determines that the counting operation is complete when the number of counting timings is 13, i.e., when the value of the multiple counting counter is 13. Then, even if the timing of 500 msec from the ON edge of the counting switch 126, which is the maximum time from the ON edge of the counting switch 126 until the number of counting timings reaches a predetermined value, is immediately after the counting timing, the number of counting timings is 4400 msec from the ON edge of the counting switch 126 at the time when the number of counting timings is 13. In this way, the timing when the number of counting timings is 13 is within the range of 4100 msec to 4400 msec from the ON edge of the counting switch 126, which fully satisfies the condition of 4000 msec or more from the ON edge of the counting switch 126.
[0271] In this example, the specified value is set to 13 times, which is the smallest value that satisfies the condition of 4000 msec or more from the ON edge of the counting switch 126. However, this is not limited to this case, and the specified value can also be set to 14 times or more as long as the condition of 4000 msec or more from the ON edge of the counting switch 126 is satisfied.
[0272] Hereinafter, an example will be described in which the medal count update means 274 determines whether the multiple count counter is equal to or greater than 13, instead of determining whether the count timer value is equal to or greater than 4000 msec.
[0273] FIG. 22 is a timing chart for explaining the flow of the counting process when the counting switch 126 is operated for full counting.
[0274] 22, when the player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting process state management buffer to 001b. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.
[0275] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number update means 274 judges the player's operation to be a long press operation and executes the continuous counting process. Specifically, the medal number update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting process status management buffer to 010b. In addition, the medal number update means 274 sets the counting reservation flag to 2 (continuous counting process) to reserve the continuous counting process.
[0276] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 2, sets the count medal number of the counting notification to "50". At this time, the medal number update means 274 increments the multiple counting counter by 1 and updates it to "1". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "1020" and updates the game medal number to "970". Accordingly, the game medal number display device 128 displays the game medal number "970". The command transmission / reception means 272 transmits the counting notification in which the count medal number is set to the dedicated unit 300. Note that when the initial continuous counting process is executed, it is no longer necessary to leave the counting reservation flag, so the medal number update means 274 resets the counting reservation flag to 0. Thereafter, the medal number update means 274 executes the continuous counting process at each counting timing. Therefore, the multiple counting counter is incremented by 1, changing from "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12", and the number of game medals is subtracted by 50, changing from "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420".
[0277] Then, when the player keeps the count switch 126 ON and the value of the multiple count counter reaches "13", the medal number update means 274 determines that the player's operation is a full count operation and executes the full count process. Specifically, the medal number update means 274 switches the operation status flag from 2 (long press) to 3 (full count). Note that in this embodiment, the values of bits 2 to 0 of the counting process status management buffer are not set to 100b, but are maintained at 010b. Here, because bit 2 is not used, an area for adding information can be secured in the counting process status management data.
[0278] The medal number update means 274 then refers to the operation state flag at the counting timing, and when the operation state flag is set to 3, sets the counted medal number in the counting notification to "50" in the same manner as when the operation state flag is set to 2. The medal number update means 274 also subtracts 50 from the current game medal number of "420" and updates the game medal number to "370", for example. Accordingly, the game medal number display device 128 displays the game medal number of "370". The command transmission / reception means 272 transmits the counting notification in which the counted medal number is set to the dedicated unit 300. The medal number update means 274 executes the relevant counting process at each counting timing. Therefore, the multiple counting counter is incremented by 1, changing from "14" to "15" to "16" to "17" to "18" to "19" to "20", and the number of game medals is subtracted by 50, changing from "320" to "270" to "220" to "170" to "120" to "70" to "20". When the number of game medals is less than 50, for example, when it becomes "20", the medal number update means 274 sets the number of all remaining game medals "20" to the count medal number at the counting timing. Therefore, the number of game medals becomes 0, and the counting process by the total counting operation is completed. When the counting process by the total counting operation is completed, the medal number update means 274 sets the operation state flag to 0 (non-operation) and resets the values of bits 2 to 0 of the counting process state management buffer to 000b to cancel the total counting operation. In addition, the medal number update means 274 resets the multiple counting number counter to zero.
[0279] In this way, when the operation state is determined to be a full count operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in FIG. 22, even if the player turns off the counting switch 126 after the operation state flag switches to 3, the counting process continues without interruption, and continues to count until the number of game medals becomes 0.
[0280] In this way, when the total counting process is executed, the command transmission / reception means 272 transmits a command indicating that the counting process has been executed and the number of game medals after counting to the main CPU 200a. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0281] Specifically, the medal count update means 274 switches the operation state flag to 2 and sets bit 1 (continuous count process) of the count process state management buffer to 1 when the time from the ON edge of the count switch 126 becomes 500 msec or more. Then, the command transmission / reception means 272 refers to the count process state management buffer and transmits a command indicating that all count processes have been executed to the main CPU 200a. At this time, the command transmission / reception means 272 may transmit the count process state management data as it is to the main CPU 200a as a part of the command to communicate that the continuous count process has been executed. The main CPU 200a that has received the command refers to the command and transmits a command indicating that the continuous count process has been executed to the sub-CPU 240a. At this time, the main CPU 200a may transmit at least the count process state management data of the command transmitted from the medal count control board 260 as a part of the command to the sub-CPU 240a to communicate that the continuous count process has been executed. In addition, the main CPU 200a may send a command to the sub-CPU 240a only when the command sent from the medal count control board 260 changes, for example, when bit 1 (continuous counting processing) of the counting processing status management data changes from OFF to ON.
[0282] In response to receiving a command in which bit 1 of the counting process status management data is set to 1, the presentation control means 254 of the sub CPU 240a, for example, increments the sub counting number counter by 1 to update it to "1", and displays the message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the liquid crystal display unit 132. Here, the sub counting number counter is a counter that counts the number of times a command indicating the execution of multiple counting processes has been received. Next, the performance control means 254 updates the sub-counting number counter from "2" to "3" to "4" to "5" to "6" to "7" to "8" to "9" to "10" to "11" to "12" each time it receives a command, and updates the display of the number of game medals from "920" to "870" to "820" to "770" to "720" to "670" to "620" to "570" to "520" to "470" to "420". In addition, in response to receiving a command, the performance control means 254 determines that the total counting process has started in response to the sub-counting number counter becoming "13", and updates the display of the message "Counting" to the message "Total counting" (it is also possible to display "Counting switch can be turned off" or the like). The performance control means 254 continues to update the display of the number of game medals as follows, "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20", every time a command is received. When the number of game medals becomes 0 as a result of the total counting process, the performance control means 254 displays a message "Total counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time from the reception of the command or in response to the operation of a switch by the player. In response to the reception of the command, the performance control means 254 causes the speaker 134 to output a predetermined counting sound until the number of game medals becomes 0 as a result of the continuous counting process. When the number of game medals becomes 0 as a result of the continuous counting process, the performance control means 254 determines that the game has ended, and causes the speaker 134 to output an ending sound such as "Thank you for your hard work." Here, the performance control means 254 may change the sound output from the speaker 134 in response to the sub-counting number counter reaching "13", or may execute a specific performance in which a specific sound is output to notify that the process has moved to the full counting process.In response to receiving the command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined light color, for example, until the number of game medals reaches 0 through the continuous counting process. Here, in response to the sub-counting number counter reaching "13", the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color indicating that the game has moved to the full counting process, or execute a specific performance indicating that the game has moved to the full counting process by blinking.
[0283] Here, the performance control means 254 uses the sub-counting number counter to self-containedly determine the timing of the full counting process. Therefore, as long as it is known that multiple counting processes are being executed (bit 1 of the counting process status management data = 1), it is not necessary to know that the full counting process is being executed (bit 2 of the counting process status management data = 1) as explained using Figures 15 to 21. Therefore, it is possible to reduce the design load associated with changes to commands and programs.
[0284] Although there is a communication delay, the multiple counting counter in the medal CPU 260a and the sub counting counter in the performance control means 254 become 13 at almost the same time. Therefore, the timing when the medal counting process starts in the medal count control board 260 and when the player recognizes the start of the full counting process are the same. Therefore, the player can understand that the process has moved to the full counting process and that the counting process can be continued even if the counting switch 126 is turned off, by such changes in the display on the liquid crystal display unit 132, the changes in the sound output from the speaker 134, and the changes in the light emission mode of the performance lamp 136.
[0285] From the viewpoint of reliability, the command transmission / reception means 272 may change bit 2 of the counting process state management data in the command. With this configuration, the performance control means 254 can determine that the full counting process has started by checking not only that the sub counting number counter is 13 or more, but also that bit 2 of the counting process state management data is 1, making it possible to reliably grasp the transition of the full counting process. Also, from the viewpoint of reliability, the command transmission / reception means 272 may include in the command the number of times that the multiple counting process (continuous counting process and full counting process) is executed. With this configuration, the performance control means 254 can compare the value of the sub counting number counter with the number of times that the multiple counting process is executed, as indicated in the command, and ensure their consistency.
[0286] It is practically impossible for a player to perform 13 consecutive short presses during the counting timing. Therefore, the performance control means 254 can determine that the full counting process has started by receiving the command 13 times in succession, even if it does not know that multiple counting processes are being executed (bit 1 or bit 2 of the counting process status management data = 1). With this configuration, the performance control means 254 can know the transition to the full counting process with simple processing, which further reduces the design load.
[0287] FIG. 23 is a timing chart for explaining another flow of the counting process when the counting switch 126 is operated for full counting.
[0288] 23, when the player turns on the counting switch 126, the medal number update means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting process state management buffer to 001b. In addition, the medal number update means 274 measures the time from the ON edge of the counting switch 126 using a count timer.
[0289] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number update means 274 judges the player's operation to be a long press operation and executes the continuous counting process. Specifically, the medal number update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting process status management buffer to 010b. In addition, the medal number update means 274 sets the counting reservation flag to 2 to reserve the continuous counting process.
[0290] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 2, sets the count medal number of the counting notification to "50". At this time, the medal number update means 274 increments the multiple counting counter by 1 and updates it to "1". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "1020" and updates the game medal number to "970". Accordingly, the game medal number display device 128 displays the game medal number "970". The command transmission / reception means 272 transmits the counting notification in which the count medal number is set to the dedicated unit 300. Note that when the initial continuous counting process is executed, it is no longer necessary to leave the counting reservation flag, so the medal number update means 274 resets the counting reservation flag to 0. Thereafter, the medal number update means 274 executes the continuous counting process at each counting timing. Therefore, the multiple counting counter is incremented by 1, changing from "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12", and the number of game medals is subtracted by 50, changing from "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420".
[0291] Then, when the player keeps the count switch 126 ON and the value of the multiple count counter reaches "13", the medal number update means 274 determines that the player's operation is a full count operation and executes the full count process. Specifically, the medal number update means 274 switches the operation status flag from 2 (long press) to 3 (full count). Note that in this embodiment, the values of bits 2 to 0 of the count process status management buffer are not set to 100b, but are maintained at 010b. Here, bit 2 is not used, so an area for adding information can be secured.
[0292] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 3, sets the count medal number of the counting notice to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "420" and updates the game medal number to "370". Accordingly, the game medal number display device 128 displays the game medal number "370". The command transmission / reception means 272 transmits the counting notice in which the count medal number is set to the dedicated unit 300. The medal number update means 274 executes the relevant counting process at each counting timing. Therefore, the multiple counting counter is incremented by 1, changing from "14" to "15" to "16", and the game medal number is subtracted by 50, changing from "320" to "270" to "220".
[0293] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in FIG. 23, even if the player turns off the counting switch 126 after the operation state flag switches to 3, the counting process continues without interruption, and continues to count until the number of game medals becomes 0.
[0294] Here, suppose that the player turns the counting switch 126 OFF and then turns the counting switch 126 ON again. In response to the ON edge of the counting switch 126, the medal number update means 274 sets the operation status flag to 4 (all counts canceled) and resets the values of bits 2 to 0 of the counting process status management buffer to 000b to cancel all counting operations. The medal number update means 274 also resets the multiple count counter to 0. Therefore, the counting process stops at the ON edge of the counting switch 126, and the number of game medals stops at "220" at the counting timing before the ON edge of the counting switch 126.
[0295] In such a total counting process, when the counting switch 126 is turned ON again, it is only necessary that the total counting process is stopped in response to the operation of the counting switch 126. Therefore, it is not necessary to judge the re-ON of the counting switch 126 as a short push operation, a long push operation, or a new total counting operation. Here, in the total counting process, when the counting switch 126 is turned ON to stop the counting process, the medal number update means 274 does not judge it as a short push operation, a long push operation, or a new total counting operation even if the ON state of the counting switch 126 continues. Therefore, even if the time from the ON edge of the counting switch 126 becomes 500 msec or more, the continuous counting process is not started, and even if the counting switch 126 is turned OFF thereafter, the single counting process is not executed in response to the OFF edge.
[0296] In this way, when the total counting process is executed, the command transmission / reception means 272 transmits a command indicating that the counting process has been executed and the number of game medals after counting to the main CPU 200a. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0297] Specifically, the medal count update means 274 switches the operation state flag to 2 and sets bit 1 (continuous counting process) of the counting process state management buffer to 1 when the time from the ON edge of the counting switch 126 becomes 500 msec or more. Then, the command transmission / reception means 272 refers to the counting process state management buffer and transmits a command indicating that all counting processes have been executed to the main CPU 200a. The main CPU 200a that receives the command refers to the command and transmits a command indicating that the continuous counting process has been executed to the sub-CPU 240a. Note that the main CPU 200a may transmit a command to the sub-CPU 240a only when the command transmitted from the medal count control board 260 has changed, for example, only when bit 1 (continuous counting process) of the counting process state management data has changed from OFF to ON.
[0298] Also, here, when the continuous counting process stops, this is communicated to the main CPU 200a and the sub CPU 240a. When the continuous counting process stops, the medal number update means 274 switches the operation status flag to 4 and resets bit 1 (continuous counting process) of the counting process status management buffer to 0. Then, the command transmission / reception means 272 refers to the counting process status management buffer and transmits a command indicating that all counting processes have stopped to the main CPU 200a. Having received this command, the main CPU 200a refers to the command and transmits a command indicating that all counting processes have stopped to the sub CPU 240a.
[0299] In response to receiving a command in which bit 1 of the counting process status management data is set to 1, the presentation control means 254 of the sub CPU 240a, for example, increments the sub counting number counter by 1 to update it to "1", and displays the message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the liquid crystal display unit 132. Here, the sub counting number counter is a counter that counts the number of times a command indicating the execution of multiple counting processes has been received. Next, the performance control means 254 updates the sub-counting number counter from "2" to "3" to "4" to "5" to "6" to "7" to "8" to "9" to "10" to "11" to "12" each time it receives a command, and updates the display of the number of game medals from "920" to "870" to "820" to "770" to "720" to "670" to "620" to "570" to "520" to "470" to "420". In addition, in response to receiving a command, the performance control means 254 determines that the total counting process has started in response to the sub-counting number counter becoming "13", and updates the display of the message "Counting" to the message "Total counting" (it is also possible to display "Counting switch can be turned off" or the like). The performance control means 254 continues to update the display of the number of game medals from "370" to "320" to "270" to "220" each time a command is received, and deletes the display after a predetermined time from the reception of the command or in response to the operation of a switch by the player. In addition, in response to the reception of a command, the performance control means 254 causes the speaker 134 to output a predetermined counting sound, for example, until the number of game medals becomes 0 by the continuous counting process. In addition, when the number of game medals becomes 0 by the continuous counting process, the performance control means 254 determines that the game has ended, and causes the speaker 134 to output an end sound such as "Thank you for your hard work." Here, the performance control means 254 may execute a specific performance in which the sound output from the speaker 134 is changed in response to the sub-counting number counter becoming "13", or a specific sound is output to notify that the game has moved to the full counting process. In response to receiving the command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined color until the number of game medals reaches 0 through continuous counting processing, for example.Here, the performance control means 254 may change the color of light emitted by the performance lamp 136 in response to the sub counting number counter becoming "13", output a specific color of light to notify that the process has been shifted to the full counting process, or execute a specific performance to notify that the process has been shifted to the full counting process by blinking. Also, the performance control means 254 may determine that the full counting process has been interrupted (ended) based on the fact that a command was not received from the main CPU 200a at the timing when the command should have been received due to the execution of the continuous counting process (for example, no command was received for 400 msec). Here, the timing for determining that a command was not received is not limited to 400 msec, and may be 310 msec to 590 msec.
[0300] The player can understand that the process has shifted to the full counting process and that the counting process can be continued even if the counting switch 126 is turned OFF, by such a change in the display of the liquid crystal display unit 132, a change in the sound output from the speaker 134, and a change in the light emission mode of the performance lamp 136. In addition, the player can understand that, in accordance with the shift to the full counting process, the full counting process will be stopped by turning the counting switch 126 OFF and then ON again.
[0301] Here, instead of determining whether the count timer value is 4000 msec or more, the transition to the full count process is identified by determining whether the multiple count counter is 13 or more. Therefore, the flowcharts shown in Figures 17, 18, and 21 are also partially different. Below, the processes different from those in Figures 17, 18, and 21 will be described in detail using Figure 24, which corresponds to Figure 17, Figure 25, which corresponds to Figure 18, and Figure 26, which corresponds to Figure 21, and the description of other processes that are substantially the same in function will be omitted.
[0302] Fig. 24 is a flow chart showing an example of the flow of the counting process in the medal count control board 260. In the counting process in Fig. 24, unlike Fig. 17, it is not determined whether the value of the counting timer is 4000 msec or more. Therefore, the determination in step S410 in Fig. 17 of whether 4000 msec has elapsed since the ON edge of the counting switch 126 and the process in step S411 of setting bit 2 of the counting process status management buffer to 1 if 4000 msec has elapsed since the ON edge of the counting switch 126 are not executed in Fig. 24.
[0303] Fig. 25 is a flow chart showing an example of the flow of the multiple counting process (S413). The multiple counting process (S413) in Fig. 25 is executed at the counting timing, and the multiple counting number counter is updated. Therefore, here, as described above, instead of steps S410 and S411 in Fig. 17, processes (S413-11, S413-12) for starting the entire counting process according to the value of the multiple counting number counter are added to the multiple counting process (S413).
[0304] (Step S413-11) The medal number update means 274 judges whether the multiple count counter is equal to or greater than 13. As a result, if the multiple count counter is equal to or greater than 13, the process proceeds to step S413-12, and if the multiple count counter is less than 13, the operation is judged to still correspond to a long press operation, and the process proceeds to step S413-7 without changing the operation status flag.
[0305] (Step S413-12) If the multiple counting counter is 13 or more, the medal count update means 274 determines that the operation is a full counting operation and sets the operation status flag to 3 (full counting). However, in this embodiment, the values of bits 2 to 0 of the counting process status management buffer are not set to 100b, but are maintained at 010b.
[0306] Fig. 26 is a flow chart showing an example of the flow of the counting response process in the sub-control board 240. Unlike Fig. 21, the counting response process in Fig. 26 does not use bit 2 of the counting process state management data of the command, but instead uses a sub-counting number counter in the sub-CPU 240a to self-containedly identify the timing of transition to full counting process.
[0307] (Step S480) The command receiving means 252 in the sub CPU 240a judges whether or not a command indicating that the counting process has been executed and the number of game medals after counting has been received from the command transmitting / receiving means 226 in the main CPU 200a. If a command has been received, the process proceeds to step S481, and if a command has not been received, the process proceeds to step S488.
[0308] (Step S481) The presentation control means 254 of the sub-CPU 240a judges whether or not the number of game medals after counting indicated in the received command is 0. As a result, if the number of game medals after counting is not 0, the process proceeds to step S482, and if the number of game medals after counting is 0, the process proceeds to step S486.
[0309] (Step S482) The performance control means 254 judges whether the sub-counting number counter is equal to or greater than 13. As a result, if the sub-counting number counter is equal to or greater than 13, the process proceeds to step S483, and if the sub-counting number counter is less than 13, the process proceeds to step S484, judging that the operation still corresponds to a long press operation. (Step S483) If the sub-counting number counter is 13 or more, the performance control means 254 determines that the full counting process has started, and performs a performance of the full counting process, for example, by displaying the message "Full counting in progress" on the liquid crystal display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.
[0310] (Step S484) The performance control means 254 increments the sub-counting number counter by one.
[0311] (Step S485) The presentation control means 254 displays the number of game medals after counting on the liquid crystal display unit 132, and ends the counting process.
[0312] (Step S486) In step S481, when it is determined that the number of game medals after counting is 0, the presentation control means 254 ends the presentation related to the counting process.
[0313] (Step S487) The performance control means 254 resets the sub-counting number counter to 0, and ends the counting process.
[0314] (Step S488) In step S480, if it is determined that no command has been received, the performance control means 254 determines whether or not 400 msec or more has passed since the previous command was received. If 400 msec or more has passed, the process proceeds to step S489, and if 400 msec has not been reached, the counting process is terminated.
[0315] (Step S489) If it is determined in step S488 that 400 msec or more has elapsed since the previous command was received, the performance control means 254 ends the performance related to the counting process.
[0316] (Step S490) The performance control means 254 resets the sub-counting number counter to 0, and ends the counting process.
[0317] In this way, the slot machine 100 includes a game control means (e.g., the main CPU 200a) for controlling a game played using a game value (e.g., an electronic medal), a management control means (e.g., a medal CPU 260a, a medal number update means 274) for managing the game value, for example, as the number of game medals, and a counting operation means (e.g., a counting switch 126) for receiving a player's operation to perform a counting process for transferring at least a part of the game value managed by the management control means to an external device (e.g., the dedicated unit 300). When the time that the stage is continuously ON reaches or exceeds a predetermined time (e.g., 500 msec), a multiple counting process is executed in which a unit counting process (e.g., counting process in units of 50 coins) that transfers a predetermined number (e.g., 50) of game values is repeated at a predetermined cycle (e.g., 300 msec cycle). The number of times that the unit counting process is executed under the condition that the counting operation means is continuously ON is counted (e.g., a multiple counting number counter). When the number of times that the unit counting process is executed reaches or exceeds a predetermined value (e.g., 13), the multiple counting process can be executed even if the counting operation means is turned OFF.
[0318] The management control means also includes a presentation control means (e.g., presentation control means 254) for controlling the presentation related to the counting process executed by the management control means, and the presentation control means counts the number of times the unit counting process is executed (e.g., a sub-counting number counter) under the condition that the unit counting process is repeated at a predetermined cycle (e.g., a cycle of 300 msec), and executes a specific presentation (e.g., a specific audio output notifying that the process has moved to the full counting process) when the number of times the unit counting process is executed reaches a predetermined value (e.g., 13) or more.
[0319] The slot machine 100 also includes a game control means (e.g., the main CPU 200a) for controlling a game played using a game value (e.g., an electronic medal), a management control means (e.g., a medal CPU 260a, a medal number update means 274) for managing the game value, for example, as the number of game medals, a counting operation means (e.g., a counting switch 126) for receiving an operation by a player to perform a counting process for transferring at least a part of the game value managed by the management control means to an external device (e.g., a dedicated unit 300), and a presentation control means (e.g., a presentation control means 254) for controlling presentations related to the counting process executed by the management control means, and the management control means determines whether the time during which the counting operation means is continuously ON is within a first time period (e.g., 500 m When the time during which the counting operation means is continuously ON reaches or exceeds a second time (e.g., 4000 msec) which is longer than the first time, multiple counting processes can be executed even if the counting operation means is turned OFF, and the presentation control means counts the number of times the unit counting process is executed under the condition that the unit counting process is repeated at the predetermined period (e.g., a sub-counting number counter), and when the number of times the unit counting process is executed reaches or exceeds a predetermined value (e.g., 13), a specific presentation (e.g., a specific audio output notifying that the process has moved to the full counting process) is executed.
[0320] With this configuration, if the player keeps the counting switch 126 ON for a predetermined period of time, the counting process continues even if the player later turns OFF the counting switch 126. This reduces the operational burden of counting electronic medals, and improves convenience for the player.
[0321] Here, an example has been described in which the presentation control means 254 outputs a termination sound such as "Thank you for your hard work" when the number of game medals becomes 0 by the total counting process, but the termination sound does not necessarily have to be output for the total counting operation. For example, if the player executes an operation to cancel the total counting process before the number of game medals becomes 0 and one or more game medals remain, the presentation control means 254 may limit (not execute) the output of such a termination sound from the speaker 134. It should be noted that not only in the total counting process but also in the continuous counting process, if the player turns off the counting switch 126 before the number of game medals becomes 0 and one or more game medals remain, the presentation control means 254 may limit (not execute) the output of the termination sound from the speaker 134. It should be noted that in the single counting process, the termination sound is not output from the speaker 134, and only the sound of the normal counting process is output. Furthermore, if the player stops the total counting process or the continuous counting process before the number of game medals reaches 0 and one or more game medals remain, the presentation control means 254 may execute presentations only on some of the liquid crystal display unit 132, the speaker 134, and the presentation lamp 136, and restrict other presentations. For example, if the player executes an operation to cancel the total counting process before the number of game medals reaches 0 and one or more game medals remain, the presentation control means 254 displays on the liquid crystal display unit 132 that the total counting process has been completed, but restricts the output of the completion sound from the speaker 134.
[0322] In this way, if the player executes the operation to cancel the total counting process before the number of game medals reaches 0 and there is one or more game medals remaining, the player is likely to continue playing. Here, as described above, by not outputting the ending sound from the speaker 134, it is possible to prevent the player from feeling uncomfortable.
[0323] In the above-mentioned continuous counting process and total counting process, the latter counts a larger number of electronic medals. Therefore, the end sound may be different between the continuous counting process and the total counting process. For example, the sound when the number of game medals becomes 0 by the total counting process is a sound indicating celebration, and may be a sound that makes the player more happy than the sound when the number of game medals becomes 0 by the continuous counting process, and may be a sound with a larger volume. Also, the sound when the number of game medals becomes 0 by the total counting process may be provided in multiple stages. For example, the sound may be different depending on whether the number of game medals counted is 2500, 5000, 7500, or 10000, and the sound may be a sound that makes the player more happy as the number of game medals becomes 0, and may be a sound with a larger volume.
[0324] In addition, in this embodiment, the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 are used to inform the player of the transition to the total counting process. However, this is not the only case, and for example, the light emission state of the 5-digit or 6-digit 7-segment LED in the game medal number display device 128 may be changed in response to the transition to the total counting process. The light-emitting portion of the 7-segment LED is composed of a segment section consisting of segments "a", "b", "c", "d", "e", "f", and "g", and a decimal point section "DP" (dot "."). For example, the medal CPU 260a may light up the number of game medals in the segment section while the short press operation and the continuous counting process are being performed, and when the continuous counting process is transitioned to the total counting process, the segment section may flash the number of game medals, and when the counting process is completed (stopped), the display may return to the lighted display. Also, the medal CPU 260a may switch the decimal point section from off to on while the short press operation and the continuous counting process are being executed, and when the continuous counting process is switched to the total counting process, the decimal point section may blink until the counting process ends (stops). The decimal point section that is illuminated is preferably the lowest digit of a 5-digit or 6-digit 7-segment LED, but any digit may be illuminated.
[0325] With this configuration, the fact that all counting processes are being carried out is directly displayed on the game medal count display device 128 connected to the medal count control board 260, so that even if no notification effect is produced on the LCD display unit 132, speaker 134, or effect lamp 136, the player can visually confirm that the counting process is being carried out.
[0326] (Another example of operation of the counting switch 126) In the above-described embodiment, a short press operation, a long press operation, and a full count operation were realized according to the operation mode of the count switch 126. However, according to such an operation mode, for example, it takes 4000 msec to continue the counting process (full counting process) without turning on the count switch 126. Therefore, a full count switch 142 is provided in addition to the count switch 126, and the full counting process can be realized with a simple operation.
[0327] 27 is an external view for explaining the mechanical configuration of the game medal count display device 128. In FIG. 27, the direction of arrow F indicates the front direction of the slot machine 100, and the direction of arrow B indicates the rear direction of the slot machine 100.
[0328] As shown in FIG. 27, the game medal number display device 128 is housed in a housing 128a together with the collective light emitters L1 to L5, the count switch 126, and the total count switch 142. The housing 128a is disposed in the upper right portion of the operation unit installation stand 112 of the slot machine 100 shown in FIG. 1. That is, the game medal number display device 128 is provided at a position corresponding to the position where the medal insertion slot is disposed in a slot machine in which a game proceeds using real medals. This allows for effective use of the space of the medal insertion slot that becomes unnecessary by introducing the slot machine 100. In addition, the game medal number display device 128 displays the game medal number through the collective light emitters L1 to L5, which are 7-segment LEDs having seven light-emitting elements, and therefore has a common use in that it handles medals (digitized medals) as well as the medal insertion slot used for adding medals, and the player does not feel uncomfortable with the presence of the game medal number display device 128.
[0329] The counting switch 126 and the total counting switch 142 detect the player's operation to perform the counting process. The player can perform the above-mentioned short press operation, long press operation, and total counting process through the counting switch 126. The player can also perform the total counting operation through the total counting switch 142. Here, it is assumed that the total counting operation can be realized with either the counting switch 126 or the total counting switch 142. However, when the total counting switch 142 is provided and the total counting operation is realized with the total counting switch 142, the total counting operation may be restricted depending on the counting switch 126, and only the short press operation and the long press operation may be realized.
[0330] As described above, when performing the total counting process, the counting switch 126 must be kept ON for 4000 msec or more, but the total counting switch 142 only needs to be ON for a short time. It is highly likely that the player will operate the total counting switch 142 when counting many game medals, such as at the end of a game. Therefore, as in the example of FIG. 27, the area of the part where the total counting switch 142 is pressed may be made larger so that it is easier to press the total counting switch 142 than the counting switch 126. Also, the total counting switch 142 may be easily turned ON by pressing it relatively shallowly, and the counting switch 126 may not be turned ON unless it is pressed deeper than the total counting switch 142. Also, in the example of FIG. 27, both the total counting switch 142 and the counting switch 126 are labeled with the names of the switches ("total counting", "counting"), but this is not limited to such a case, and only the name of the total counting switch 142 may be labeled with the name ("total counting"), and the name of the counting switch 126 may not be labeled. 27, neither the total counting switch 142 nor the counting switch 126 indicates how to operate the switch, but this is not limited to the above case, and only the total counting switch 142 may indicate how to operate it, and the operation method of the counting switch 126 may be understood only through a demo screen or a menu screen. Also, the sound (SE) when the total counting switch 142 is turned ON may be different from the sound (SE) when the counting switch 126 is turned ON, and the sound when the total counting switch 142 is turned ON may be emphasized, for example by being louder, than the sound when the counting switch 126 is turned ON.
[0331] The operation of the count switch 126 has already been described in detail, so here, the flow of the counting process by the total counting operation using the total count switch 142 will be described.
[0332] FIG. 28 is a timing chart for explaining the flow of the counting process when the total counting switch 142 is operated.
[0333] As shown in FIG. 28, when the player turns on the total count switch 142, the medal number update means 274 judges the player's operation as a total count operation and executes the total count process. Specifically, the medal number update means 274 sets the operation status flag to 3 (total count) in response to the ON edge of the total count switch 142, and sets the values of bits 2 to 0 of the count process status management buffer to 100b. The command transmission / reception means 272 transmits a command indicating that the total count process has been executed and the number of game medals after counting to the main CPU 200a. In addition, the medal number update means 274 sets the count reservation flag to 3 (total count process) to reserve the total count process.
[0334] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 3, sets the counted medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "1020" and updates the game medal number to "970". Accordingly, the game medal number display device 128 displays the game medal number "970". The command transmission / reception means 272 transmits the counting notification in which the counted medal number is set to the dedicated unit 300. Note that when the first full counting process is executed, it is no longer necessary to leave the counting reservation flag, so the medal number update means 274 resets the counting reservation flag to 0. Thereafter, the medal number update means 274 executes the full counting process at each counting timing. Therefore, the number of game medals is subtracted by 50 each time, and changes as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game medals falls short of 50, for example, becomes "20", the medal number update means 274 sets the number of all remaining game medals, "20", to the count medal number at the counting timing. Therefore, the number of game medals becomes 0, and the counting process by the full counting operation ends. When the counting process by all counting operations is completed, the medal count update means 274 sets the operation status flag to 0 (non-operation) and resets the values of bits 2 to 0 of the counting process status management buffer to 000b to cancel all counting operations.
[0335] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as a long press operation without continuing to operate the total count switch 142. For example, as shown in FIG. 28, even if the player turns off the total count switch 142 after the operation state flag switches to 3, the counting process continues without interruption, and continues to count until the number of game medals becomes 0.
[0336] Here, the timing at which it is determined that a total count operation has occurred (the ON edge of the total count switch 142) is different from the count timing. Therefore, the medal number update means 274 sets the operation status flag to 3 at the timing at which it determines that a total count operation has occurred, and at each count timing, performs counting processing for 50 medals based on the operation status flag being 3. With this configuration, even if the timing at which it is determined that a total count operation has occurred is different from the count timing, the medal number update means 274 can reliably perform counting processing at the count timing.
[0337] In addition, the medal number update means 274 sets the count reservation flag to 3 (full count processing) at the ON edge of the total count switch 142, reserving the total count processing of 50 medals. Then, when the counting timing arrives, the total counting processing of 50 medals is performed based on the fact that the count reservation flag is 3. With this configuration, even if the total counting switch 142 is turned OFF and ON before the next counting timing arrives after the ON edge, the total counting processing is performed at least once at the subsequent counting timing, so that it is possible to avoid an event in which the total counting processing is not performed even though the total counting switch 142 is operated. In addition, for example, even if multiple ON / OFFs are detected between counting timings due to chattering of the total counting switch 142, the count reservation flag does not change from the once set 3, so that the total counting processing can be performed reliably once.
[0338] In this way, when the total counting process is executed, the command transmission / reception means 272 transmits a command to the main CPU 200a indicating that the total counting process has been executed and the number of game medals after counting. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0339] Specifically, the medal count update means 274 switches the operation state flag to 3 at the timing of the ON edge of the total count switch 142, and sets bit 2 (total count process) of the count process state management buffer to 1. Then, the command transmission / reception means 272 refers to the count process state management buffer and transmits a command indicating that the total count process has been executed to the main CPU 200a. At this time, the command transmission / reception means 272 may transmit the count process state management data as it is to the main CPU 200a as a part of the command, thereby communicating that the total count process has been executed. The main CPU 200a that has received the command refers to the command and transmits a command indicating that the total count process has been executed to the sub-CPU 240a. At this time, the main CPU 200a may transmit at least the count process state management data of the command transmitted from the medal count control board 260 as a part of the command, thereby communicating that the total count process has been executed. In addition, the main CPU 200a may send a command to the sub-CPU 240a only when the command sent from the medal count control board 260 changes, for example, when bit 2 (full counting process) of the counting process status management data changes from OFF to ON.
[0340] In response to receiving a command in which bit 2 (total counting process) of the counting process status management data becomes 1, the presentation control means 254 of the sub-CPU 240a displays, for example, a message "Total counting in progress" and the current number of game medals "1020" on the liquid crystal display unit 132. Then, each time the presentation control means 254 receives a command, it updates the display of the number of game medals as follows: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Furthermore, when the number of game medals becomes 0 as a result of the total counting process, the performance control means 254 displays the message "Total counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time from the reception of the command or in response to the operation of a switch by the player. Furthermore, in response to the reception of the command, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the number of game medals becomes 0 as a result of the total counting process. Furthermore, when the number of game medals becomes 0 as a result of the total counting process, the performance control means 254 determines that the game has ended, and outputs an end sound such as "Thank you for your hard work" from the speaker 134. Furthermore, in response to the reception of the command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined light emission color, for example, until the number of game medals becomes 0 as a result of the total counting process.
[0341] The player can understand from the display on the LCD display unit 132, the sound output from the speaker 134, and the lighting state of the performance lamp 136 that the total counting process is being carried out and that the counting process can continue even if the total counting switch 142 is turned OFF.
[0342] In the above embodiment, the counting process is terminated when the number of game medals in the entire counting process becomes 0. In addition, for example, when the VL connection signal is turned OFF as described above, and the period during which play is not possible is ended, the medal number update means 274 stops the counting process.
[0343] In addition, in the total counting process, a function is added in which the player turns off the total counting switch 142 once, and then turns on the total counting switch 142, and the ON edge of the switch stops the total counting process. Below, the flow of the counting process when the player turns on the total counting switch 142 again while the total counting process is being executed by the total counting operation will be described.
[0344] FIG. 29 is a timing chart for explaining another flow of the counting process when the total counting switch 142 is operated.
[0345] As shown in FIG. 29, when the player turns on the total count switch 142, the medal number update means 274 judges the player's operation as a total count operation and executes the total count process. Specifically, the medal number update means 274 sets the operation status flag to 3 (total count) in response to the ON edge of the total count switch 142, and sets the values of bits 2 to 0 of the count process status management buffer to 100b. The command transmission / reception means 272 transmits a command indicating that the total count process has been executed and the number of game medals after counting to the main CPU 200a. In addition, the medal number update means 274 sets the count reservation flag to 3 (total count process) to reserve the total count process.
[0346] Then, the medal number update means 274 refers to the operation state flag at the counting timing, and if the operation state flag is set to 3, sets the counted medal number of the counting notification to "50". Also, the medal number update means 274, for example, subtracts 50 from the current game medal number "1020" and updates the game medal number to "970". Accordingly, the game medal number display device 128 displays the game medal number "970". The command transmission / reception means 272 transmits the counting notification in which the counted medal number is set to the dedicated unit 300. Note that when the first full counting process is executed, it is no longer necessary to leave the counting reservation flag, so the medal number update means 274 resets the counting reservation flag to 0. Thereafter, the medal number update means 274 executes the full counting process at each counting timing. Therefore, the number of play medals will be subtracted by 50 each time, and will change as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220".
[0347] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as a long press operation without continuing to operate the total count switch 142. For example, as shown in FIG. 29, even if the player turns off the total count switch 142 after the operation state flag switches to 3, the counting process continues without interruption, and continues to count until the number of game medals becomes 0.
[0348] Here, suppose that the player turns the total counting switch 142 OFF and then turns the total counting switch 142 ON again. The medal number update means 274 sets the operation state flag to 4 (total count release) in response to the ON edge of the total counting switch 142, resets the values of bits 2 to 0 of the counting process state management buffer to 000b, and releases the total counting operation. Therefore, the counting process stops at the ON edge of the total counting switch 142, and the number of game medals stops at "220" at the counting timing before the ON edge of the total counting switch 142. The command transmission / reception means 272 transmits a command indicating that the total counting process has stopped and the number of game medals after counting to the main CPU 200a. Note that even if the counting switch 126 is turned ON instead of the total counting switch 142 during the total counting process, the total counting process stops at that ON edge, just like when the total counting switch 142 is turned ON.
[0349] In such a total counting process, when the total counting switch 142 is turned ON again, it is only necessary that the total counting process be stopped in response to the operation of the total counting switch 142. Therefore, it is not necessary to judge the re-ON of the total counting switch 142 as a new total counting operation. Here, in the total counting process, when the total counting switch 142 is turned ON to stop the counting process, the medal number updating means 274 does not judge it as a new total counting operation even if the ON state of the total counting switch 142 continues.
[0350] In this way, when the total counting process is executed, the command transmission / reception means 272 transmits a command to the main CPU 200a indicating that the total counting process has been executed and the number of game medals after counting. The main CPU 200a, which receives the command, transmits a command to that effect to the sub-CPU 240a. The sub-CPU 240a then notifies the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0351] Specifically, the medal count update means 274 switches the operation status flag to 3 at the timing of the ON edge of the total count switch 142, and sets bit 2 (total count processing) of the counting process status management buffer to 1. Then, the command transmission / reception means 272 refers to the counting process status management buffer and transmits a command indicating that the total counting process has been executed to the main CPU 200a. The main CPU 200a, which has received the command, refers to the command and transmits a command indicating that the total counting process has been executed to the sub-CPU 240a. Note that the main CPU 200a may transmit a command to the sub-CPU 240a only when the command transmitted from the medal count control board 260 has changed, for example, only when bit 2 (total count processing) of the counting process status management data has changed from OFF to ON.
[0352] Also, here, when all counting processes have stopped, this fact is communicated to the main CPU 200a and the sub CPU 240a. When all counting processes have stopped, the medal number update means 274 switches the operation status flag to 4 and resets bit 2 (all counting processes) of the counting process status management buffer to 0. Then, the command transmission / reception means 272 refers to the counting process status management buffer and transmits a command indicating that all counting processes have stopped to the main CPU 200a. Having received this command, the main CPU 200a refers to the command and transmits a command indicating that all counting processes have stopped to the sub CPU 240a.
[0353] In response to receiving a command in which bit 2 (total counting process) of the counting process status management data becomes 1, the presentation control means 254 of the sub-CPU 240a displays, for example, a message "Total counting in progress" and the current number of game medals "1020" on the liquid crystal display unit 132. Then, each time the presentation control means 254 receives a command, it updates the display of the number of game medals as follows: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220". In addition, the performance control means 254 updates the display of the message "all counting in progress" to the message "all counting completed" in response to receiving a command in which bit 2 (all counting) of the counting processing state management data becomes 0, and deletes the display after a predetermined time from receiving the command or in response to the operation of a switch by the player. In addition, in response to receiving a command, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the all counting processing stops. Here, the performance control means 254 may change the sound output from the speaker 134 in response to bit 2 (all counting) of the counting processing state management data in the command becoming 1, or execute a specific performance in which a specific sound is output to notify that the all counting processing has started. In addition, the performance control means 254 may change the sound output from the speaker 134 in response to bit 2 (all counting) of the counting processing state management data in the command becoming 0, or execute an end performance in which a specific sound is output to notify that the all counting processing has stopped. In response to receiving the command, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined emission color, for example, until all counting processes are stopped. Here, in response to bit 2 (all counting processes) of the counting process status management data in the command becoming 1, the performance control means 254 may change the emission color emitted by the performance lamp 136, output a specific emission color notifying that all counting processes have started, or execute a specific performance that notifies that all counting processes have started by blinking.In addition, in response to bit 2 (all counting processes) of the counting process status management data in the command becoming 0, the performance control means 254 may change the color of light emitted by the performance lamp 136, output a specific color of light to indicate that all counting processes have stopped, or execute an end performance that flashes to indicate that all counting processes have stopped.
[0354] The player can understand that the total counting process is being executed and that the counting process can be continued even if the total counting switch 142 is turned OFF, by the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the light emission state of the performance lamp 136. In addition, the player can understand that the total counting process will be stopped by turning the total counting switch 142 OFF and then ON again, as the total counting process has started.
[0355] FIG. 30 is a flowchart showing an example of the flow of the counting process in the medal count control board 260.
[0356] (Step S500) The medal count update means 274 judges whether the total count switch 142 is on edge. If the total count switch 142 is on edge, the process proceeds to step S501. If the total count switch 142 is not on edge, the process proceeds to step S504 without changing the operation state flag.
[0357] (Step S501) The medal count update means 274 refers to the operation state flag and determines whether the operation state flag is 3 (total count). If the operation state flag is not 3, the process proceeds to step S502, and if the operation state flag is 3, the process proceeds to step S508.
[0358] (Step S502) If the operation status flag is not 3, the medal count update means 274 determines that the operation is a full count operation, sets the operation status flag to 3 (full count), and sets the values of bits 2 to 0 of the counting process status management buffer to 100b. The command transmission / reception means 272 refers to the counting process status management buffer, sets bit 2 of the counting process status management data of the command to 1, and transmits it to the main CPU 200a.
[0359] (Step S503) Next, the medal count update means 274 sets the count reservation flag to 3 (full count process) in order to execute the full count process at least once.
[0360] (Step S504) The medal count update means 274 judges whether the total count switch 142 is at the OFF edge and the operation state flag is 4 (total count release). If the total count switch 142 is not at the OFF edge or the operation state flag is not 4, the process proceeds to step S505, and if the total count switch 142 is at the OFF edge and the operation state flag is 4, the process proceeds to step S509.
[0361] (Step S505) The medal count update means 274 judges whether the operation status flag is 3 (full count) or the counting reservation flag is 3. As a result, if the operation status flag is 3 or the counting reservation flag is 3, the process proceeds to step S506, and if the operation status flag is not 3 and the counting reservation flag is not 3, the counting process is terminated.
[0362] (Step S506) Next, the medal count update means 274 judges whether or not it is counting time. If it is counting time, the multiple counting process S413 shown in FIG. 18 is executed, and if it is not counting time, the counting process is not executed and the counting process is terminated.
[0363] (Step S507) The medal count update means 274 resets the count reservation flag to 0 (no reservation), assuming that the full counting process based on the full counting operation has been executed at least once.
[0364] (Step S508) When it is determined in step S501 that the operation status flag is 3, the medal count update means 274 sets the operation status flag to 4 (all counts released) as all counting operations have been released, and resets the values of bits 2 to 0 of the counting process status management buffer to 000b. The command transmission / reception means 272 refers to the counting process status management buffer, resets bit 2 of the counting process status management data of the command to 0, and transmits it to the main CPU 200a.
[0365] (Step S509) In step S504, if it is determined that the total count switch 142 is at the OFF edge and the operation status flag is 4, the medal number update means 274 sets the operation status flag to 0 (not operated) to reset the total count operation.
[0366] In this manner, the slot machine 100 includes a game control means (e.g., the main CPU 200a) for controlling a game played using a game value (e.g., an electronic medal), a management control means (e.g., a medal CPU 260a, a medal number update means 274) for managing the game value, for example, as the number of game medals played, a first count operation means (e.g., a count switch 126) for receiving a player's operation to perform a counting process for transferring at least a part of the game value managed by the management control means to an external device (e.g., the dedicated unit 300), and a predetermined and a second counting operation means (e.g., a total counting switch 142) that accepts a player's operation to perform a multiple counting process, which is a counting process that transfers a predetermined number of game values periodically, and the management control means executes the multiple counting process when the first counting operation means is continuously turned on for a predetermined time (e.g., 500 msec) or more, executes the multiple counting process in response to the second counting operation means being turned on, and stops the multiple counting process in response to the first counting operation means or the second counting operation means being turned on during the execution of the multiple counting process.
[0367] With this configuration, once the player turns on the total count switch 142, the counting process continues even if the player turns off the total count switch 142. This reduces the operational burden of counting electronic medals, and improves convenience for the player.
[0368] In addition, even when the counting switch 126 and the total counting switch 142 are operated in parallel, each operation of the short push operation, the long push operation, and the total counting operation is processed effectively, and the single counting process, the continuous counting process, and the total counting process also function effectively. For example, when the player performs a short push operation or a long push operation on the counting switch 126 and operates the total counting switch 142 at a timing not yet 4000 msec has elapsed since the ON edge of the counting switch 126, the medal number updating means 274 may perform the total counting process assuming that the total counting operation has been performed, or may prioritize the counting switch 126 operated before the total counting switch 142 and perform the single counting process or the continuous counting process assuming that the short push operation or the long push operation has been performed. In this case, by keeping the counting switch 126 ON for 4000 msec or more, the medal number updating means 274 performs the total counting process assuming that the total counting operation has been performed. If the player operates the total counting switch 142 within 4000 msec of the ON edge of the counting switch 126 while performing a short or long press on the counting switch 126, the medal number updating means 274 may take over the value of the counting timer and the value of the multiple count counter. In this way, the presentation control means 254 can seamlessly notify the progress of the counting process through the liquid crystal display unit 132, the speaker 134, and the presentation lamp 136, regardless of which switch the player operates.
[0369] Also, when the counting switch 126 is turned ON while the total counting process is being executed through the total counting switch 142, the ON edge of the counting switch 126 may be used to release the total counting operation and stop the total counting process. In this case, even if the ON state of the counting switch 126 continues, the medal number update means 274 does not determine that it is a short press operation, a long press operation, or a new total counting operation. On the other hand, when the total counting switch 142 is newly turned ON in a state in which the ON state of the counting switch 126 continues even after the total counting operation is released in this way, the total counting process by the total counting operation may be resumed. Similarly, when the total counting switch 142 is turned ON while the total counting process is being executed through the counting switch 126, the ON edge of the counting switch 142 may be used to release the total counting operation and stop the total counting process. In this case, even if the ON state of the total counting switch 142 continues, the medal number update means 274 does not determine that it is a new total counting operation. On the other hand, when the total counting operation is released in this manner but the total counting switch 142 remains ON, if the counting switch 126 is turned ON again, this may be determined to be a short press operation, a long press operation, or a new total counting operation, and the counting process corresponding to that operation may be resumed.
[0370] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0371] In the above embodiment, an example was described in which the number of game medals is decremented by 50 in the game medal number display device 128 and the liquid crystal display unit 132 in units of 50 medals as the counting process is performed in units of 50 medals. However, the present invention is not limited to this case, and either one or both of the game medal number display device 128 and the liquid crystal display unit 132 may display a decrement in units of a predetermined number of medals from 1 to 50 medals. For example, the number of game medals is decremented by 50 medals every 300 msec in response to the execution of multiple counting processes. Here, the medal number update means 274 and the presentation control means 254 can display the number of game medals as if they are decremented by one medal every 0.1667 msec (=50 medals / 300 msec), so that it appears as if the counting process is being performed continuously one medal at a time. This can be achieved by having the medal count update means 274 and the presentation control means 254 internally store the number of game medals subtracted by 50 as a result of the counting process, and having a counter provided for displaying the number independently decrement the number by a predetermined number between 1 and 50 until it catches up with the internal value (until it becomes equal to the number of game medals in question).
[0372] With this configuration, the player can see the number of electronic medals being counted at a high frequency, even though it is in decimal units, so he feels as if he is counting a large number of game medals, and can get a sense of superiority. Also, conventionally, medals were counted one by one at a high frequency in jet counters installed in halls, so the player can get the same feeling as with conventional medal counting.
[0373] However, since the counting process is always performed in units of 50 medals, the medal number update means 274 and the presentation control means 254 display the decrement in units of a predetermined number after the counting process for 50 medals is completed. Therefore, in the multiple counting process, the decrement of the medal number on the medal number display device 128 and the liquid crystal display unit 132 does not stop when the counting switch 126 is turned OFF, but continues to decrement up to the number of medals counted at the counting timing immediately before the counting switch 126 is turned OFF.
[0374] In the above embodiment, when the time from the ON edge of the counting switch 126 becomes 4000 msec or more, the operation status flag is switched to 3 (total counting), and the counting process similar to the long press operation is continued even if the counting switch 126 is not kept operated, that is, even if the counting switch 126 is turned OFF. However, this is not limited to the above case. At the timing when the time from the ON edge of the counting switch 126 becomes 4000 msec or more, the operation status flag may still be maintained at 2 (long press), and the operation status flag may be switched to 3 (total counting) at the OFF edge when the time from the ON edge of the counting switch 126 becomes 4000 msec or more and the counting switch 126 turns OFF (determining it as a total counting operation). Even with this configuration, the operation of the counting process in response to the player's operation does not change. However, since the start timing of the total counting process changes, the timing of changing the display of the liquid crystal display unit 132, the sound output from the speaker 134, and the light color of the performance lamp 136 will be different.
[0375] In the above-mentioned embodiment, an example was described with reference to Figs. 15 to 21 in which, when the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 is 4000 msec or more, the medal number update means 274 executes the full counting process, and the performance control means 254 notifies the start of the full counting process when bit 2 of the counting process state management data is 1. Also, with reference to Figs. 22 to 26, an example was described in which, when the player keeps the counting switch 126 ON and the multiple counting number counter is 13 or more, the medal number update means 274 executes the full counting process, and the performance control means 254 notifies the start of the full counting process when the sub-counting number counter is 13 or more. However, the present invention is not limited to such a case, and a combination of a 4000 msec count and 13 counts of the sub-counting number counter may be used. For example, when the time from the ON edge of the counting switch 126 becomes 4000 msec or more, the medal number update means 274 executes the full counting process, but without setting bit 2 of the counting process status management data, the performance control means 254 may notify the start of the full counting process when the sub-counting number counter becomes 13 or more. With this configuration, it becomes unnecessary to assign bit 2 of the counting process status management data to the full counting process, so it is possible to reduce the design load associated with changes to commands and programs.
[0376] In addition, if the count of 4000 msec and the count of 13 times of the sub-counting counter are combined, the medal number updating means 274 starts the full counting process when the time from the ON edge of the counting switch 126 becomes 4000 msec or more, and the performance control means 254 notifies the start of the full counting process when the sub-counting counter becomes 13 or more, the timing when the multiple counting counter or the sub-counting counter becomes 13 is delayed by, for example, 100 msec to 400 msec from the timing when the time from the ON edge of the counting switch 126 reaches 4000 msec. However, the player visually recognizes the delayed notification of the transition to the full counting process and turns off the counting switch 126. Therefore, the medal number updating means 274 has already transitioned to the full counting process at the time of the OFF edge of the counting switch 126, and there is no situation in which the counting process is stopped while the continuous counting process is still in progress.
[0377] In the above embodiment, the slot machine 100 is not (cannot) play a game by itself during a setting change or setting confirmation, and the counting process is restricted, but is not limited to this case. If the VL connection signal is not OFF, the counting process may be executed in response to the operation of the counting switch 126 or the total counting switch 142 even during a setting change or setting confirmation. Therefore, for example, if the counting switch 126 or the total counting switch 142 is turned ON during a setting change or setting confirmation, the counting process is executed accordingly, and even if the setting key or the setting change switch is operated while the counting process is being executed, the setting change or setting confirmation is executed effectively.
[0378] In the above-mentioned embodiment, the total counting process is stopped when the number of game medals becomes 0, when the VL connection signal is turned OFF, or when the counting switch 126 or the total counting switch 142 is turned ON again. However, the total counting process may be stopped (become ineffective) by turning the power switch 144a on again, and not limited to such cases. For example, the information of the number of game medals and the flag indicating the total counting process (for example, bit 2 of the counting process status management buffer) is not cleared by turning the power switch 144a off. However, the number of game medals is maintained by turning the power switch 144a on, but the flag indicating the total counting process is cleared. Therefore, the total counting process does not continue after the power switch 144a is turned on again, and the number of game medals becomes the number of game medals after counting at the counting timing immediately before the power switch 144a is turned off.
[0379] When the counting switch 126 or the total counting switch 142 is turned ON with the power switch 144a turned off, and then the power switch 144a is turned ON with the counting switch 126 or the total counting switch 142 turned ON, the medal count updating means 274 determines the operation state by taking the timing at which it effectively recognizes the ON of the counting switch 126 or the total counting switch 142 as the ON edge of the counting switch 126 or the total counting switch 142. For example, when 500 msec or more has passed since it recognized the ON of the counting switch 126 or the total counting switch 142, the medal count updating means 274 determines this as a long press operation and executes continuous counting processing.
[0380] In the above embodiment, an example has been described in which there are three stop switches 120 and three reels 110 (left reel 110a, center reel 110b, right reel 110c), but the present invention is not limited to this case and can also be applied to a case in which there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the final stop operation is the fourth stop operation, and the processing corresponding to the start and release of the third stop operation in the above embodiment is performed in response to the start and release of the fourth stop operation.
[0381] In addition, in the above-mentioned embodiment, an example of application to the slot machine 100 has been described, but the present invention can also be applied to a so-called smart pachinko in which a pachinko machine is equipped with a game board in which a game area through which game balls flow down is formed, a large prize opening provided in the game area through which game balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means for controlling the opening / closing member to open and close when a predetermined condition is met, and executing a large role game consisting of multiple rounds of play in which the large prize opening is opened, and in which the game balls are sealed and circulated, allowing the player to play without touching the game balls.
[0382] In the smart pachinko, by applying a frame control board, a counting switch, and a game ball number display device having the same functions as the medal number control board 260, the counting switch 126, and the game medal number display device 128 in the smart pachinko slot machine 100, respectively, it becomes possible to proceed with the game without distributing game balls between the smart pachinko and the dedicated unit, just like the smart pachinko. The game ball number display device is a display device that displays the number of game balls, which is the total number of electronic game balls that can be used for the game. The number of game balls corresponds to an example of the number of game values, which is the total number of game values that can be used for the game. In the slot machine 100, an example was given in which the counting switch 126 and the game medal number display device 128 are provided on the operation unit installation base 112, but in the smart pachinko, the counting switch and the game ball number display device may be provided on the upper tray (not shown), for example, near the cross key (performance switch).
[0383] In addition, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged so as to share the functional parts for progressing through the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 240 or the medal count control board 260, the functional parts of the sub-control board 240 may be arranged on the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be arranged on the main control board 200 or the sub-control board 240, or all the functional parts may be arranged together on a single control board.
[0384] Furthermore, each process performed by the above-mentioned main control board 200, sub-control board 240, and medal count control board 260 does not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel or subroutine processing.
[0385] In such smart pachislots and smart pachinkos, it is no longer necessary to provide a path for distributing game media such as medals and game balls outside the gaming machine, and in smart pachislots, physical game media themselves are no longer necessary. In this way, smart pachislots do not use game media themselves, and smart pachinkos use non-magnetic game balls, making it possible to prevent cheating that assumes the use of metallic game media. In addition, since it is no longer necessary to provide a mechanism for inserting and paying out game media within the gaming machine, it is possible to reduce design costs and manufacturing costs. Furthermore, by centrally managing the lending of game media to players and the counti...
Claims
1. A game value number control means for managing game values; a counting operation means capable of executing a counting process for transferring the game value managed by the game value number control means to a specific unit, The counting operation means includes a first counting operation means and a second counting operation means, The first counting operation means is capable of performing a total counting process for transferring all game values to the specific unit; The second counting operation means is capable of executing a counting process for transferring a predetermined number of game values to the specific unit; A gaming machine, wherein the second counting operation means has lower operability than the first counting operation means.
2. A game value number control means for managing game values; a counting operation means capable of executing a counting process for transferring the game value managed by the game value number control means to a specific unit, The counting operation means includes a first counting operation means and a second counting operation means, The first counting operation means is capable of performing a total counting process for transferring all game values to the specific unit; The second counting operation means is capable of executing a counting process for transferring a predetermined number of game values to the specific unit; A gaming machine, wherein the performance of the notification related to the operation of the second counting operation means is lower than the performance of the notification related to the operation of the first counting operation means.
Citation Information
Patent Citations
gaming machines
JP7215765B1