Game machine
The gaming machine addresses the challenge of advancing the game in smart pachislot and smart pachinko machines by using a combination of control means to manage game values and perform effect control, resulting in improved gaming performance and cost reduction.
Patent Information
- Application Number
- JP2023208518
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-11
- Publication Date
- 2025-06-23
AI Technical Summary
Existing smart pachislot and smart pachinko machines lack a mechanism to appropriately advance the game, leading to reduced gaming performance and increased design and manufacturing costs.
The gaming machine incorporates game control means, management control means, effect control means, and count operation means to manage game values, perform effect control, and facilitate counting processes, allowing for the appropriate advancement of the game.
This configuration enables the gaming machine to proceed with the game appropriately, reducing costs and preventing fraud, while maintaining the gaming performance of a slot machine.
Smart Images

Figure 2025093040000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There has been a consideration of a smart pachislot that can progress a game without the intervention of actual medals while maintaining the gaming performance of a slot machine (for example, Patent Document 1). Also, there has been a consideration of a smart pachinko that makes a pachinko machine into a sealed circulation type and enables a game to progress without a player touching a game ball (for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such smart pachislots and smart pachinkos, it becomes unnecessary to provide a path outside the gaming machine for circulating gaming media such as medals and game balls. In a smart pachislot, the physical gaming media itself becomes unnecessary. In this way, in a smart pachislot, since the gaming media itself is not used, and in a smart pachinko, by using a non-magnetic game ball, it becomes possible to prevent the act of gato that assumes the use of a metal gaming media. Also, since it becomes unnecessary to provide a mechanism for inserting and paying out gaming media inside the gaming machine, the design cost and the manufacturing cost can be reduced. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, etc., it becomes possible to prevent fraud and suppress the element of chance.
[0005] While incorporating new attempts such as the management of such electronic gaming media, it is necessary to improve the gaming performance by a new mechanism that appropriately advances the game.
[0006] In view of such problems, an object of the present invention is to provide a gaming machine capable of appropriately advancing a game.
Means for Solving the Problems
[0007] In order to solve the above problems, the gaming machine of the present invention includes: game control means for controlling a game played using game values; management control means connected to the game control means for managing the game values; effect control means for performing effect control based on receiving predetermined control information from the game control means; and count operation means for receiving an operation of a player for causing a counting process of transferring at least a part of the game values managed by the management control means to an external device. The management control means is capable of executing a total counting process of periodically transferring all or part of the game values to the external device in units of a predetermined number based on a first operation on the count operation means. In the total counting process, when all of the game values are transferred, or when a second operation on the count operation means is performed, the total counting process is terminated. The management information, which is information related to the start or end of the total counting process, is transmitted to the game control means with the transmission trigger being that the management information has become a first value. The game control means transmits the control information including the management information to the effect control means. The effect control means is configured to be able to identify the start or end of the total counting process according to the management information included in the control information. The management control means, in response to the end of the total counting process, temporarily sets the first value in the management information to create the transmission trigger of the management information, changes the management information from the first value to a second value different from the first value, and transmits the changed management information to the game control means. In order to solve the above problems, another gaming machine of the present invention includes gaming control means for controlling a game performed using gaming values, management control means connected to the gaming control means for managing the gaming values, effect control means for performing effect control based on receiving predetermined control information from the gaming control means, and counting operation means for receiving an operation of a player for causing a counting process of transferring at least a part of the gaming values managed by the management control means to an external device. The management control means is capable of executing a full counting process of periodically transferring all or part of the gaming values to an external device in units of a predetermined number based on a first operation on the counting operation means. In the full counting process, when all of the gaming values are transferred, or when a second operation on the counting operation means is performed, the full counting process is terminated, and management information, which is information related to the start or end of the full counting process, is transmitted to the gaming control means. The gaming control means transmits the control information including the management information to the effect control means. The effect control means is configured to be able to identify the start or end of the full counting process according to the management information included in the control information. The management control means sets a predetermined flag in response to the start of the full counting process, and releases the setting of the flag in response to the end of the full counting process. In response to the start of the full counting process, a specific value is set in the management information, and the management information is transmitted to the gaming control means. While the flag is set, the specific value is set in the management information at a predetermined transmission opportunity, and the management information is transmitted to the gaming control means.
Advantages of the Invention
[0008] According to the present invention, it becomes possible to appropriately proceed with the game.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals, and redundant explanations are omitted, and elements not directly related to the present invention are not shown.
[0011] (Mechanical Configuration of Slot Machine 100) As slot machines 100, there are those that progress the game with physical medals intervening and those that progress the game without physical medals intervening. The latter may be called smart pachislots. Here, as the slot machine 100, a smart pachislot will be taken as an example for explanation. In a smart pachislot, instead of physical medals, digitized medals are used as electronic game values for the game.
[0012] FIG. 1 is an external view for explaining the schematic mechanical configuration of the slot machine 100. FIG. 2 is an external view with the front door of the slot machine 100 opened to explain the schematic mechanical configuration, where FIG. 2(a) views the front door from the back side and FIG. 2(b) views the housing from the player side.
[0013] As shown in the external views of FIGS. 1 and 2, the slot machine 100 is provided with a housing 102 having an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically side by side at one end of the front of the housing 102. At approximately the center of the lower part of the front upper door 104, a colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided. At a position corresponding to the symbol display window 108 in the housing 102, a left reel 110a, a middle reel 110b, and a right reel 110c are each independently provided so as to be rotatable. On the outer peripheral surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, as shown in the symbol arrangement of FIG. 3(a), a plurality of types of symbols are arranged in each of the 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols, three each of the left reel 110a, the middle reel 110b, and the right reel 110c, located in the upper, middle, and lower stages, through the symbol display window 108. Incidentally, the left reel 110a, the middle reel 110b, and the right reel 110c may be collectively simply referred to as the reel 110.
[0014] An operation unit installation table 112 is formed at the upper part of the front lower door 106, and on the operation unit installation table 112, a bed 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 number display device 128, a main segment display unit 130, etc. are provided.
[0015] The bet switch 116 is composed of a push switch and detects an operation of inserting (betting) an electronic medal that can be used for gaming and is electronically held in the slot machine 100 (subtracting from the number of game medals). The bet switch 116 includes a max bet switch for inserting (betting) a prescribed number of electronic medals required for one game and a 1-bet switch for additionally inserting one electronic medal within the range of the prescribed number. Here, the total number of electronic medals that can be used for gaming and are electronically held in the slot machine 100 is referred to as the "number of game medals", and the storage area for holding the number of game medals may be referred to as the "medal holding unit". Note that betting includes both the case of inserting a predetermined number of electronic medals from the number of game medals held in the medal holding unit through the operation of the bet switch 116 and the case of automatically inserting electronic medals based on the display of a replay role on the effective line, which will be described in detail later. Also, the entity that makes such a bet is sometimes referred to as the input means.
[0016] The start switch 118 is composed of, for example, a lever capable of detecting a tilting operation and detects the start operation of the game by the player.
[0017] The stop switches 120a, 120b, and 120c are pressure switches, which are provided at positions corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c respectively, and detect the stop operation of the player. Incidentally, the stop switches 120a, 120b, and 120c may be simply referred to as the stop switch 120 collectively. Here, when the stop switch 120 is in a state where a stop operation is possible, the player's first stop operation on any one of the stop switches 120a, 120b, and 120c is referred to as the first stop operation. After the first stop operation, the stop operation on any one of the two non-operated stop switches 120 is referred to as the second stop operation. After the second stop operation, the stop operation on the last remaining stop switch 120 is referred to as the third stop operation.
[0018] The settlement switch 122 detects an operation of returning all the electronically converted medals bet by the operation of the bet switch 116 to the medal holding unit (adding them to the number of game medals).
[0019] The effect switch 124 is composed of, for example, a pressure switch or a cross switch, and detects the pressing operation or rotational operation of the player.
[0020] The counting switch 126 is composed of a push switch and detects an operation of transferring (subtracting from the number of game medals) part or all of the number of game medals electronically held in the slot machine 100 to a dedicated unit 300 described later. Here, as an operation of the counting switch 126, an operation with an ON time of less than 500 msec is called a "short press operation", and an operation that is continuously ON for 500 msec or more is called a "long press operation". In the short press operation of the counting switch 126, one digitized medal is counted (transferred) from the number of game medals for each operation. In the long press operation, digitized medals are counted 50 at a time from the number of game medals at the timing of sending a counting notification every 300 msec after the ON time reaches 500 msec. If the number of game medals is less than 50 during the long press operation, all the remaining game medals will be counted. Also, when the counting switch 126 is operated while the game is possible, the counting process is always executed regardless of the game state at that time. Here, "while the game is possible" means 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 player can borrow digitized medals, play a game on the slot machine 100, and count the results of the game). If the power of the slot machine 100 is on but the power of the dedicated unit 300 is off, or if the slot machine 100 and the dedicated unit 300 are not connected, that is, if the VL connection signal is off, there is a risk that the counted medal number will disappear even if the slot machine 100 receives an operation of the counting switch 126. Therefore, the operation of the counting switch 126 is invalidated, and that period is not included in "while the game is possible". Also, during the initialization process after power-on, during setting change, during setting confirmation, and during an error state where a return process such as reset is required, in which the slot machine 100 cannot proceed with the game alone, is not included in "while the game is possible".
[0021] The game medal number display device 128 includes 5- or 6-digit 7-segment LEDs and displays the total number of digitized medals held in the medal holding unit, that is, the number of game medals. However, the digitized medals bet are not included in the number of game medals. Therefore, the number obtained by subtracting the number of digitized medals bet from the digitized medals acquired by the player is displayed on the game medal number display device 128. The numerical range of the number of game medals is represented by 0 to 16382 (16368 + the maximum number of payout medals in one game (15) - the minimum number of input medals (1)) considering the maximum difference number of medals in one business day. When the upper digit of the significant numerical value becomes 0, that numerical value is indicated by blank (extinguished). When the numerical value reaches a predetermined warning value, for example, 15000 or more, a holding number warning notification prompting the player to count is executed, the lending process of the digitized 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 the game. Therefore, the number of game medals may increase. When the numerical value reaches a predetermined holding upper limit value, for example, 16369 or more, an error notification (medal over error notification) is executed, and the so-called complete function is activated to restrict the progress of the game. Specifically, acceptance of the bet switch 116, start switch 118, and settlement switch 122 is prohibited. When such a complete function is activated (a 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 displays the updated number of game medals reflecting the updated number of game medals held in the slot machine 100 within approximately 300 msec after the number of game medals is updated.
[0022] The main segment display unit 130 is composed of two juxtaposed 7-segment displays, and an error code indicating the type of error managed by the main control board 200 is displayed. For example, when it is detected that at least one of the front upper door 104 or the front lower door 106 is open, and various errors such as a door open error (error code "E8") that automatically returns when both the front upper door 104 and the front lower door 106 are closed occur, the 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.
[0023] A liquid crystal display unit 132 for displaying various images associated with the presentation is provided substantially at the center of the upper part of the front upper door 104. In addition, speakers 134 for performing auditory presentations such as sound effects and music are provided at the left and right positions on the back surface of the front lower door 106. Further, on the upper part, left and right of the front upper door 104, for example, a presentation lamp 136 composed of high-brightness light-emitting diodes (LEDs) and a presentation device 138 for driving presentation props by a motor are provided.
[0024] Also, inside the housing 102, the main control board 200, which will be described later, is provided with setting keys and setting change switches (collectively referred to as setting value setting means) not shown in the drawings. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the off position to the on position, and the power is turned on via the power switch 144a of the power supply 144, the setting change mode is entered, and the setting value can be changed (also simply referred to as setting change). The setting value represents the degree of advantage (machine cut) of the player step by step. For example, it is represented in 6 levels from 1 to 6. Generally, the larger the numerical value of the setting value, the higher the degree of advantage in the overall game (the higher the expected number of acquired medals) is set. And each time the setting change switch is pressed in a state where the setting change is possible, the setting value is incremented by 1. For example, it is changed to one of the 6-level setting values. When the start switch 118 is operated, the setting value is determined, and by returning the setting key to the original position (off position), the setting change mode ends and the game becomes possible. Note that the setting change is possible only for a certain period after the power switch 144a is operated and the power is turned on.
[0025] In such a slot machine 100, since real medals are not required, it is possible to prevent acts such as pseudo-medal insertion or the use of illegally brought-in medals. Also, since there is no need to provide a mechanism for inserting and paying out game media inside the gaming machine, the design cost and manufacturing cost can be reduced. Furthermore, by centrally managing the lending of game media to players and the counting of acquired game media, etc., fraud prevention becomes possible. Also, by centrally managing data, it is possible to suppress the gambling nature and thus strengthen the countermeasures against addiction.
[0026] 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 lending device connection terminal board 280 for game balls or the like. The slot machine 100 is provided with a plurality of control boards including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal number control board 260 that controls the number of electronic medals (game medal numbers) held in the medal holding unit. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction from the main control board 200 to the sub-control board 240 from the viewpoint of preventing fraud and the like. On the other hand, the transmission of electrical signals between the main control board 200 and the medal number control board 260 is bidirectional.
[0027] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a that is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c that functions as a work area, etc., and comprehensively controls the entire slot machine 100. Note that the main RAM 200c holds data without being erased even when the power is turned off, unless a setting change is made and RAM clear is executed.
[0028] Further, the main control board 200 has functional units such as an initialization means 210, a bet means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, an effect state control means 224, and a command transmission / reception means 226, which function when the main CPU 200a cooperates with the main RAM 200c based on the program stored in the main ROM 200b.
[0029] The main control board 200 receives various detection signals from a bet switch 116, a start switch 118, a stop switch 120, and a settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0030] The initialization means 210 executes the initialization process in the main control board 200. The betting means 212 bets the electronic medals for use in the game. The winning category lottery means 214 performs a winning category lottery to determine the success or failure of the winning combination, more specifically, the success or failure of the winning category including the winning combination, based on the operation of the start switch 118, as will be described in detail later.
[0031] The reel control means 216 rotationally controls the left reel 110a, the middle reel 110b, and the right reel 110c in response to the operation of the start switch 118, and stops and controls the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operations of the stop switches 120a, 120b, and 120c respectively corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c.
[0032] In addition, the reel control means 216 extends the time from when the operation of the stop switch 120 was enabled in the previous game to when the operation of the stop switch 120 by the player is enabled to display the lottery result of the winning category lottery in response to the operation of the start switch 118 (invalidated by the completion of the operation of the stop switch 120 in the previous game) longer than the specified time, and during that time, may perform a reel effect (freeze effect) of rotationally controlling the reels 110a, 110b, and 110c in various modes. The reel effect can be realized by not enabling an arbitrary switch that should originally be valid for a predetermined time, suspending a process that should originally be executed for a predetermined time, or not transmitting or receiving a signal of an arbitrary switch that should originally be transmitted and received for a predetermined time.
[0033] Also, in this embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game is interrupted, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are rotationally controlled. In response to the operation of the stop switches 120a, 120b, and 120c, a pseudo game (simulated game) similar to the basic game is performed, in which the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c respectively are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is executed and a single payout can be received when a winning combination is hit. Note that the pseudo game ends on the condition that the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and then the rotational control of the reels 110a, 110b, and 110c in the basic game resumes. Also, as an example of the pseudo game, the reel control means 216 can automatically perform temporary stop control on a predetermined symbol (for example, a symbol constituting a bonus combination) 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, an effect can be executed with a rotational control and a stop mode similar to or different from those of the basic game, so the interest of the game can be enhanced. Note that the temporary stop appears to be stopped, but it indicates a state where it is not completely stopped by continuously changing the phase signal of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec. The temporary stop control indicates control for temporarily stopping the reels 110a, 110b, and 110c. However, unless otherwise distinguished, both stop and temporary stop are simply treated as stop in the sense that the position is maintained without rotating in one direction. Also, in response to the operation of the start switch 118, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c respectively, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped. In this sense, both stop control and temporary stop control are simply treated as stop control.
[0034] In addition, a reel drive control unit 150 is connected to the main control board 200. The reel drive control unit 150 drives a stepping motor 152 based on the rotation start signals of the left reel 110a, the middle reel 110b, and the right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. Further, the reel drive control unit 150 stops the drive of the stepping motor 152 based on the stop signals of the left reel 110a, the middle reel 110b, and the right reel 110c transmitted from the reel control means 216 and the detection signal of the rotation position detection circuit 154 in response to the operation signal of the stop switch 120.
[0035] The determination means 218 determines whether or not the symbol combination corresponding to the winning combination is displayed on the valid line A. Here, in some cases, the display of the symbol combination corresponding to the winning combination on the valid line A may be simply referred to as a winning. Here, the valid line A is a line for determining the winning of the winning combination, and there is one in this embodiment. As shown in FIG. 3(b), among the nine symbols (3 reels × 3 upper, middle, and lower stages) facing the symbol display window 108, the valid line A is set to a line (one upward-sloping line) connecting the positions corresponding to the symbols that stop at the lower stage of the left reel 110a, the middle stage of the middle reel 110b, and the upper stage of the right reel 110c. The invalid line is a line other than the valid line A that is not used for determining the winning of the winning combination and displays other symbol combinations that facilitate the understanding of the winning combination when it is difficult to understand the winning combination only with the symbol combination displayed on the valid line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. The payout control means 220 pays out (adds to the number of game medals) the electronic medals by the number (value amount) corresponding to the winning combination based on the fact that the symbol combination corresponding to the winning combination is displayed on the valid line A (winning).
[0036] The game state control means 222 refers to the result of the winning type lottery and the determination result of the determination means 218, and shifts the game state to any one of a plurality of types of game states. As will be described later, the game states include a non-internal game state, an internal middle game state that is shifted by winning a bonus combination, and a bonus game state that is shifted when a symbol combination corresponding to the bonus combination is displayed on the effective line in the internal middle game state.
[0037] The effect state control means 224 refers to the result of the winning type lottery, the determination result of the determination means 218, and the transition information of the game state, and shifts the effect state to any one of a plurality of types of effect states. The effect states include an AT (assist time) effect state in which an assist effect for notifying (assisting the winning of) an operation mode (correct operation mode) that is a winning condition for a specific combination (correct combination) when winning a winning type (selected winning type) in which the specific combination (correct combination) and other winning combinations (incorrect combinations) overlap, and a non-AT effect state in which no assist effect is executed. In addition, there may be a case where a so-called ART game state in which the AT effect state and the RT (replay time) game state with a high winning probability of the replay combination proceed in parallel is executed. The specific combination that is the target of the assist effect refers to a winning combination that is more advantageous than other winning combinations, including not only the payout of electronic medals due to the winning of the winning combination but also all game benefits obtained by the winning of the winning combination. In addition, the assist effect is not limited to the case of assisting the winning of the specific combination, and it is sufficient to notify an operation mode that is advantageous to the player.
[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operations of the bet means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the effect state control means 224, etc. to the sub-control board 240 and the medal number control board 260.
[0039] In addition, a random number generator 200d is provided on the main control board 200. The random number generator 200d sequentially increments a count value and resets the count value when counting for a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. On the main control board 200, a random number value is obtained by extracting the count value from the random number generator 200d at a predetermined point in time. The random number value (hereinafter referred to as the winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used for the gaming benefits given to the player, for example, for the winning type lottery means 214 to determine the winning type. Hereinafter, the specific processing on the main control board 200 will be described based on a flowchart.
[0040] (Main processing of the main control board 200) FIG. 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, first, according to the main processing of the main control board 200, an outline of one game after initialization will be described. Also, here, the processing related to the features of the present embodiment will be described in detail, and the description of the configuration unrelated to the features of the present embodiment will be omitted. Also, although detailed description is omitted, when each process is performed, the switches (bet switch 116, start switch 118, stop switch 120) used in each process are activated at the start of the process and deactivated at the end of each process.
[0041] (Step S100) When the power of the slot machine 100 is turned on via the power switch 144a and it becomes energized, the initialization means 210 executes an initialization process in preparation for the start of the game. Also, the initialization means 210 can also change the settings. Note that changing the settings is to change the set value indicating the degree of advantage in stages (for example, in 6 stages). Note that changing the settings also includes resetting to the same set value (a process of changing the current set value to the same set value as the current set value (overwriting, maintaining)). The initialization means 210 generates backup data at any time while the power is on, and causes the main RAM 200c to hold the backup data. Therefore, even if an unexpected power failure (power cut) occurs, in this initialization process, it is possible to use the backup data held before the power cut and return to the state before the power cut. For example, even if an unexpected power cut occurs during the rotation of the reel 110, after the return operation, each reel 110 starts again from the rotating state. Therefore, in the initialization process, basically, the main RAM 200c is not initialized (RAM cleared). Also, 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. Also, the initialization means 210 generates a startup command including transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal number control board 260.
[0042] (Step S110) Subsequently, in response to an operation of the bet switch 116 by the player, the bet means 212 bets the electronic medals. Also, the bet means 212 generates an input command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated input command to the sub-control board 240. Also, the bet means 212 generates a game medal input command including transmission information indicating the required number of inserted medals, and the command transmission / reception means 226 transmits the generated game medal input command to the medal number control board 260.
[0043] (Step S120) Next, when a prescribed number of digitized medals are bet, the winning type lottery means 214 enables the game start operation for the start switch 118 and shifts to the operation waiting state of the start switch 118. Here, the winning type lottery means 214 acquires, from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200, one winning type lottery random number at the time when the start switch 118 is operated, 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, 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. Further, when a winning type including the winning combination "RBB" is determined in the winning type lottery, the game state control means 222 shifts the game state from the non-internal game state to the RBB internal middle game state. Also, 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 information such as the lottery result (winning type or non-winning) of the winning type lottery and the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0044] (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 middle reel 110b, and the right reel 110c. In this reel rotation process, when a predetermined time (for example, 4.1 seconds) has elapsed since the start time of the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game is started, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c reach steady rotation, the process proceeds to step S140.
[0045] (Step S140) Subsequently, when the reel control means 216 activates the stop switches 120a, 120b, and 120c and accepts the operations of the stop switches 120a, 120b, and 120c by the player, it performs stop control on any one of the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operation. Further, 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, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c each time an operation is made, and the command transmission / reception means 226 sequentially transmits the generated stop command to the sub-control board 240. The reel control means 216 continues such reel stop processing until all of the stop switches 120a, 120b, and 120c are operated.
[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the effective line A shown in FIG. 3(b) corresponds to, and executes various processes required for changing the game state and replay according to the symbol combination. For example, if the determination means 218 is in the advantageous section and a small winning combination has won, it updates the net increase number counter. Here, the advantageous section is a game section advantageous to the player, including a game section having the performance related to the instruction function, that is, a game section in which an auxiliary effect (instruction function) is executed. Also, a game section that is exclusive to the advantageous section and in which an auxiliary effect cannot be executed is called a non-advantageous section. Note that the advantageous section is a game section in which, as a result of a lottery or the like related to the operation of the auxiliary effect being performed on the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 240 only when the content of the instruction can be identified and displayed on the notification means when the auxiliary effect is activated. Further, the game state control means 222, in the game state inside the RBB, if the symbol combination displayed on the effective line A corresponds to the winning combination "RBB", changes the game state from the game state inside the RBB to the game state during RBB operation. Also, the determination means 218 generates a winning command including the symbol combination displayed on the effective line A and the number of paid-out medals of the electronic medals when a symbol combination corresponding to a small winning combination is displayed on the effective line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0047] (Step S160) Further, the payout control means 220, based on the symbol combination (stop mode of the reel 110) displayed on the active line A, for example, when a symbol combination corresponding to a minor winning combination is displayed on the active line A, executes the payout process of the electronic medals corresponding to the minor winning combination, and when a symbol combination corresponding to the replay winning combination is displayed on the active line A, executes a process for automatically placing a bet in the next game. Further, when the payout process of the electronic medals 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. Further, the payout control means 220 generates a payout end command including transmission information indicating the number of paid-out medals, and the command transmission / reception means 226 transmits the generated payout end command to the medal number control board 260.
[0048] (Step S170) When a predetermined number of electronic medals are paid out in the game state during RBB operation, the game state control means 222 shifts the game state from the game state during RBB operation to the non-internal game state. Further, the effect state control means 224 performs the transition of the effect state and the switching between the advantageous section and the non-advantageous section. Further, when the game state or the effect state is changed, a game transition command including the changed game state or effect state or the like is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 ends, the one game ends.
[0049] Through a series of processes from the above step S110 to step S170, one game is executed. Thereafter, steps S110 to S170 are repeated. In this way, one game involves either the input of a part of the electronic medals of the number of game medals held in the medal holding unit through the operation of the bet switch 116, or the automatic input of electronic medals based on the display of the replay combination on the active line A. After that, in response to the operation of the start switch 118 by the player, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled and a winning type lottery is executed. According to the lottery result of the winning type lottery and the operations of a plurality of stop switches 120a, 120b, 120c by the player, the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operated stop switches 120a, 120b, 120c are respectively stopped and controlled. When a winning combination that can receive a payout of electronic medals wins, the game until the payout of the electronic medals is executed is referred to. Also, when the winning type lottery is a non-winning for the winning type that can receive a payout of electronic medals or when winning but not winning, one game ends when all of the left reel 110a, the middle reel 110b, and the right reel 110c stop. However, the start of one game may be reinterpreted as the operation of the start switch 118 by the player instead of the above input of electronic medals or the winning of the replay combination. Also, the number of times such one game is repeated is defined as the number of games. Here, even when the basic game, which is one game that can receive one payout when the winning type lottery is executed, is performed alone, or even when the basic game is performed in combination with a pseudo game, the completion of the basic game is regarded 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, regarding the number of games managed by a hall computer (not shown), depending on the specifications, the pseudo game may or may not be calculated as the number of games.
[0050] (Sub-control board 240) Similar to the main control board 200, the sub-control board 240 includes various semiconductor integrated circuits such as a sub-CPU 240a which is a central processing unit, a sub-ROM 240b storing programs and the like, and a sub-RAM 240c functioning as a work area. Based on commands from the main control board 200, it controls in particular the effects according to the progress of the game, for example, generates an effect pattern indicating a series of flows of the effects. Also, similar to the main RAM 200c, a backup power source (not shown) is connected to the sub-RAM 240c, and even when the power is cut off, the data is retained without being erased. Note that, similar to the main control board 200, a random number generator 240d is provided on the sub-control board 240, and the random number value (hereinafter referred to as the effect lottery random number) generated by the random number generator 240d is mainly used to determine the mode of the effect. Further, an image circuit 240e, an audio circuit 240f, and an effect circuit 240g are also provided on the sub-control board 240 to realize the effects.
[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), when receiving an image command capable of specifying image data (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the effects indicated by the effect pattern) based on the effect pattern, reads the image data specified by the image command from the image ROM to the image RAM and sequentially outputs it to the liquid crystal display unit 132. Note that the image RAM has a plurality of different layers, and different image data can be held in each layer. Then, the image IC superimposes the image data held in the plurality of layers and outputs the superimposed image data to the liquid crystal display unit 132. Note that a priority order is provided for each layer, and when the image of the layer with a higher priority overlaps with the image of the layer with a lower priority, the image of the layer with a higher priority is superimposed closer to the player side than the image of the layer with a lower priority and is visually recognized by the player.
[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to the sound including the sound output to the speaker 134 among the performances indicated by the performance pattern), it reads out the audio data specified by the audio command from the audio ROM, and sequentially outputs the sound based on the audio data to the speaker 134. Note that the audio IC has a plurality of different layers (which may be referred to as tracks or channels), and different audio data can be held in each layer. Then, the audio IC superimposes the audio data held in the plurality of layers, and outputs the sound based on the superimposed audio data to the speaker 134. The player can repeatedly listen to each of the superimposed audio data.
[0053] When the effect circuit 240g receives a command indicating an illumination pattern (content indicating a series of lighting states of the effect lamp 136 among the effects indicated by the performance pattern) and a drive pattern (content indicating a series of drive states of the effect device 138 among the effects indicated by the performance pattern) based on the performance pattern, it generates information related to light emission (light emission information) and information related to driving of the motor (drive information) according to the command, and transmits the generated light emission information and drive information to the effect lamp 136 and the effect device 138 through serial communication. Here, serial communication is used to suppress the number of harnesses and simplify the handling. In this way, each of the plurality of effect lamps 136 is independently controlled for lighting, and each of the plurality of effect devices 138 is independently controlled for driving. Also, the effect circuit 240g acquires input information (such as presence or absence of operation, operation timing, number of operations, operation time length, etc.) of the effect switch 124 and the like through serial communication.
[0054] Here, a series of functional units such as the sub-CPU 240a, the sub-RAM 240c, the random number generator 240d, the image circuit 240e, the audio circuit 240f, and the effect circuit 240g are integrated into one integrated circuit as an SoC (System-on-a-Chip). However, which functional units are integrated into such an SoC can be arbitrarily set.
[0055] Also, on the sub-control board 240, the sub-CPU 240a functions in cooperation with the sub-RAM 240c based on a program stored in the sub-ROM 240b, and has functional units such as an initialization means 250, a command reception means 252, and a presentation control means 254.
[0056] The initialization means 250 executes an initialization process on the sub-control board 240. The command reception means 252 receives commands from other control boards such as the main control board 200 and processes the commands. The presentation control means 254 receives a detection signal from the presentation switch 124 and determines a presentation pattern of a game presentation performed by each device of the liquid crystal display unit 132, the speaker 134, the presentation lamp 136, and the presentation prop device 138 based on the received command.
[0057] Specifically, the presentation control means 254 performs image display control to display an image on the liquid crystal display unit 132. Also, the presentation control means 254 performs audio output control through the speaker 134, lighting control of the presentation lamp 136, and drive control of the presentation prop device 138.
[0058] Note that the presentation executed by the presentation control means 254 includes the auxiliary presentation described above. Hereinafter, a notification means that executes an auxiliary presentation such as the liquid crystal display unit 132, the speaker 134, and the presentation lamp 136 may be referred to as an auxiliary presentation execution means (instruction monitor). The presentation state control means 224 causes the auxiliary presentation execution means to execute an auxiliary presentation in the AT presentation state.
[0059] (Sub-Processing of Sub-Control Board 240) FIG. 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, the processing related to the features of the present embodiment will be described in detail, and the description of the configuration unrelated to the features of the present embodiment will be omitted.
[0060] (Step S200) When the power of the slot machine 100 is turned on via the power switch 144a and it becomes energized, the initialization means 250 executes an initialization process in preparation for the start of the game. The initialization means 250 generates backup data at any time while the power is on and holds the backup data in the sub-RAM 240c.
[0061] (Step S210) The command reception means 252 determines whether 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.
[0062] (Step S212) In step S210, if it is determined that an input command has been received, the effect control means 254 determines an effect pattern based on the input command, assuming that the preparation for the start of the next game has been performed.
[0063] (Step S220) Subsequently, the command reception means 252 determines whether a winning type command has been received. As a result, if a winning type command has been received, the process proceeds to step S222, and if a winning type command has not been received, the process proceeds to step S240.
[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the effect control means 254 determines an effect pattern based on the winning type command. Further, if the effect state is the AT effect state and the winning type indicated by the winning type command is the selected winning type, the effect control means 254 determines an auxiliary effect for notifying the correct operation mode.
[0065] (Step S240) Subsequently, the command receiving means 252 determines whether 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.
[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the effect control means 254 determines an effect pattern based on which of the first stop operation, the second stop operation, and the third stop operation the stop command indicates, which stop operation on which of the stop switches 120a, 120b, and 120c it indicates, and the rotational positions of the left reel 110a, the middle reel 110b, and the right reel 110c at which the stop operation was performed.
[0067] (Step S250) Subsequently, the command receiving means 252 determines whether 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.
[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the effect control means 254 determines an effect pattern based on the winning command.
[0069] (Step S260) Subsequently, the command receiving means 252 determines whether a payout command has been received. As a result, if a payout command has been received, the process proceeds to step S262, and if a payout command has not been received, the process proceeds to step S210 and repeats the process from step S210.
[0070] (Step S262) In step S260, if it is determined that a payout command has been received, the effect control means 254 determines an effect pattern based on the payout command and repeats the process from step S210.
[0071] (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 storing programs etc., and a medal RAM 260c functioning as a work area, etc., and manages the electronic medals used in the game. Also, similar to the main RAM 200c, a backup power supply (not shown) is connected to the medal RAM 260c, and even when the power is cut off, the data is retained without being erased. Here, a part of the storage area of the medal RAM 260c serves as a medal holding section. Also, a medal segment display section 140 is integrally formed on the medal count control board 260. The medal segment display section 140 is composed of one 7-segment, and for example, an error code indicating the type of error managed by the medal count control board 260 is displayed. Also, the medal count control board 260 is connected to the dedicated unit 300 through a lending device connection terminal board 280 for game balls etc. Here, the lending device connection terminal board 280 for game balls etc. is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the lending of electronic medals, transmits the lending reception result of the electronic medals, transmits signals related to the counting of the electronic medals, and transmits each information of the slot machine 100. For example, the lending device connection terminal board 280 for game balls etc. receives the supply of power (VL) from the dedicated unit 300, uses the power as the 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, based on the ON / OFF of the VL connection signal, 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.
[0072] Also, in the medal count control board 260, the medal CPU 260a has functional parts such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274 which function by cooperating with the medal RAM 260c based on the program stored in the medal ROM 260b.
[0073] The initialization means 270 executes the initialization process in the medal number control board 260. The command transmission / reception means 272 receives a command from the main control board 200 and performs a reply process for the command. Further, the command transmission / reception means 272 repeats the transmission and reception of information related to the dedicated unit 300, game machine information notification, count notification, lending notification, and lending reception result response at a cycle of 300 msec from the start of activation. Specifically, the command transmission / reception means 272 transmits a game machine information notification including game machine performance information, game machine installation information, and hall control / cheating monitoring information as game machine information to the dedicated unit 300, and 100 msec after transmitting the game machine information notification, transmits a count notification including the counted medal number (the number of digitized medals transferred to the dedicated unit 300 at a time) to be counted. The command transmission / reception means 272, 170 msec after transmitting the count notification, when receiving a lending notification including the number of lent medals (the number of digitized medals transferred from the dedicated unit 300 at a time) to be lent from the dedicated unit 300, returns a lending reception result for the same to the dedicated unit 300.
[0074] The medal number update means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding unit according to a command received from the main control board 200, a notification received from the dedicated unit 300, or an operation of the count switch 126 or the like. Further, the medal number update means 274 displays the number of game medals updated in this way on the game medal number display device 128.
[0075] FIG. 7 is a flowchart showing the medal process (main loop process) of the medal number control board 260. Here, the processes related to the features of the present embodiment will be described in detail, and the description of the configurations unrelated to the features of the present embodiment will be omitted.
[0076] (Step S300) When the power of the slot machine 100 is turned on via the power switch 144a and the medal number control board 260 is energized, the initialization means 270 executes an initialization process in preparation for the start of the game. While the power is on, the initialization means 270 generates backup data at any time and causes the medal RAM 260c to hold the backup data. Therefore, even if an unexpected power failure (power cut) occurs, in this initialization process, it is possible to use the backup data held before the power cut and return to the state before the power cut. For example, even if an unexpected power cut occurs while the number of game medals is held in the medal holding unit, the game starts from the state where the electronic medals are held after the return operation. Therefore, in the initialization process, basically, the medal RAM 260c is not initialized (RAM cleared).
[0077] (Step S310) When the initialization process ends, the medal number update means 274 determines whether an update event for the number of game medals held in the medal holding unit has occurred. When an update event for the number of game medals occurs, the medal number update means 274 executes an update process for updating the number of game medals according to the update event. First, the medal number update means 274 determines whether a game medal insertion command has been received from the main CPU 200a. 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.
[0078] (Step S312) When the main CPU 200a receives a game medal insertion command, the medal count update means 274 determines whether the game medal insertion command indicates the insertion of digitized medals. If it indicates the insertion of digitized medals, the insertion process of subtracting the number of game medals by that number is executed. Also, if the game medal insertion command indicates the settlement of digitized medals instead of the insertion of digitized medals, the medal count update means 274 executes a settlement process of adding the inserted digitized medals to the game medal count by that number. Note that although the settlement process and the insertion process involve different operations by the player, the processes themselves corresponding to the operations are the same. Therefore, in the following, it is also possible to replace the parts described using the insertion process with the settlement process with the interpretation of inserting negative digitized medals and apply them.
[0079] (Step S320) Next, the medal count update means 274 determines whether it has received an ejection end command from the main CPU 200a. If it has received the ejection end command, the process proceeds to step S322, and if it has not received the ejection end command, the process proceeds to step S330.
[0080] (Step S322) When the main CPU 200a receives an ejection end command, the medal count update means 274 executes an ejection process of adding the digitized medals ejected based on the ejection end command to the game medal count.
[0081] (Step S330) Subsequently, the medal count update means 274 determines whether it has received a lending notice of digitized medals from the dedicated unit 300. If it has received the lending notice, the process proceeds to step S332, and if it has not received the lending notice, the process proceeds to step S340.
[0082] (Step S332) When receiving a lending notice from the dedicated unit 300, the medal count updating means 274 determines whether the lending process is possible. If the lending process is possible, it executes a lending process of adding the lent digitized medals to the number of gaming medals and generates a lending receipt result response including "normal". On the other hand, when the lending process cannot be performed, that is, when the telegram length and the value of the command in the lending notice are normal but other information is abnormal, when the gaming machine information notice is abnormal, when the counted medal number in the counting notice is "1" or more, when the number of gaming medals displayed on the gaming medal number display device 128 is 15,000 or more, when the checksum of the received lending notice is abnormal, when the lending serial number of the received lending notice is not consecutive, when the lent medal number of the received lending notice is "51" or more, or when, in the gaming machine information notice transmitted from the medal CPU 260a to the dedicated unit 300, information other than the hall control / fraud monitoring information is notified, the medal count updating means 274 generates a lending receipt result response including "abnormal".
[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.
[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count updating means 274 sends a counting notice to the dedicated unit 300 and executes a counting process of subtracting the counted digitized medals from the number of gaming medals, and repeats the process from step S310.
[0085] Note that when a lending notice is received or the counting switch 126 is operated, the medal count updating means 274 executes the lending process and counting process of the electronic medals, the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a, and the main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, in the lending process and counting process, as the electronic medals are actually lent out or counted, the sub CPU 240a causes a predetermined lending sound or counting sound representing the movement of the electronic medals to be output from the speaker 134. In this way, the player can aurally confirm that the lending process and counting process are being properly executed. Also, the sub CPU 240a may notify that the lending process and counting process are being executed not only through the speaker 134 but also through each device such as the liquid crystal display unit 132 and the effect lamp 136.
[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend out electronic medals to the player or count the electronic medals acquired by the player. The dedicated unit 300 is provided with a dedicated unit control board 310 that transmits and receives electronic medals to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input unit 312, a card insertion unit 314, a lending switch 316, a return switch 318, a game switch 320, a frequency display device 322, and an acquired medal count display device 324.
[0087] The cash input unit 312 functions as an inlet for inserting cash. The card insertion unit 314 enables the insertion and withdrawal of a card medium capable of storing electronic medals. The lending switch 316 is composed of a push switch and detects an operation of transferring electronic medals corresponding to the frequency 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 number control board 260 executes a lending process. The return switch 318 is composed of a push switch and detects an operation of transferring the electronic medals held in the dedicated unit 300 to a card medium and pulling out the card medium from the dedicated unit 300 through the card insertion unit 314. The game switch 320 is composed of a push switch and detects an operation of transferring the electronic medals held in the dedicated unit 300 to the slot machine 100. The frequency display device 322 displays the frequency held in the dedicated unit 300, that is, the frequency corresponding to the cash inserted from the cash input unit 312. The acquired medal number display device 324 displays the total number of acquired medals, which is the total number of electronic medals held in the dedicated unit 300.
[0088] (Table used in the main control board 200) FIG. 8 is an explanatory diagram for explaining winning roles, and FIG. 9 is an explanatory diagram for explaining a winning type lottery table.
[0089] In the slot machine 100, as will be described in detail later, a plurality of types of game states and production states are provided, and the game state and the production state are shifted according to the progress of the game. Then, in the main control board 200, a plurality of winning type lottery tables 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 lottery means 214 extracts a corresponding winning type lottery table from the main ROM 200b according to the current set value stored in the main RAM 200c and the current game state, and determines which winning type in the extracted winning type lottery table the winning type lottery random number acquired according to the operation signal of the start switch 118 corresponds to.
[0090] Here, the winning roles that make up the winning type extracted from the winning type lottery table include a bonus role, a replay role, and a minor role. The bonus role 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 the symbol combination corresponding to the bonus role is displayed on the valid line A. The replay role is a role that allows the player to execute the game again without making a new bet on the electronic medals when the symbol combination corresponding to the replay role is displayed on the valid line A. The minor role is a role that can receive a payout of a predetermined number of electronic medals according to the symbol combination when the symbol combination corresponding to the minor role is displayed on the valid line A.
[0091] As shown in FIG. 8, in this embodiment, the winning roles include the winning role "RBB" as the bonus role. Also, the winning roles "Replay 1" to "Replay 23" are provided as the replay roles. Further, the winning roles "Minor Role 1" to "Minor Role 20" are provided as the minor roles. In FIG. 8, one or more symbols constituting each winning role are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. Hereinafter, the winning roles "Minor Role 1" to "Minor Role 4" may be abbreviated as the winning role "8-piece role", the winning roles "Minor Role 5" and "Minor Role 6" may be abbreviated as the winning role "3-piece role", and the winning roles "Minor Role 7" to "Minor Role 20" may be abbreviated as the winning role "1-piece role".
[0092] Here, in the present embodiment, when the stop switch 120 is operated by a player, if a symbol that constitutes a symbol combination corresponding to a winning combination is on the valid line A, the reel control means 216 performs stop control so that the symbol stops on the valid line A. Further, when the stop switch 120 is operated, if a symbol that constitutes a symbol combination corresponding to a winning combination is not on the valid line A but exists within a range (pull-in range) corresponding to four symbol frames in the direction opposite to the rotation direction of the reel 110, the reel control means 216 makes the number of symbols away become the number of slip frames, and after maintaining the rotation for the number of slip frames so as to pull in the symbols that constitute the symbol combination corresponding to the winning combination onto the valid line A, stop control is performed so as to stop. Further, when there are a plurality of symbols corresponding to a winning combination within the reel 110 and all of them exist within the pull-in range of the reel 110, it is determined which symbol is to be pulled onto the valid line A according to a predetermined priority order, and after maintaining the rotation for the number of slip frames so as to pull in the prioritized symbol onto the valid line A, stop control is performed so as to stop. Incidentally, when the stop switch 120 is pressed, if a symbol that constitutes a symbol combination corresponding to a winning combination other than the winning combination is on the valid line A, so-called kicking-out processing is also executed in parallel by the reel control means 216 so as not to stop the symbol on the valid line A. Further, as will be described later, when an operation mode (operation order and operation timing) is set as a winning condition for a winning combination included in the winning type, the reel control means 216 performs stop control so as to be able to display the symbol combination corresponding to the winning combination on the valid line A according to the operation mode of the player.
[0093] Then, for example, the symbols that form 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", the winning roles "Minor Role 1" to "Minor Role 4", "Minor Role 6" to "Minor Role 10", and "Minor Role 17" are arranged on each reel 110 so as to be always displayable on the effective line A by the above stop control. Such winning roles may be represented as PB = 1. On the other hand, for example, the symbols that form the symbol combinations corresponding to the winning roles "RBB", the winning roles "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", the winning roles "Minor Role 5", "Minor Role 11" to "Minor Role 16", and "Minor Role 18" to "Minor Role 20" are not necessarily arranged on each reel 110 so as to be displayable on the effective line A by the above stop control, so so-called omission may occur. Such winning roles may be represented as PB ≠ 1.
[0094] As shown in FIG. 9, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types subject to lottery differ depending on each game state, or the presence or absence of non-winning (losing) is different. In FIG. 9, the winning areas (winning types) assigned for each game state (non-internal game state (non-internal), RBB internal middle game state (RBB internal middle), RBB operating game state (RBB operating)) are represented by "◎" and "○", but actually, a winning type lottery table corresponding to each of the plurality of game states is stored in the main ROM 200b. Note that "◎" indicates that a lottery for shifting to an advantageous section is performed, and a lottery related to an auxiliary effect (instruction function) (for example, determination of the number of times of the auxiliary effect, addition (overlay) of the number of times of the auxiliary effect, continuation of the AT effect state, end of the advantageous section) is possible, which is an advantageous section lottery-enabled winning type, and "○" indicates that a lottery for shifting to an advantageous section cannot be performed, but a lottery related to an auxiliary effect is possible, which is an advantageous section lottery-disabled winning type.
[0095] In the winning category lottery table, a predetermined number of placements (winning range values), which are numerical values indicating the winning range, and the winning category are associated with each of the divided winning areas. When the total number of placements of all the winning areas assigned for each gaming state is calculated, it becomes the total number of winning category lottery random numbers (65,536). Therefore, the probability of each winning category being determined is the value obtained by dividing the number of placements associated with the winning area by the total number of winning category lottery random numbers. The winning category lottery means 214 sequentially obtains the number of placements from the higher numbered ones among the plurality of winning areas in the winning category lottery table based on the gaming state at that time, subtracts the number of placements from the winning category lottery random number, and when the value after subtraction becomes less than 0, the winning category associated with the winning area at that time is set as the lottery result of the winning category lottery. Also, if the number of placements of all winning areas of 1 or more winning areas is subtracted from the winning category lottery random number and the value after subtraction is 0 or more, the winning category "loss" of winning area 0 becomes the lottery result of the winning category lottery.
[0096] Here, a supplementary explanation about the winning combination "RBB" will be given. A predetermined first type of special winning combination (RB) is a winning combination that increases the number of combinations of symbols related to winning for each specified number, or increases the probability of the condition device related to winning for each specified number operating. It operates when a predetermined case occurs and can continue to operate until the results of games not exceeding 12 times are obtained. Here, the condition device is a device whose operation is a condition necessary for the combination of symbols related to winning, replay, winning combination, or the operation of the winning combination continuous operation device to be displayed, and it operates when winning in the winning category lottery (lottery by an electronic computer in the gaming machine), that is, it means a winning flag.
[0097] According to the winning category lottery table in FIG. 9, for example, the winning category "loss" is associated with winning area 0. When winning in such a winning category, none of the symbol combinations corresponding to any of the winning combinations shown in FIG. 8 will be displayed on the valid line A, and no payout of electronic medals, etc. will be made.
[0098] In each winning area in FIG. 9, a winning type in which a plurality of winning roles are included in duplicate is associated. When winning a winning type in which a plurality of winning roles are included in duplicate, winning conditions regarding which symbol combination corresponding to which winning role is preferentially displayed on the effective line A, for example, the order in which the stop switches 120a, 120b, and 120c are operated, and the operation timing (operation position of the reel 110) of the stop switches 120a, 120b, and 120c are set.
[0099] In the following description, the operation of the stop switches 120a, 120b, and 120c for stopping the reels in the order of the left reel 110a, the middle reel 110b, and the right reel 110c is referred to as "batter order 1", and the operation of the stop switches 120a, 120c, and 120b for stopping the reels in the order of the left reel 110a, the right reel 110c, and the middle reel 110b is referred to as "batter order 2", and the operation of the stop switches 120b, 120a, and 120c for stopping the reels in the order of the middle reel 110b, the left reel 110a, and the right reel 110c is referred to as "batter order 3", and the operation of the stop switches 120b, 120c, and 120a for stopping the reels in the order of the middle reel 110b, the right reel 110c, and the left reel 110a is referred to as "batter order 4", and the operation of the stop switches 120c, 120a, and 120b for stopping the reels in the order of the right reel 110c, the left reel 110a, and the middle reel 110b is referred to as "batter order 5", and the operation of the stop switches 120c, 120b, and 120a for stopping the reels in the order of the right reel 110c, the middle reel 110b, and the left reel 110a is referred to as "batter order 6".
[0100] For example, when winning the winning category "Batting Order Bell A1" of the winning area 5 which is the selected winning category, and an operation in the correct answer operation mode (batting order 3) is performed, the symbol combination corresponding to the winning combination "Minor Combination 1" (winning combination "8 - coin combination") which is the correct winning combination with 8 payout coins (as a result, the symbols "Bell", "Bell", "Bell" are aligned in a straight line on the invalid line B1) is subject to stop control so as to be preferentially displayed on the valid line A by so - called number - priority control. Also, when operations in batting orders 1, 2, 4 to 6 are performed, stop control is performed so that the symbol combination corresponding to the winning combination "1 - coin combination" which is an incorrect winning combination with 1 payout coin is preferentially displayed on the valid line A by so - called count - priority control.
[0101] Note that the winning probabilities (setting numbers) of the selected winning categories (winning categories "Batting Order Bell A1" to "Batting Order Bell A4") in the winning areas 5 to 8 and the winning probabilities of the selected winning categories (winning categories "Batting Order Bell B1" to "Batting Order Bell B4") in the winning areas 9 to 12 are set to be equal. Since the player usually cannot know which winning category they have won, by providing the winning areas as described above, it is made difficult for the correct winning combination to win. Also, as described above, even if the stop switch 120 is operated in an operation mode where the incorrect winning combination is preferentially displayed, it is not always possible to display the symbol combination corresponding to the incorrect winning combination on the valid line A. Therefore, depending on the operation mode, a miss may occur (PB≠1). Note that hereinafter, the eight winning categories in the winning areas 5 to 12 may be simply abbreviated as the winning category "Batting Order Bell".
[0102] In addition, when winning any of the above winning types, the internal winning flags corresponding to each winning type are set (ON), and the stop control of each reel 110 is performed according to the establishment status of this internal winning flag. At this time, if, although winning a winning type that includes a minor winning combination, the symbol combination corresponding to these winning combinations cannot be displayed on the valid line A within the game, the internal winning flag is turned off after the end of the game. That is, the right to win a minor winning combination is limited to only within the game in which a winning type including a minor winning combination is won, and this right cannot be carried over to the next game. On the other hand, when winning a winning type that includes the winning combination "RBB", the RBB internal winning flag is set (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning combination "RBB" is displayed on the valid line A. In addition, when the internal winning flag corresponding to a winning type that includes a replay combination is set, the symbol combination corresponding to any one of the replay combinations included in the winning type is always displayed on the valid line A, and after the processing necessary to play the next game without requiring electronic medals is performed, the internal winning flag is turned off.
[0103] (Transition of game state) Here, the transition of the game state will be described with reference to FIG. 10. Here, a plurality of game states such as a non-internal game state, an RBB internal mid-game state, and an RBB operating game state are prepared. As will be described later, each game state transitions according to the winning, winning (activation), and end of the bonus combination. Note that the winning types that can be won in each game state are represented by "◎" or "○" in FIG. 9.
[0104] The non-internal game state is a game state corresponding to the initial state among a plurality of game states. In such a non-internal game state, the winning probability of the replay role is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 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 where the winning role "RBB" is won, when the symbol combination corresponding to the winning role "RBB" is displayed on the valid line A, the game state control means 222 transitions the game state to the RBB in-operation game state (1).
[0105] In the RBB in-operation game state, the winning probability of the replay role is set to 0. In such an RBB in-operation game state, as the winning types that can be won, "Small roles ALL" is set in the winning area 1, and the winning type "One-card ALL" is set in the winning area 2. When winning the winning type "Small roles ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning roles "Small role 1" to "Small role 20" is displayed on the valid line A. When winning the winning type "One-card ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning roles "Small role 7" to "Small role 20" is displayed on the valid line A. Here, due to the composition of such small roles, the expected number of medals obtained per unit game in the RBB in-operation game state is made low.
[0106] When the end condition of the RBB in-operation game state is satisfied, that is, when the number of medals obtained exceeds a predetermined number (for example, 22), the game state control means 222 transitions the game state to the non-internal game state (2).
[0107] On the other hand, in a game where the winning role "RBB" is won, when the symbol combination corresponding to the winning role "RBB" cannot be displayed on the valid line A, the game state control means 222 transitions the game state to the RBB internal in-operation game state (3).
[0108] In the RBB internal medium game state, the winning probability of the replay combination is set to approximately 1 / 7.3. Also, in the RBB internal medium game state, it is impossible to win the winning type "LOSE". In other words, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the effective line A in the winning game of the winning combination "RBB", then afterwards, smaller combinations or replay combinations will be preferentially stopped and controlled on the effective line A over the winning combination "RBB", so the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the effective line A. Therefore, once the game state transitions to the RBB internal medium game state, afterwards, the RBB internal medium game state will be maintained without the game state transitioning. Here, while maintaining such an RBB internal medium game state, an AT effect state is realized in that RBB internal medium game state.
[0109] Here, in the RBB internal medium game state, since multiple types of winning combinations win without overlapping each other, the number of opportunities to win with the winning combinations can be increased. As a result, for example, in the AT effect state in the RBB internal medium game state, by performing an auxiliary effect, it becomes easier to obtain electronic medals. On the other hand, in the RBB operating medium game state, multiple types of winning combinations are made to win overlappingly, reducing the number of opportunities to win with the winning combinations and making it more difficult for the player to increase the number of electronic medals they own compared to the AT effect state in other game states. Therefore, it is possible to realize a specification (Accelerator RBB) where the RBB operating medium game state is inferior to the RBB internal medium game state in terms of the performance of obtaining electronic medals while having the function of the RBB operating medium game state where the winning probability of the winning combinations related to winning is higher than that of the RBB internal medium game state.
[0110] (Transition of the effect state) FIG. 11 is an explanatory diagram for explaining the transition of the presentation states. Hereinafter, the presentation states transitioned by the presentation state control means 224 in the main control board 200 will be described in detail. Note that the plurality of presentation states will belong to either the advantageous section or the non-advantageous section which are game sections. In the present embodiment, almost all presentation states belong to the advantageous section, and a non-advantageous section is realized in some presentation states (here, non-advantageous presentation states). Note that while staying in the advantageous section, it may be notified to that effect by lighting a section display (not shown).
[0111] Also, in the non-advantageous section, it is possible to vary the winning probability of the winning type for each set value, but the probability of determining the transition to a presentation state (AT presentation state) accompanied by an auxiliary presentation in the same winning type must not be varied for each set value. On the other hand, in the advantageous section, it is possible to vary both the winning probability of the winning type and the probability of determining the transition (or addition) to a presentation state (AT presentation state) accompanied by an auxiliary presentation in the same winning type for each set value.
[0112] Therefore, in addition to managing the transition of the production state, the production state control means 224 also manages the transition between the non - advantageous section and the advantageous section. Also, regardless of such management, the advantageous section is forcibly terminated when the following end conditions are met. For example, in the slot machine 100, the advantageous section is forcibly terminated based on the fact that the value counted in the advantageous section has reached a predetermined value (for example, the number of staying games has reached 4000 games, or the MY has exceeded 2400 sheets). Here, MY indicates the difference in the number of medals since the start of the advantageous section. Therefore, if 1000 electronic medals have been inserted (consumed) since the start of the advantageous section, it is possible to obtain 3400 electronic medals during the advantageous section. In the smart pachislot of this embodiment, since there is no need to set a limit on the number of staying games, even if the number of staying games reaches 4000 games, there is no need to end, and the advantageous section is forcibly terminated based on the fact that the MY has exceeded 2400 sheets in the advantageous section. In any case, the production state control means 224 resets all the information updated in the advantageous section (all variables that affect the performance related to the instruction function) by shifting the game section from the advantageous section to the non - advantageous section.
[0113] (Non - advantageous section, advantageous section) In the non - advantageous section, since the auxiliary production is not executed, the number of electronic medals that can be obtained is limited. Here, a non - advantageous production state is provided as the production state of the non - advantageous section.
[0114] In the advantageous section, by causing the auxiliary effect execution means to execute an auxiliary effect when a winning type is selected and won, it becomes possible to obtain a large number of electronic medals while suppressing the consumption of electronic medals. Therefore, by shifting to the advantageous section, the player can progress the game more advantageously than in the non-advantageous section. Here, as the effect states in the advantageous section, a normal effect state, a precursor effect state, a normal AT effect state, a distribution effect state, a special precursor effect state, and a special effect state, each having different game properties, are provided. As shown below, the normal AT effect state and the special effect state can be said to be AT effect states in that an auxiliary effect is executed. Also, the non-advantageous effect state, normal effect state, precursor effect state, distribution effect state, and special precursor effect state, which are other effect states, can be said to be non-AT effect states in that an auxiliary effect is not executed. Hereinafter, each effect state will be individually described.
[0115] (Normal effect state) The normal effect state belongs to the advantageous section and is an effect state that is likely to be present at the start of the game among a plurality of effect states. The effect state control means 224 conducts an AT lottery in the normal effect state. The AT lottery is a lottery that determines the transition to the normal AT effect state, and the effect state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the effect state control means 224 wins the AT lottery, it causes the effect state to transition to a precursor effect state corresponding to the stage before the normal AT effect state (1), and causes the effect control means 254 to execute a precursor effect that increases the expectation that the transition to the normal AT effect state has been determined. Also, even if the effect state control means 224 loses the AT lottery, there are cases where it causes the effect control means 254 to execute a precursor effect while maintaining the normal effect state, and the player can be made to expect that the transition to the normal AT effect state has been determined. Further, each time the effect state control means 224 completes a predetermined number of games in the normal effect state, it executes a so-called chance zone (CZ) in which the winning probability of the AT lottery is increased over a plurality of games. Even when winning the AT lottery in such a chance zone, the effect state control means 224 causes the effect state to transition to the precursor effect state (1).
[0116] (Pre-stage performance state) The pre-stage performance state is a performance state that belongs to the advantageous section and executes pre-stage performances during a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). Note that the pre-stage performance (this pre-stage performance) executed in the pre-stage performance state and the pre-stage performance (fake pre-stage performance) executed in the normal performance state are made similar in terms of the display mode and the number of consecutive games. Therefore, just by watching the pre-stage performance, the player cannot tell which performance state they are staying in. However, the pre-stage performance executed in the pre-stage performance state is different from the pre-stage performance executed in the normal performance state in that the result indicating that the transition to the normal AT performance state has been determined is finally notified. Therefore, the player will hope that the pre-stage performance state is the one in which the result indicating that the transition to the normal AT performance state has been determined is notified. Then, when the pre-stage performance state ends, the performance state control means 224 always shifts the performance state to the normal AT performance state (2). That is, when the pre-stage performance is being executed in the pre-stage performance state, it will always transition to the normal AT performance state. In this regard, the pre-stage performance state is more advantageous to the player than the normal performance state. Also, determining the transition to the pre-stage performance state is synonymous with determining the subsequent transition to the normal AT performance state.
[0117] (Normal AT performance state) Normally, the AT performance state belongs to the advantageous section and is a performance state in which the auxiliary performance is executed. When the normal AT performance state is started, the performance state control means 224 first shifts to the continuation period determination performance state, and in the continuation period determination performance state, determines the continuation period (here, the number of continuous games) of the normal AT performance state. The performance state control means 224 continues the auxiliary performance until a predetermined end condition is satisfied, for example, until the number of games stayed in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). Further, in the normal AT performance state, the performance state control means 224 conducts a bonus draw of the number of continuous games with a probability corresponding to the winning type determined by the winning type lottery. When winning the bonus draw, the performance state control means 224 adds the number of games that won the number of continuous games which is the end condition. Thus, the end condition of the normal AT performance state changes. Then, when the performance state control means 224 satisfies a predetermined end condition, it shifts the performance state to the normal performance state (3).
[0118] In this way, in the present embodiment, the player expects to shift to the normal AT performance state while staying in the normal performance state, and when the precursor performance is started, hopes that the precursor performance is this precursor, that is, the precursor performance in the precursor performance state. Here, when the shift to the normal AT performance state is not notified in the precursor performance, the normal performance state continues, and when the shift to the normal AT performance state is notified in the precursor performance, the normal AT performance state is executed after the end of the precursor performance state.
[0119] When the normal AT performance state ends, the performance state control means 224 shifts the performance state to the normal performance state (3), but in order to realize the game properties such as continuing the normal AT performance state, it may shift the performance state to the non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables affecting the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of the shift, it can be made so that the player does not know whether the performance state has shifted to the normal performance state or the non-advantageous performance state.
[0120] (Non-favorable performance state) The non-favorable performance state belongs to the non-favorable section and is the performance state in the initial state. The performance state control means 224 determines, for example, with a probability of about 1 / 2 per game to shift to the favorable section in the non-favorable performance state. When the shift to the favorable section is determined, the performance state is always shifted to the allocation performance state (5). Therefore, the number of games stayed in the non-favorable performance state is often short-term (several games).
[0121] (Allocation performance state) The allocation performance state belongs to the favorable section and is a performance state that is always passed through when shifting from the non-favorable section to the favorable section and stays for only one game, for example. In the allocation performance state, the performance state is allocated to either the normal performance state or the precursor performance state. Specifically, the performance state control means 224 determines, for example, to shift the performance state to the precursor performance state by determining a shift to the precursor performance state with a probability of 7 / 10 (6), or determines a shift to the normal performance state with a probability of 3 / 10 and shifts the performance state to the normal performance state (7). By setting such an allocation ratio, the following game properties can be realized. That is, before MY reaches 2400 sheets (is forcibly reset) in the favorable section, if the favorable section is reset, the normal AT performance state can continue with a probability of 7 / 10 continuously. In this way, it becomes possible to substantially abolish the upper limit of MY. However, the ratio of such allocation is not limited to precursor performance state:normal performance state = 7:3 and can be arbitrarily determined. For example, it may be shifted to the precursor performance state with a probability of 100%.
[0122] If the omen performance state is determined in the allocation performance state, the performance state will surely shift to the normal AT performance state via the omen performance state that continues for a predetermined number of games (through the omen performance). Also, if the omen performance state is not determined in the allocation performance state, the performance state will be the normal performance state. However, in the normal performance state, the winning probability of the AT lottery is varied depending on the route to the normal performance state. For example, as described above, when the performance state directly shifts from the normal AT performance state to the normal performance state (3), the performance state control means 224 conducts the AT lottery at a low probability (e.g., 1 / 4000) in the normal performance state that has shifted from the normal AT performance state (not shifted from the non-favorable performance state).
[0123] On the other hand, when the performance state shifts from the non-favorable performance state and the allocation performance state to the normal performance state (7) along with the shift from the non-favorable section to the favorable section, the performance state control means 224 conducts the AT lottery at a high probability (e.g., 1 / 8) in the normal performance state that has shifted from the non-favorable section. Therefore, in the normal performance state that has shifted from the non-favorable performance state (via the non-favorable section), one will surely win the AT lottery. Here, two patterns of a low probability (e.g., 1 / 4000) and a high probability (e.g., 1 / 8) have been given as the winning probabilities of the AT lottery for explanation. However, three or more patterns may be provided for the winning probability, and it may be assumed that the AT lottery is conducted at a relatively high winning probability in the normal performance state that has shifted from the non-favorable performance state. Also, such winning probabilities are not limited to 1 / 8, 1 / 4000, etc. It is sufficient that the normal performance state that has shifted from the non-favorable performance state is more likely to be determined to shift to the normal AT performance state than the normal performance state that has not shifted from the non-favorable performance state. For example, if the winning probability of the AT lottery in the normal performance state that has shifted from the non-favorable performance state is set higher than the winning probability of the AT lottery in the normal performance state that has not shifted from the non-favorable performance state, the winning probability can be set arbitrarily.
[0124] However, even if the performance state control means 224 wins the AT lottery in the normal performance state that has shifted from the non-favorable performance state, it does not immediately shift to the precursor performance state. After the distribution performance state ends, for example, during the block period of 96 games, it stays in the normal performance state and prohibits the transition to the normal AT performance state. Specifically, when the performance state control means 224 wins the AT lottery in the normal performance state that has shifted from the non-favorable performance state, it turns on this precursor permission flag. This precursor permission flag is a flag indicating whether the transition to the precursor performance state is permitted, and when it is turned on, the transition to the precursor performance state is permitted. Once this precursor permission flag is turned on, the ON state is maintained until the transition to the precursor performance state, so even if it wins the AT lottery later, this precursor permission flag remains in the ON state. Note that when the performance state control means 224 transitions from the distribution performance state to the normal performance state, it determines the number of games within 96 games by lottery and sets it as the block period. However, it is set so that 96 games are often selected as the block period.
[0125] The performance state control means 224 counts the number of games after the distribution performance state ends, and during the block period, regardless of whether this precursor permission flag is turned on or not, it does not shift the performance state to the precursor performance state. Then, when the block period has elapsed (when the predetermined number of games corresponding to the block period is reached) and this precursor permission flag is ON, the performance state control means 224 shifts the performance state to the precursor performance state (8) and resets this precursor permission flag. Therefore, in the normal performance state that has shifted from the non-favorable performance state, even if it wins the AT lottery early, it does not shift to the precursor performance state unless it completes at least 96 games corresponding to the block period.
[0126] In this way, when passing through a non-favorable performance state (non-favorable section), the player can obtain the following privileges. That is, with a probability of 7 / 10, the player immediately transitions to a precursor performance state, and after passing through the precursor performance state, transitions to a normal AT performance state. Or, with a probability of 3 / 10, the player transitions to a normal performance state, and after the expiration of the block period, a precursor performance is executed, and after passing through the precursor performance state, transitions to a normal AT performance state. Then, after the non-favorable performance state and the distribution performance state end, for example, after 0 to 96 games have elapsed, the precursor performance starts, and after the precursor performance ends, that is, after the non-favorable performance state and the distribution performance state end, for example, after 32 to 128 games have elapsed, it will transition to a substantially normal AT performance state. Sometimes, winning the AT lottery with a high probability during a predetermined number of games like this is called "heaven" or "heaven mode". Therefore, the player will desire to transition to the non-favorable performance state (non-favorable section), that is, reset the favorable section.
[0127] Here, when passing through the non-favorable performance state, that is, when transitioning from the non-favorable section to the favorable section, while adopting a normal performance state where it is easy to transition to the normal AT performance state with a high probability, by setting a block period, the start timing is biased after 128 games have elapsed since the end of the non-favorable performance state and the distribution performance state. In other words, even if the normal AT performance state ends and degrades to the normal performance state, there is a high possibility of executing (restoring) the normal AT performance state again until 128 games have elapsed. Therefore, the player will continue the game expecting the restoration of the normal AT performance state after the end of the normal AT performance state, so that the operating rate of the slot machine 100 can be improved.
[0128] In addition, even in the normal performance state that has shifted from the non-favorable performance state, similar to the normal performance state that has shifted from the normal AT performance state, every time a predetermined number of games are completed, the performance state control means 224 executes a chance zone with an increased winning probability of the AT lottery over a plurality of games. If the player wins the AT lottery in such a chance zone, regardless of whether it is the above-mentioned block period, the performance state control means 224 shifts the performance state to the precursor performance state. In the normal performance state that has shifted from the non-favorable performance state, originally, it should be possible to shift to the precursor performance state after the block period has elapsed. Then, by determining to shift to the normal AT performance state on its own, instead, the normal AT performance state that should have been obtained originally will disappear, and there is a risk that the player's gaming motivation will decline. Therefore, if the player wins the AT lottery on their own in the chance zone in the normal performance state that has shifted from the non-favorable performance state, after the end of the subsequent normal AT performance state, the performance state control means 224 will shift the performance state back to the non-favorable performance state again (4). In this way, the player can receive the gaming benefits obtained through the non-favorable performance state without omission. Also, the player can expect that the chance zone will start before 96 games, which are likely to be selected as the block period, so that the player can win the AT lottery in the chance zone, that is, the normal AT performance state will be executed at least twice.
[0129] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly shift the presentation state to the normal presentation state (3), or may shift the presentation state to the non-favorable presentation state (4). Here, as a condition for shifting the presentation state to the non-favorable presentation state, in the AT lottery, winning a shift to a normal AT presentation state having a predetermined gaming profit can be cited. For example, there are a plurality of types of normal AT presentation states with different continuous game numbers and additional probabilities of the number of difference cards in the normal AT presentation state. When winning a specific normal AT presentation state among them, the presentation state control means 224 always shifts the presentation state to the non-favorable presentation state (4) after the end of the normal AT presentation state. Further, even if not winning a specific normal AT presentation state, the presentation state control means 224 may shift the presentation state to the non-favorable presentation state with a predetermined probability after the end of the normal AT presentation state (4).
[0130] Also, in the present embodiment, as described above, after the normal AT performance state ends and one wins the AT lottery in the normal performance state, the performance state control means 224 shifts the performance state to the preliminary performance state (1). However, after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without shifting to the normal AT performance state via the preliminary performance state and then one wins the AT lottery in the normal performance state, the performance state control means 224 determines to finally shift to the non-favorable performance state, and without shifting the performance state to the preliminary performance state, after notifying that the preliminary performance (fake preliminary performance) has not been directly shifted to the normal AT performance state, first, it shifts to the special preliminary performance state (9). Here, as a predetermined transition condition for determining the shift to the non-favorable performance state (non-favorable section), after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) and then one wins the AT lottery in the normal performance state, it has been described as an example. However, it is not limited to such a case, and as a predetermined transition condition, after the number of games played in the favorable section reaches a predetermined number of games and then one wins the AT lottery in the normal performance state, it may also be acceptable. Further, as a predetermined transition condition, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the re-AT lottery based on not winning the AT lottery in the chance zone (CZ) may also be acceptable.
[0131] (Special preliminary performance state) The special premonitory performance state belongs to the advantageous section and is a performance state that stays for a predetermined number of games (for example, 10 games). It conducts a special performance state lottery and executes a premonitory performance indicating the expected degree of transition to the special performance state. Here, the special performance state lottery is a bonus lottery for the continuous number of games, and when the number of games is added bonus by one or more times, the transition to the special performance state is determined. The performance state control means 224 conducts the 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 gaming profit is stably different step by step according to the set value. For example, among any two extracted set values, the higher the set value, the higher the probability that the number of games is added bonus by the special performance state lottery compared to the lower set value. Therefore, for example, the number of added bonus games is 30 games for setting 1 and 60 games for setting 6, and the higher the set value, the easier it is to obtain a relatively high gaming profit, thus constituting a gaming property. When winning the special performance state lottery, the performance state control means 224 sets the cumulative number of the added bonus games (continuous number of games) as the end condition of the special performance state and shifts the performance state to the special performance state (10). Also, if not winning the special performance state lottery, the performance state control means 224 directly shifts the performance state to the non-advantageous performance state (11). Here, an example of adding bonus to the continuous number of games in the special performance state has been described, but it is not limited to such a case. A predetermined continuous number of games may be added bonus, or the continuous number of games may be added bonus by lottery when a so-called rare combination such as the winning type "reach target" or the winning type "cherry" is won. Also, here, an example of adding bonus to the continuous number of games in the special performance state has been described, but it is not limited to such a case. It may be possible to add bonus to the number of acquired medals (payout medals) or the difference in the number of medals (bet medals) between the number of inserted medals for electronic medals and the number of payout medals, that is, the difference in the number of medals.
[0132] (Special performance state) The special performance state belongs to the advantageous section, and the auxiliary performance is executed until a predetermined end condition is satisfied. Such an end condition is, for example, that the awarding of the game profit determined until the start of the special performance state, such as the number of games stayed in the special performance state reaching the continuous game number, is completed during the special performance state. For example, at the end of the special preliminary performance state (the start of the special performance state), the continuous game number is determined by the special performance state lottery in the special preliminary performance state. Then, in the special performance state, when the number of games stayed in the special performance state reaches the continuous game number, it is regarded that 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 bonus lottery is not executed. Then, when the performance state control means 224 satisfies a predetermined end condition, it shifts the performance state to the non-advantageous performance state (12).
[0133] When a player wins the AT lottery after the number of games stayed in the normal performance state exceeds a predetermined number of games (for example, 1000 games), the player always shifts to the non-advantageous performance state via the special preliminary performance state (11), (12), and as a result, can shift to the normal AT performance state.
[0134] Note that in the special performance state, the non-advantageous performance state, and the normal performance state via the distribution performance state, the winning probability of the AT lottery is higher than that of the normal performance state directly shifted from the normal AT performance state. Therefore, in order for the player to grasp this fact, a predetermined display is performed on the liquid crystal display unit 132 to suggest that the possibility of shifting to the normal AT performance state is high.
[0135] However, after the number of staying games in the normal performance state exceeds a predetermined number of games (for example, 1000 games), although the advantageous section is reset when winning the AT lottery, and when winning the AT lottery before the predetermined number of games, from the perspective that the normal AT performance state can be executed once, the gaming profit does not change much. Also, in the latter case, after the end of the precursor performance state, that is, within 32 games, the normal AT performance state starts, but in the former case, the normal AT performance state may start after waiting for the passage of the block period. Then, it can be said that the gaming profit of the former is smaller in that the electronic medals are consumed in the normal performance state until shifting to the normal AT performance state. Therefore, when winning the AT lottery after the number of staying games in the normal performance state exceeds the predetermined number of games, it shifts to the special precursor performance state, executes the special performance state lottery, and when winning it, gives additional gaming profit by the special performance state. In this way, when winning the AT lottery after the number of staying games in the normal performance state exceeds the predetermined number of games, the gaming profit becomes larger than when winning the AT lottery while the number of staying games has not reached the predetermined number of games, and the player can obtain a sense of satisfaction. Therefore, the player can expect that the gaming profit will increase as the number of staying games in the normal performance state increases, and will continue to play the game. In this way, the operating rate of the slot machine 100 can be improved.
[0136] In the special performance state executed here, as described above, the higher the set value, the more easily the gaming profit can be stably obtained. Also, only the gaming profit determined until the start of the special performance state is given in the special performance state, and the gaming profit is not added (overlaid) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected winning number of medals can be suppressed according to the set value. Then, it becomes possible to increase the design value of the expected winning number of medals in the normal AT performance state.
[0137] In addition, since the special effect state transitions after the number of staying games in the normal effect state exceeds a predetermined number of games, compared to the normal AT effect state, the number of times of the special effect state is less likely to fluctuate and will be executed at a stable frequency. Then, even if the fluctuation range of the expected number of medals obtained in the normal AT effect state becomes large, in such a special effect state, it is possible to absorb such fluctuations, further suppress the fluctuation range of the expected number of medals according to the set value, and increase the design value of the expected number of medals in the normal AT effect state.
[0138] Also, after the end of the normal AT effect state, it directly transitions to the normal effect state (3). Without transitioning to the normal AT effect state via the precursor effect state, when the number of staying games in the normal effect state reaches a predetermined number of games (for example, 1500 games), the effect state control means 224 resets the advantageous section and transitions the effect state to the non-advantageous effect state (13). Then, as described above, after the end of the non-advantageous effect state and the distribution effect state, for example, after 0 to 96 games have elapsed, the precursor effect starts. After the end of the precursor effect, that is, after the non-advantageous effect state and the distribution effect state have ended, for example, after 32 to 128 games have elapsed, it can transition to almost the normal AT effect state. Therefore, if the game continues without transitioning to the normal AT effect state in the normal effect state, within a predetermined number of games (for example, 1628 games), it will transition to the normal AT effect state. Due to such a ceiling function, even if the player unfortunately consumes a large number of electronic medals, they can obtain a sense of security that they can receive relief measures. In addition, when the normal effect state is consumed to a certain extent, the expected number of medals obtained when the game continues increases, and the game will continue until the ceiling (for example, 1628 games), so the operating rate of the slot machine 100 can be improved.
[0139] In addition, the predetermined number of games (for example, 96 to 1628 games) in such a ceiling function is determined at the following timing. For example, when directly transitioning from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games (for example, 96 to 1628 games) of the ceiling function in the normal performance state when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-favorable performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games (for example, 96 to 1628 games) of the ceiling function in the normal performance state when transitioning from the distribution performance state to the normal performance state. However, unlike the case of transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-favorable performance state and the distribution performance state, since the probability of winning the AT lottery is high, it often waits for the passage of the block period and transitions to the precursor performance state, and the ceiling function is hardly executed.
[0140] Also, in the above-described embodiment, as an example of the winning probability of the AT lottery in the normal performance state, when transitioning from the non-favorable performance state to the normal performance state, the probability is high (for example, 1 / 8), and when directly transitioning from the normal AT performance state to the normal performance state, the probability is low (for example, 1 / 4000). However, it is not limited to such a case. For example, when directly transitioning from the normal AT performance state to the normal performance state, although the winning probability of the AT lottery at the start of the normal performance state is low, it may be assumed that there is a case where it transitions to a high probability by a promotion lottery, and further, it may be assumed that there is a case where it transitions to a low probability by a demotion lottery. Also, when directly transitioning from the normal AT performance state to the normal performance state, it may be assumed that the winning probability of the AT lottery becomes high from the start of the normal performance state by satisfying a predetermined condition such as winning the lottery.
[0141] (Operation example of the counting switch 126) As described above, by operating the count switch 126, the player can transfer (send) some or all of the electronic medals (number of game medals) held in the slot machine 100 to the dedicated unit 300. Operations of the count switch 126 include a short press operation in which the ON time is less than 500 msec and a long press operation in which it is continuously ON for 500 msec or more. In the short press operation of the count switch 126, one electronic medal is counted (transferred) from the number of game medals for each operation, and in the long press operation, electronic medals are counted 50 at a time at the timing (hereinafter simply referred to as the "count timing") of issuing a count notification every 300 msec after 500 msec of being ON. Therefore, the player can transfer a large number of electronic medals to the dedicated unit 300 by performing a long press operation.
[0142] In such a long press operation, the number of electronic medals that can be transferred per unit time is determined. This is because if a large number of electronic medals can be transferred at once, the impact when some problem occurs will be greater, and also the damage in case of fraud (cheating) will be greater. In the counting process based on the long press operation, the number of game medals is divided into groups of 50 and repeatedly counted at intervals of 300 msec, so the store clerk at the hall can easily grasp that the counting process is being executed, and it becomes possible to prevent fraud.
[0143] However, if the number of electronic medals that can be transferred per unit time is determined in this way, the more game medals the player tries to transfer, the longer the counting process will take. For example, if the number of game medals is 5000, the count notification every 300 msec will be repeated 100 times (5000 pieces / 50 pieces), so it will take 30 seconds to complete the counting process. The player has to continuously keep the count switch 126 ON during this time to maintain the long press operation. If the count switch 126 is turned OFF during the counting process based on the long press operation, the counting process itself will stop.
[0144] Therefore, in addition to short-press operations and long-press operations, a "total count operation" is provided as an operation mode here. The total count operation is equal to the long-press operation in that the counting process is continuously performed at a predetermined cycle, but it is more convenient than the long-press operation in that the counting process can be continued without continuously operating the count switch 126. Hereinafter, the flow of the counting process based on each of the short-press operation, long-press operation, and total count operation will be described. Note that the counting process based on the short-press operation is referred to as "single count process", the counting process based on the long-press operation is referred to as "continuous count process", and the counting process based on the total count operation is referred to as "total count process". Also, the continuous count process and the total count process may be collectively referred to as "plural count processes" in that multiple counting processes are possible every 300 msec.
[0145] FIG. 12 is a timing chart for explaining the flow of the counting process when the count switch 126 is short-pressed. The medal count update means 274 on the medal count control board 260 determines (monitors) the operation state of the count switch 126 at a predetermined cycle (for example, at 1 msec intervals), and executes the counting process based on whether the count switch 126 is ON or OFF, and the time for which the ON state continues. Note that, for preventing chattering of the count switch 126, if the count switch 126 is in the OFF state, the medal count update means 274 measures the time for which the ON state continues after detecting a physical ON edge, and determines that it has become ON (control ON edge) only when the ON state has continued for 16 msec or more. Also, if the count switch 126 is in the ON state, the medal count update means 274 measures the time for which the ON state continues, and determines that it has become OFF (control OFF edge) only when it has been confirmed that the ON state has continued for 16 msec or more at the time of detecting a physical OFF edge. Therefore, even if the medal count update means 274 detects a physical OFF edge, if the previous ON state has not continued for 16 msec or more, it determines that no operation has been performed on the count switch 126. 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.
[0146] As shown in FIG. 12, when the player turns on the count switch 126, the medal count update means 274 sets the operation state flag to 1 (short press) in response to the ON edge of the count switch 126. Here, the operation state flag is a flag indicating the operation state of the count switch 126 by the player. 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 "total count", and 4 indicates that the total count operation is cancelled and corresponds to the operation state of waiting for the count switch 126 to turn OFF, which is "total count cancellation". Also, the medal count update means 274 measures the time from the ON edge of the count switch 126 using a count timer.
[0147] Then, when the player turns off the count switch 126, the medal count update means 274 refers to the count timer in response to the OFF edge of the count switch 126. If the time from the ON edge of the count switch 126 has not reached 500 msec, it determines that the player's operation is a short press operation and executes a single count process. Specifically, the medal count update means 274 sets the count reservation flag to 1 (single) in response to the OFF edge of the count switch 126. Here, the count reservation flag is a flag for reserving the first count process. 0 indicates that no count process is reserved, 1 indicates the reservation of the first single count process, 2 indicates the reservation of the first continuous count process, and 3 indicates the reservation of the first total count process. In this way, by setting the count reservation flag, the first count process is executed in response to the arrival of the count timing. Subsequently, the medal count update means 274 sets the operation state flag to 0 (non-operation) to cancel the short press operation.
[0148] Note that, as will be described later, in this embodiment, the medal count update means 274 switches the operation state flag from 1 (short press) to 2 (long press) at the timing when the time from the ON edge of the count switch 126 reaches 500 msec. Therefore, instead of referring to the count timer, the medal count update means 274 can also determine that the time from the ON edge of the count switch 126 has not reached 500 msec by confirming that the operation state flag is 1 (short press).
[0149] After the OFF edge of the count switch 126 in such a short press operation by the player, when the count timing arrives, based on the fact that 1 (single count process) is set in the count reservation flag, the medal count update means 274 sets "1" in the counted medal count of the count notification, resets the count reservation flag to 0, for example, subtracts 1 from the current number of game medals "171", and updates the number of game medals to "170". The command transmission / reception means 272 transmits the count notification with the counted medal count set to the dedicated unit 300. In this way, the single count process is executed. Accordingly, the number of game medals "170" is displayed on the game medal number display device 128.
[0150] Here, the timing of the OFF edge of the count switch 126 determined to be a short press operation is different from the count timing. Therefore, in the short press operation, the count reservation flag is set to 1 in response to the OFF edge of the count switch 126, and the transfer of one digitized medal is reserved. Then, when the count timing arrives, one count process is performed based on the fact that the count reservation flag is 1. With such a configuration, even if the timing of the OFF edge of the count switch 126 determined to be a short press operation is different from the count timing, it is possible to surely execute the single count process at the count timing. Also, for example, even if multiple short press operations are detected between the count timings due to chattering of the count switch 126, the count reservation flag does not change from the once-set 1, so it is possible to surely execute only one count process.
[0151] Also, here, single counting processing 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, for example, even if the counting timing arrives during the short-press operation, the single counting processing is not executed at that counting timing, and the single counting processing is executed only at the counting timing that first arrives after the OFF edge of the counting switch 126 in the short-press operation.
[0152] In addition, when the counting timing arrives and the counting process is executed, the medal count updating means 274 sets the value of the main control transmission buffer, which is the storage area of the medal RAM 260c, and transmits a command to the command transmission / reception means 272 in order to transmit to the main CPU 200a that the counting process has been executed.
[0153] FIG. 13 is an explanatory diagram for explaining the main control transmission buffer. As shown in FIG. 13, the main control transmission buffer is composed of 8 bits (1 byte) and is used to manage the state of the number of game medals. The number of inserted medals, which is the total number of digitized medals for which the insertion has already been completed, is assigned to bits 1 and 0 of the main control transmission buffer. When the number of inserted medals is 0, the values of bits 1 and 0 are 00b; when it is 1, the values of bits 1 and 0 are 01b; when it is 2, the values of bits 1 and 0 are 10b; and when it is 3, the values of bits 1 and 0 are 11b. "Total count processing" is assigned to bit 2 of the main control transmission buffer. Therefore, bit 2 becomes 1b during the execution of the total count processing. "Continuous count processing" is assigned to bit 3 of the main control transmission buffer. Therefore, bit 3 becomes 1b during the execution of the continuous count processing. Since its operation is the same as that of the continuous count processing, during the execution of the total count processing, in addition to bit 2, bit 3 is also set to 1b. "Single count processing" is assigned to bit 4 of the main control transmission buffer. Therefore, bit 4 becomes 1b when the single count processing is executed. "Lending processing" is assigned to bit 5 of the main control transmission buffer. Therefore, bit 5 becomes 1b during the execution of the lending processing. "ACK", which is for the medal CPU 260a to reply to the main CPU 200a that the command has been normally received when the medal CPU 260a receives a command from the main CPU 200a, is assigned to bit 6 of the main control transmission buffer. Whether or not to clear the number of game medals is assigned to bit 7 of the main control transmission buffer. For example, when starting up with the number of game medals in a backed-up state (not cleared), bit 7 becomes 0b; when starting up with the number of game medals cleared, bit 7 becomes 1b. Such information of bit 7 is maintained until the command transmission / reception means 272 transmits a command to the main CPU 200a after power-on, and is set to 0b after the command is transmitted. The information of bit 7 is used to convey to the main CPU 200a that the number of game medals has been cleared to 0.
[0154] The medal count update means 274 updates the main control transmission buffer, for example, in response to the execution of the counting process or the lending process. Then, when a value is set in the main control transmission buffer in response to the counting process or the lending process, that is, when 1b is set in any of bits 5 to 2 of the main control transmission buffer, the command transmission / reception means 272 transmits a medal status command to the main CPU 200a. Such a medal status command is represented by 4 bytes. The value of the main control transmission buffer is set as it is in the first byte of the medal status command. The number of game medals is set in the second and third bytes of the command. The result of the checksum is set in the fourth byte of the command. Then, after transmitting the medal status command, the command transmission / reception means 272 resets bits 5 to 2 of the main control transmission buffer (overwrites with 0000b).
[0155] Here, bits 4 to 2 of the main control transmission buffer related to the counting process and the number of game medals are mentioned. For the other bits 7 to 5, 1, and 0 of the main control transmission buffer, since their relevance to this embodiment is low, the description thereof is omitted.
[0156] Therefore, as shown in FIG. 12, when the counting timing arrives, the medal count update means 274 sets 1 (single counting process) in the counting reservation flag, and based on this, sets 1b in bit 4 (single counting process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 100b. When setting 1b in a specific bit (for example, bit 4), the logical sum of the value of the main control transmission buffer and an 8-bit value (for example, 00010000b) where the specific bit is 1b and the other bits are 0b may be calculated, and the calculation result may be overwritten in the main control transmission buffer. When setting 0b in a specific bit (for example, bit 4), the logical product of the value of the main control transmission buffer and an 8-bit value (for example, 11101111b) where the specific bit is 0b and the other bits are 1b may be calculated, and the calculation result may be overwritten in the main control transmission buffer.
[0157] The command transmission / reception means 272 generates a medal status command in response to 1b being set in any of bits 4 to 2 of the main control transmission buffer. Here, the command transmission / reception means 272 simply duplicates the value of the main control transmission buffer whose values of at least bits 4 to 2 are 100b as the data of the main control transmission buffer (hereinafter simply referred to as "main control transmission data") to the first byte of the medal status command. Also, the command transmission / reception means 272 duplicates the number of game medals after counting to the second and third bytes of the medal status command. Further, the command transmission / reception means 272 executes a checksum for the first to third bytes of the medal status command and sets the check result to the fourth byte of the medal status command. Then, the command transmission / reception means 272 transmits the generated medal status command to the main CPU 200a and resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, it is indicated that the single-count process has been executed and the number of game medals after counting is transmitted to the main CPU 200a.
[0158] Upon receiving the command, the main CPU 200a attaches information that can identify that the command transmitted from the medal number control board 260 (medal status command) to the sub CPU 240a, and transmits a command indicating that the single-count process has been executed and the number of game medals after counting. Then, 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 effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the single-count process.
[0159] Specifically, in response to bit 4 (single-count processing) of the main control transmission data in the command being 1b, the effect control means 254 of the sub-CPU 240a, for example, displays the message "Single-count completed" and the number of game medals "170" after the single-count processing on the liquid crystal display unit 132, and deletes the display after a predetermined time from the command reception or in response to an operation of a switch by the player. Further, in response to bit 4 (single-count processing) of the main control transmission data in the command being 1b, the effect control means 254, for example, outputs a predetermined counting sound (e.g., short sound "Piroッ") from the speaker 134 for a predetermined time. Further, in response to bit 4 (single-count processing) of the main control transmission data in the command being 1b, the effect control means 254, for example, causes the effect lamp 136 to emit light in a predetermined emission color for a predetermined time.
[0160] Here, as shown in FIG. 12, the medal number update means 274 determines that it is a short press operation not at the ON edge of the count switch 126 but at the OFF edge of the count switch 126. Therefore, if the OFF edge of the count switch 126 is not detected until the time from the ON edge of the count switch 126 becomes 500 msec or more, the single-count processing is not executed. However, not limited to such a case, the medal number update means 274 may determine that it is a short press operation at the ON edge of the count switch 126. In this case, in response to the ON edge of the count switch 126, first, the single-count processing is executed based on the short press operation, and then, when the time from the ON edge of the count switch 126 becomes 500 msec or more, the continuous count processing is executed based on the long press operation.
[0161] FIG. 14 is a timing chart for explaining the flow of the count processing when the count switch 126 is long-pressed.
[0162] As shown in FIG. 14, when the player turns on the counting switch 126, the medal count updating means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126. Also, the medal count updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.
[0163] When the time from the ON edge of the counting switch 126 reaches 500 msec or more, the medal count updating means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count updating means 274 switches the operation state flag from 1 (short press) to 2 (long press). Also, the medal count updating means 274 sets 2 (continuous counting processing) in the counting reservation flag to reserve continuous counting processing.
[0164] Then, the medal count updating means 274 refers to the operation state flag at the counting timing. If the operation state flag is set to 2, the medal count updating means 274 sets "50" in the counted medal count for the counting notification. Also, the medal count updating means 274 subtracts 50 from the current game medal count, for example, "170", and updates the game medal count to "120". Accordingly, the game medal count "120" is displayed on the game medal count display device 128. The command transmission / reception means 272 transmits the counting notification with the counted medal count set to the dedicated unit 300. Since it is not necessary to keep the counting reservation flag when the first continuous counting processing is executed, the medal count updating means 274 resets the counting reservation flag to 0. After that, the medal count updating means 274 executes continuous counting processing each time the counting timing arrives. Therefore, the game medal count is subtracted by 50 each time and changes like "70" → "20". When the game medal count is less than 50, for example, "20", the medal count updating means 274 sets all the remaining game medal count "20" in the counted medal count for the counting notification at the counting timing. Accordingly, the game medal count becomes 0, and the continuous counting processing by the long press operation ends.
[0165] 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 updating means 274 sets the operation state flag to 0 (non-operation) in response to the OFF edge of the counting switch 126.
[0166] Here, the timing determined to be a long-press operation (the time from the ON edge is 500 msec) is different from the counting timing. Therefore, the medal count updating means 274 sets the operation state flag to 2 at the timing determined to be a long-press operation, and at each counting timing, based on the fact that the operation state flag is 2, a continuous counting process of 50 sheets is performed. With such a configuration, even if the timing determined to be a long-press operation is different from the counting timing, the medal count updating means 274 can surely execute the counting process at the counting timing.
[0167] Also, here, the medal count updating means 274 sets the counting reservation flag to 2 when the time from the ON edge of the counting switch 126 has elapsed 500 msec, and reserves a continuous counting process of 50 sheets. Then, when the counting timing arrives, a continuous counting process of 50 sheets is performed based on the fact that the counting reservation flag is 2. With such a configuration, even if the counting switch 126 is turned off after the time from the ON edge has elapsed 500 msec and before the next counting timing arrives, at least one continuous counting process is performed 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 long-pressed.
[0168] Also, medal count update means 274 refers to the operation state flag at the counting timing. If the operation state flag is set to 2 (long press), it sets 1b to bit 3 (continuous counting process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 010b. In response to any of bits 4 to 2 of the main control transmission buffer being set to 1b, command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command, and transmits the medal state command to main CPU 200a. Then, command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Thus, as shown in FIG. 14, while the count switch 126 is ON, each time the counting timing arrives, through the medal state command, it is notified that the continuous counting process has been executed and the number of game medals after counting has been transmitted to main CPU 200a.
[0169] Main CPU 200a that has received the command transmits a command to that effect to sub CPU 240a. Then, sub CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0170] Specifically, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254 of the sub-CPU 240a, for example, displays on the liquid crystal display unit 132 a message "Counting" and the number of gaming medals "120" after the first completion of the continuous counting process, and updates the display of the number of gaming medals as "70" → "20" each time a command is received. Further, when the number of gaming medals becomes 0 by the continuous counting process, the effect control means 254 displays on the liquid crystal display unit 132 a message "Counting completed" and the number of gaming medals "0", and deletes the display after a predetermined time from the command reception or in response to an operation of a switch by the player. Further, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254, for example, outputs a predetermined counting sound from the speaker 134 until the number of gaming medals becomes 0 by the continuous counting process. Further, when the number of gaming medals becomes 0 by the continuous counting process, the effect 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. Further, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254, for example, causes the effect lamp 136 to emit light in a predetermined emission color until the number of gaming medals becomes 0 by the continuous counting process.
[0171] Note that the effect control means 254 can specify the number of gaming medals counted by subtracting the number of gaming medals after counting included in the current command from the number of gaming medals after counting included in the previous command. Therefore, based on the subtracted value, the effect control means 254 can, for example, confirm that the subtracted value is 1 sheet in the case of single counting process, and confirm that the subtracted value is 50 sheets (except when the number of gaming medals after counting is 0 sheets) in the case of continuous counting process or total counting process, and thus can grasp that the counting process is being executed correctly.
[0172] In the above-described embodiment, the medal count update means 274 ends the counting process when the number of game medals reaches 0 in the continuous counting process. Also, for example, when the VL connection signal becomes OFF (lending device connection error) as described above, or when it is no longer "during playable games", the medal count update means 274 stops the counting process. In this case, the error code "EL" is displayed on the main segment display unit 130, and a message indicating that a connection error has occurred with the dedicated unit 300 is displayed on the liquid crystal display unit 132. Also, when the player turns off the count switch 126 during a long-press operation, the medal count update means 274 stops the continuous counting process on the assumption that the player has intentionally interrupted the counting process. Hereinafter, the flow of the counting process when the player turns off the count switch 126 while the continuous counting process is being executed by the long-press operation will be described.
[0173] FIG. 15 is a timing chart for explaining another flow of the counting process when the count switch 126 is long-pressed.
[0174] As shown in FIG. 15, when the player turns on the count switch 126, the medal count update means 274 once sets the operation state flag to 1 (short press) in response to the ON edge of the count switch 126. Also, the medal count update means 274 measures the time from the ON edge of the count switch 126 using a count timer.
[0175] Then, when the time from the ON edge of the count switch 126 reaches 500 msec or more, the medal count update means 274 determines that the player's operation is a long-press operation and executes the continuous counting process. Specifically, the medal count update means 274 switches the operation state flag from 1 (short press) to 2 (long press). Also, the medal count update means 274 sets 2 (continuous counting process) in the count reservation flag to reserve the continuous counting process.
[0176] And medal count update means 274 refers to the operation state flag at the counting timing. When the operation state flag is set to 2, it sets "50" to the counted medal number of the count notification. Also, medal count update means 274 subtracts 50 from the current game medal number "170", for example, and updates the game medal number to "120". Accordingly, the game medal number "120" is displayed on the game medal number display device 128. Command transmission / reception means 272 transmits the count notification with the counted medal number set to the dedicated unit 300. Note that when the first continuous counting process is executed, there is no need to leave the count reservation flag, so medal count update means 274 resets the count reservation flag to 0. After that, medal count update means 274 executes the continuous counting process each time the counting timing comes. Therefore, the game medal number is subtracted by 50 and updated to "70". Accordingly, the game medal number "70" is displayed on the game medal number display device 128.
[0177] Here, if the player turns off the count switch 126 before the time from the ON edge of the count switch 126 reaches 4000 msec, medal count update means 274 sets the operation state flag to 0 (non-operation) in response to the OFF edge of the count switch 126 and releases the long-press operation. Thus, the continuous counting process stops.
[0178] Also, the medal count update means 274 refers to the operation status flag at the counting timing. If the operation status flag is set to 2 (long press), it sets 1b to bit 3 (continuous counting process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 010b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal status command, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in FIG. 15, while the counting switch 126 is turned on and until it is turned off, each time the counting timing arrives, through the medal status command, it is notified that the continuous counting process has been executed and the number of game medals after counting has been transmitted to the main CPU 200a.
[0179] The main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, the sub CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0180] Specifically, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game medals "120" after the completion of the first continuous counting process on the liquid crystal display unit 132. In response to bit 3 (continuous counting process) of the main control transmission data in the next command being 1b, the display of the number of game medals is updated to "70", and after a predetermined time from the command reception or in response to the operation of a switch by the player, the display is deleted. Further, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254 outputs, for example, a predetermined counting sound from the speaker 134 until the continuous counting process stops. Further, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254 causes the effect lamp 136 to emit light in a predetermined emission color until the continuous counting process stops.
[0181] Here, the effect control means 254 can determine that the continuous counting process has been interrupted (ended) based on the fact that it did not receive a command from the main CPU 200a at the timing when it should have received a command indicating that the continuous counting process has been originally executed (for example, it did not receive a command for 400 msec). Here, as the timing for determining that a command has not been received, the point in time when 400 msec has elapsed since the previous command reception is cited. However, it is not limited to such a case, and it can be set to the point in time when an arbitrary value of, for example, 310 msec or more, which is the interval at which the medal CPU 260a transmits a command to the main CPU 200a plus the transmission delay, has elapsed. Further, when the counting switch 126 is continuously turned ON / OFF, there is a possibility of receiving a command indicating that the continuous counting process has been executed at an interval of 600 msec. Therefore, as the timing for determining that a command has not been received, it is preferably set to less than 600 msec, for example, 590 msec, since the previous command reception. Note that even if the counting switch 126 is continuously turned ON / OFF, if the second operation is determined to be a short press operation, a command indicating that the continuous counting process has been executed will not be continuously received, so no problem will occur.
[0182] FIG. 16 is a timing chart for explaining the flow of the counting process when the counting switch 126 is fully counted.
[0183] As shown in FIG. 16, when the player turns ON the counting switch 126, the medal number update means 274 once sets the operation state flag to 1 (short press) in response to the ON edge of the counting switch 126. Further, the medal number update means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.
[0184] When the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal count updating means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count updating means 274 switches the operation state flag from 1 (short press) to 2 (long press). Also, the medal count updating means 274 sets 2 (continuous counting processing) in the counting reservation flag to reserve continuous counting processing.
[0185] Then, at the counting timing, the medal count updating means 274 refers to the operation state flag. If the operation state flag is set to 2, the medal count updating means 274 sets "50" in the counted medal count of the counting notification. Also, the medal count updating means 274 subtracts 50 from the current number of game medals, for example, "1020", and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal number display device 128. The command transmission / reception means 272 transmits the counting notification with the counted medal count set to the dedicated unit 300. Since it is not necessary to leave the counting reservation flag when the first continuous counting processing is executed, the medal count updating means 274 resets the counting reservation flag to 0. After that, the medal count updating means 274 executes the continuous counting processing at each counting timing. Therefore, the number of game medals is subtracted by 50 each time, and changes as "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0186] 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 count updating means 274 determines that the player's operation is a full counting operation and executes full counting processing. Specifically, the medal count updating means 274 switches the operation state flag from 2 (long press) to 3 (full counting).
[0187] Here, as the switching condition to the total counting operation, it is described by taking the time from the ON edge of the counting switch 126 being 4000 msec or more as an example. However, the time is not limited to 4000 msec and can be arbitrarily determined as long as it is a time during which it can be determined that the counting switch 126 has been ON for a certain period. Further, the medal count updating means 274 may determine whether or not the switching condition to the total counting operation is satisfied based on another trigger corresponding to 4000 msec (for example, the number of arrivals of the counting timing described later, etc.).
[0188] Then, the medal count updating means 274 refers to the operation state flag at the counting timing. When the operation state flag is set to 3, similar to when the operation state flag is set to 2, it sets "50" to the counted medal count of the counting notification. Further, the medal count updating means 274 subtracts 50 from, for example, the current number of game medals "470" and updates the number of game medals to "420". Accordingly, the number of game medals "420" is displayed on the game medal number display device 128. The command transmission / reception means 272 transmits the counting notification with the counted medal count set to the dedicated unit 300. The medal count updating means 274 executes the counting process involved each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time and changes as "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Then, when the number of game medals is less than 50, for example, when it becomes "20", the medal count updating means 274 sets all the remaining game medals "20" to the counted medal count at the counting timing. Accordingly, 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 count updating means 274 sets the operation state flag to 0 (non-operation) to cancel the total counting operation.
[0189] Thus, when the operation state is determined to be the total count operation, the player can perform the same count process as the long-press operation without continuously operating the count switch 126. For example, as shown in FIG. 16, even if the player turns off the count switch 126 after the operation state flag is switched to 3, the count process continues without interruption and continues to count until the number of game medals becomes 0.
[0190] Here, the timing at which the total count operation is determined (the time from the ON edge is 4000 msec) is different from the count timing. Therefore, the medal count update means 274 sets the operation state flag to 3 at the timing when the total count operation is determined, and performs a count process of 50 sheets based on the fact that the operation state flag is 3 each time the count timing occurs. With such a configuration, even if the timing at which the total count operation is determined is different from the count timing, the medal count update means 274 can surely execute the count process at the count timing.
[0191] Also, the medal count update means 274 refers to the operation state flag at the count timing. If the operation state flag is set to 2 (long press), it sets 1b to bit 3 (continuous count process) of the main control transmission buffer and sets the values of bits 4 to 2 to 010b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command and transmits the medal state command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.
[0192] Also, when the operation state flag changes from 2 (long press) to 3 (total count), the medal count update means 274 sets 1b in bits 2 (total count process) and 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command, and transmits the medal state command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, at the counting timing, the medal count update means 274 refers to the operation state flag, and if the operation state flag is set to 3 (total count), it sets 1b in bits 2 (total count process) and 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command, and transmits the medal state command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Thus, as shown in FIG. 16, when the time from the ON edge of the count switch 126 becomes 4000 msec or more and the operation state flag changes from 2 (long press) to 3 (total count), it is transmitted to the main CPU 200a that the total count process has started through the medal state command. Also, as shown in FIG. 16, during the period from when the count switch 126 is turned ON until the count process ends, every time the count timing arrives, it is transmitted to the main CPU 200a that the continuous count process and the total count process have been executed through the medal state command, and the number of game medals after counting.
[0193] The main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, the sub CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the count process.
[0194] In response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254 of the sub-CPU 240a, for example, displays the message "Counting" and the number of gaming medals "970" after the completion of the first continuous counting process on the liquid crystal display unit 132, and updates the display of the number of gaming medals as "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" each time a command is received. Also, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is 1b, the effect control means 254 updates the display of the message "Counting" to the message "Total Counting" (it is also possible to display with additional messages such as "The counting switch can be turned off"). The effect control means 254 continues to update the display of the number of gaming medals as "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20" each time a command is received. Further, when the number of gaming medals becomes 0 due to the total counting process, the effect control means 254 displays the message "Total Counting End" and the number of gaming medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time from the command reception or in response to an operation of a switch by the player. Also, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254, for example, outputs a predetermined counting sound from the speaker 134 until the number of gaming medals becomes 0 by the continuous counting process. Further, when the number of gaming medals becomes 0 by the continuous counting process, the effect 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. Here, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 1b, the effect control means 254 may execute a specific effect of changing the sound output from the speaker 134 or outputting a specific sound for notifying that the process has shifted to the total counting process. Also, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254, for example, causes the effect lamp 136 to emit light in a predetermined emission color until the number of gaming medals becomes 0 by the continuous counting process.Here, the effect control means 254 may change the emission color of the illumination lamp 136 that is emitting light, output a specific emission color that notifies that the total count process has been shifted to, or execute a specific effect that notifies that the total count process has been shifted by a change in the lighting mode, in response to bit 2 (total count process) of the main control transmission data in the command becoming 1b. Further, the effect control means 254 may determine that the total count process has ended in response to bit 2 (total count process) of the main control transmission data in the command becoming 0b in a situation where the effect based on the total count process is continuously being executed, and cause a dedicated effect (such as an end sound) to be executed from the speaker 134 and the illumination lamp 136.
[0195] Note that the effect control means 254 may change the counting sound output from the speaker 134, for example, each time a command is received, or each time a command is received a predetermined number of times (for example, 2 times), in order to notify the player of the progress of the plurality of counting processes. For example, the effect control means 254 can appeal to the player that a large number of medalized medals are being counted by repeating stepwise counting sounds such as "do", "re", "mi", "fa", "so", "la", "si", "do".
[0196] The player can grasp that the total count process has been shifted and that the count process can be continued even when the count switch 126 is turned off, based on such changes in the display of the liquid crystal display unit 132, changes in the sound output from the speaker 134, and changes in the light emission mode of the illumination lamp 136.
[0197] In the above-described embodiment, the count process has ended because the number of game medals has become 0 in the total count process. Further, when the VL connection signal becomes OFF as described above, or when it is no longer "while the game is possible", the medal number update means 274 stops the count process.
[0198] Incidentally, as described above, the total count operation is an operation in which the total count process continues even when the count switch 126 is turned off. Therefore, unlike the long-press operation, the count process is not stopped by turning off the count switch 126. However, if the continuous count process can be stopped in the long-press operation but the total count process cannot be stopped in the total count operation, the convenience will be poor. Therefore, in the total count process, a function is added that allows the player to stop the total count process by the ON edge by turning on the count switch 126 again after once turning off the count switch 126. Hereinafter, the flow of the count process when the player further turns on the count switch 126 in a state where the total count process is being executed by the total count operation will be described.
[0199] FIG. 17 is a timing chart for explaining another flow of the count process when the count switch 126 is subjected to the total count operation.
[0200] As shown in FIG. 17, when the player turns on the count switch 126, the medal count update means 274 temporarily sets the operation state flag to 1 (short press) in response to the ON edge of the count switch 126. Further, the medal count update means 274 measures the time from the ON edge of the count switch 126 with a count timer.
[0201] When the time from the ON edge of the count switch 126 becomes 500 msec or more, the medal count update means 274 determines that the player's operation is a long-press operation and executes the continuous count process. Specifically, the medal count update means 274 switches the operation state flag from 1 (short press) to 2 (long press). Further, the medal count update means 274 sets 2 in the count reservation flag to reserve the continuous count process.
[0202] Then, medal count update means 274 refers to the operation status flag at the counting timing. When the operation status flag is set to 2, it sets "50" to the counted medal count of the count notification. Also, medal count update means 274 subtracts 50 from the current number of game medals, for example, "1020", and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal count display device 128. Command transmission / reception means 272 transmits the count notification with the counted medal count set to the dedicated unit 300. Since there is no need to leave the count reservation flag when the first continuous counting process is executed, medal count update means 274 resets the count reservation flag to 0. After that, medal count update means 274 executes the continuous counting process each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, and changes as "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0203] Then, when the player keeps the count switch 126 ON and the time from the ON edge of the count switch 126 becomes 4000 msec or more, medal count update means 274 determines the player's operation as a full count operation and executes the full count process. Specifically, medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full count).
[0204] Then, medal count update means 274 refers to the operation status flag at the counting timing. When the operation status flag is set to 3, it sets "50" to the counted medal count of the count notification. Also, medal count update means 274 subtracts 50 from the current number of game medals, for example, "470", and updates the number of game medals to "420". Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. Command transmission / reception means 272 transmits the count notification with the counted medal count set to the dedicated unit 300. Medal count update means 274 executes the counting process each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, and changes as "370" → "320" → "270" → "220".
[0205] In this way, when the operation state is determined to be the total counting operation, the player can perform the counting process similar to the long-press operation without continuously operating the counting switch 126. For example, as shown in FIG. 17, even if the player turns off the counting switch 126 after the operation state flag is switched to 3, the counting process continues without interruption and continues to count until the number of game medals becomes 0.
[0206] Here, assume that after the player turns off the counting switch 126, the player turns on the counting switch 126 again. The medal number updating means 274 sets the operation state flag to 4 (total counting cancellation) in response to the ON edge of the counting switch 126. 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.
[0207] In such total counting process, when the counting switch 126 is turned on again, it is only necessary to stop the total counting process according to the operation of the counting switch 126. Therefore, it is not necessary to determine the second ON of the counting switch 126 as a short-press operation, a long-press 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 updating means 274 does not determine it as a short-press operation, a long-press 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 is 500 msec or more, the continuous counting process is not started, and then, even if the counting switch 126 is turned off, the single counting process is not executed in response to the OFF edge.
[0208] Further, medal count update means 274 refers to the operation state flag at the counting timing. When the operation state flag is set to 2 (long press), it sets 1b to bit 3 (continuous counting process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 010b. In response to any of bits 4 to 2 of the main control transmission buffer being set to 1b, command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command, and transmits the medal state command to main CPU 200a. Then, command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.
[0209] Further, when the operation state flag changes from 2 (long press) to 3 (total count), the medal count update means 274 sets 1b in bit 2 (total count process) and bit 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command, and transmits the medal state command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, the medal count update means 274 refers to the operation state flag at the counting timing, and when the operation state flag is set to 3 (total count), sets 1b in bit 2 (total count process) and bit 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal state command, and transmits the medal state command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, when the counting switch 126 is turned on again, the medal count update means 274 sets bits 4 to 2 of the main control transmission buffer to 000b as command information notifying the end of the total count process, and transmits the medal state command. When the total count process ends (when none of the single count process, continuous count process, and total count process are performed), bits 4 to 2 of the main control transmission buffer all become 0b, and there is no data as a trigger for transmitting the medal state command. However, due to special processing at the end of the total count process described later, a medal state command in which bits 4 to 2 of the main control transmission data are 000b is transmitted. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.Thus, as shown in FIG. 17, when the time from the ON edge of the counting switch 126 becomes 4000 msec or more and the operation state flag changes from 2 (long press) to 3 (total count), it is transmitted to the main CPU 200a that the total count process has been started through the medal state command. Also, as shown in FIG. 17, when the counting switch 126 is turned ON, turned OFF after 4000 msec, and then turned ON again until the total count process is canceled, each time the counting timing arrives, it is transmitted to the main CPU 200a that the continuous count process and the total count process have been executed through the medal state command, and the number of game medals after counting. Also, as shown in FIG. 17, when the counting switch 126 is turned ON again, it is transmitted to the main CPU 200a that the total count process has been completed through the medal state command.
[0210] Here, an example has been described in which the medal number update means 274 sets 1b not only to bit 2 (total count process) but also to bit 3 (continuous count process) of the main control transmission buffer and sets the values of bits 4 to 2 to 011b while the total count process is being performed. However, not limited to such a case, it is sufficient if it can be transmitted that the total count process is being executed, and the medal number update means 274 may set 1b to bit 2 (total count process) of the main control transmission buffer and set the values of bits 4 to 2 to 001b while the total count process is being performed.
[0211] The main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, the sub CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0212] In response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254 of the sub-CPU 240a, for example, displays the message "Counting" and the number of game medals "970" after the completion of the first continuous counting process on the liquid crystal display unit 132, and updates the display of the number of game medals as "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" every time a command is received. Also, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is 1b, the effect control means 254 updates the display of the message "Counting" to the message "Total Counting". The effect control means 254 continues to update the display of the number of game medals as "420" → "370" → "320" → "270" → "220" every time a command is received. Further, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is 0b, the effect control means 254 updates the display of the message "Total Counting" to the message "Total Counting End", and deletes the display after a predetermined time from receiving the command or in response to an operation of a switch by the player. Also, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254, for example, outputs a predetermined counting sound from the speaker 134 until the total counting process stops. Here, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 1b, the effect control means 254 may execute a specific effect of changing the sound output from the speaker 134 or outputting a specific sound for notifying the transition to the total counting process. Also, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 0b, the effect control means 254 may execute an end effect of changing the sound output from the speaker 134 or outputting a specific sound for notifying the stop of the total counting process. In response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the effect control means 254, for example, causes the effect lamp 136 to emit light in a predetermined emission color until the total counting process stops.Here, in response to bit 2 (total count process) of the main control transmission data in the command becoming 1b, the effect control means 254 may change the emission color of the effect lamp 136 that is emitting light, output a specific emission color that notifies that the total count process has been entered, or execute a specific effect that notifies that the total count process has been entered by blinking. Further, in a situation where the effect based on the total count process is continuously being executed, in response to bit 2 (total count process) of the main control transmission data in the command becoming 0b, the effect control means 254 may change the emission color of the effect lamp 136 that is emitting light, output a specific emission color that notifies that the total count process has stopped, or execute an end effect that notifies that the total count process has stopped by blinking.
[0213] The player can grasp that the total count process has been entered and that the count process can continue even when the count switch 126 is turned off, based on such changes in the display of the liquid crystal display unit 132, changes in the sound output from the speaker 134, and changes in the light emission mode of the effect lamp 136. Further, the player can grasp that the total count process stops when the count switch 126 is turned on again after turning off the count switch 126 following the entry into the total count process.
[0214] Note that since the timing at which it is determined that all counting has been canceled (the timing at which the counting switch 126 is turned on again) is independent of the counting timing, the possibility that the sub-CPU 240a receives a command at the timing when bit 2 (all counting process) of the main control transmission data becomes 0b overlaps with the timing of receiving a command according to the counting timing is low. However, if the timings for receiving both commands are close, the notification that all counting processing has stopped and the notification that counting processing has been executed may overlap, making it difficult for the player to recognize one of the notifications. Therefore, here, the notification that all counting processing has stopped is executed with priority over the notification that counting processing has been executed. For example, on the liquid crystal display unit 132, the message "All counting completed" is arranged in a higher layer than the display of the number of gaming medals, or a voice indicating that all counting processing has stopped is output from the speaker 134 with a higher volume than the voice indicating that counting processing has been executed, or the effect lamp 136 is lit in a lighting mode indicating that all counting processing has stopped. With such a configuration, the player can surely grasp that all counting processing has stopped. Also, it may be configured to display the timing when all counting processing has ended and the message notifying the end of all counting for a predetermined time, and start displaying a demo screen for attracting the next player at the timing when the display of the message has ended.
[0215] FIG. 18 is a flowchart showing an example of the flow of counting corresponding processing in the medal number control board 260. The counting corresponding processing is executed at a predetermined timer interrupt period (for example, at intervals of 1 msec).
[0216] (Step S400) The medal number update means 274 refers to the operation state flag and determines whether the operation state flag is 3 (all counting). As a result, 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.
[0217] (Step S401) The medal count update means 274 determines whether the counting switch 126 is ON. As a result, if the counting switch 126 is ON, the process proceeds to step S402, and if the counting switch 126 is not ON, the process proceeds to step S415.
[0218] (Step S402) The medal count update means 274 determines whether the counting switch 126 is an ON edge. As a result, if the counting switch 126 is an ON edge, the process proceeds to step S403, and if the counting switch 126 is not an ON edge, the process proceeds to step S404.
[0219] (Step S403) If the counting switch 126 is an ON edge, the medal count update means 274 temporarily sets 1 in the operation state flag assuming that the player's operation is a short press operation, and the process proceeds to step S429.
[0220] (Step S404) If the counting switch 126 is ON but it is determined in step S402 that it is not an ON edge, the medal count update means 274 determines whether the operation state flag is 4 (total count release). As a result, if the operation state flag is not 4, the process proceeds to step S405, and if the operation state flag is 4, the process proceeds to step S429 so as not to execute any counting process assuming that the total count operation has been released.
[0221] (Step S405) Subsequently, the medal count update means 274 determines whether the operation state flag is 2 (long press). As a result, 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.
[0222] (Step S406) The medal count update means 274 refers to the counting timer and determines whether 500 msec has elapsed since the ON edge of the counting switch 126. As a result, if 500 msec has elapsed, the process moves to step S407. If 500 msec has not elapsed, it is determined that the operation still corresponds to a short press operation, and the process moves to step S409 without changing the operation state flag.
[0223] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets 2 (long press) in the operation state flag, assuming that the operation is a long press operation.
[0224] (Step S408) Subsequently, the medal count update means 274 sets 2 (continuous counting process) in the counting reservation flag in order to execute at least one continuous counting process.
[0225] (Step S409) The medal count update means 274 increments the counting timer by 1 in order to measure the time from the ON edge of the counting switch 126, and moves the process to step S429. Here, since the timer interrupt period is set to 1 msec, by incrementing by 1, the time is measured by 1 msec increments.
[0226] (Step S410) When it is determined that 500 msec has elapsed since the ON edge of the counting switch 126 and the operation state flag is 2 (long press) in step S405, the medal count update means 274 refers to the counting timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. As a result, if 4000 msec has elapsed, the process moves to step S411. If 4000 msec has not elapsed, it is determined that the operation still corresponds to a long press operation, and the process moves to step S412 without changing the operation state flag.
[0227] (Step S411) If the time has elapsed 4000 msec since the ON edge of the counting switch 126, the medal count update means 274 sets 3 (total count) in the operation status flag, assuming that the operation is a total counting operation.
[0228] (Step S412) Subsequently, the medal count update means 274 determines whether it is the counting timing. As a result, if it is the counting timing, the process proceeds to step S413, and if it is not the counting timing, the process proceeds to step S409 without performing the counting process.
[0229] (Step S413) If it is the counting timing, the medal count update means 274 performs a plurality of counting processes (continuous counting process) based on the long-press operation. In such a plurality of counting processes, the values of bits 4 to 2 of the main control transmission buffer are set to 010b or 011b. Such a plurality of counting processes will be described in detail later.
[0230] (Step S414) The medal count update means 274 resets the counting reservation flag to 0 (no reservation), assuming that the continuous counting process based on the long-press operation has been executed at least once.
[0231] (Step S415) If 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 the counting timing. As a result, if the counting reservation flag is 1 and it is the counting timing, the process proceeds to step S416, and if the counting reservation flag is not 1 or it is not the counting timing, the process proceeds to step S418 without performing the single counting process.
[0232] (Step S416) If the counting reservation flag is 1 and it is the counting timing, the medal count update means 274 performs a single count process based on a short press operation. In such a single count process, the values of bits 4 to 2 of the main control transmission buffer are set to 100b. Such a single count process will be described in detail later.
[0233] (Step S417) Assuming that the single count process based on the short press operation has been executed, the medal count update means 274 resets the counting reservation flag to 0 (no reservation).
[0234] (Step S418) Subsequently, the medal count update means 274 determines whether the counting reservation flag is 2 (a long press operation has been performed, but the counting switch 126 has turned off before the counting timing arrives) and whether it is the counting timing. As a result, if the counting reservation flag is 2 and it is the counting timing, the multiple count process in step S413 is executed. If the counting reservation flag is not 2 or it is not the counting timing, the process proceeds to step S420 without performing the multiple count process. The multiple count process in step S413 will be described in detail later.
[0235] (Step S419) Assuming that the multiple count process based on the long press operation has been executed, the medal count update means 274 resets the counting reservation flag to 0 (no reservation).
[0236] (Step S420) The medal count update means 274 determines whether the counting switch 126 is an OFF edge. As a result, if the counting switch 126 is an OFF edge, the process proceeds to step S421. If the counting switch 126 is not an OFF edge, the process proceeds to step S429.
[0237] (Step S421) If the counting switch 126 is OFF and it is an OFF edge, the medal count updating means 274 determines whether the operation state flag is 1 (short press). As a result, 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.
[0238] (Step S422) Subsequently, the medal count updating means 274 sets 1 (single count process) in the count reservation flag in order to execute the single count process. Thus, in step S415, when the count reservation flag is 1 and the count timing is reached, the single count process in step S416 is executed.
[0239] (Step S423) The medal count updating means 274 sets 0 (non-operation) in the operation state flag in order to reset the short press operation and the long press operation in response to the OFF edge of the counting switch 126.
[0240] (Step S424) The medal count updating means 274 resets the count timer to 0 in response to the OFF edge of the counting switch 126, and also resets the multiple count times counter to 0, and the process proceeds to step S429. Such a multiple count times counter is a counter that counts the number of times the multiple count process has been executed.
[0241] (Step S425) When it is determined in step S400 that the operation state flag is 3, that is, when it is determined that all counting operations have been executed, without determining the ON / OFF of the counting switch 126 in step S401, the medal count updating means 274 determines whether the count timing has been reached. As a result, if it is the count timing, the multiple count process in step S413 is executed, and if it is not the count timing, the process proceeds to step S426 without performing the count process.
[0242] (Step S426) The medal count update means 274 determines whether the counting switch 126 is an ON edge. As a result, if the counting switch 126 is an ON edge, the process proceeds to step S427, and if the counting switch 126 is not an ON edge, the process proceeds to step S429.
[0243] (Step S427) If the counting switch 126 is an ON edge, the medal count update means 274 sets 4 (total count release) in the operation state flag assuming that all counting operations have been released. In addition, in response to setting the operation state flag to 4, the medal count update means 274 also sets the values of bits 4 to 2 of the main control transmission buffer. The values to be set in bits 4 to 2 of the main control transmission buffer will be described in detail later. Here, by setting the operation state flag to 4, even if the counting switch 126 is turned on for releasing all counting processes, the command transmission process S429 is skipped in step S404, so it is not determined that the operation of the counting switch 126 is, for example, a short press operation.
[0244] (Step S428) The medal count update means 274 resets the counting timer to 0 in response to the OFF edge of the counting switch 126. In addition, the medal count update means 274 also resets the multiple count number counter to 0 and proceeds to step S429.
[0245] (Step S429) The command transmission / reception means 272 transmits a medal state command to the main CPU 200a in response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, and ends the counting corresponding process. Such command transmission processing will be described in detail later.
[0246] FIG. 19 is a flowchart showing an example of the flow of the multiple counting process (S413).
[0247] (Step S413-1) The medal count update means 274 determines whether the number of game medals at that time is 50 or more. As a result, if the number of game medals is 50 or more, the process moves to step S413-2, and if the number of game medals is less than 50, the process moves to step S413-4.
[0248] (Step S413-2) If the number of game medals is 50 or more, the medal count update means 274 sets 50 for the count notification.
[0249] (Step S413-3) The medal count update means 274 increments the multiple count number counter by 1. The value of such a multiple count number counter can be used, for example, to change the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the emission color of the effect lamp 136 according to the number of times of the counting process.
[0250] (Step S413-4) If the number of game medals is less than 50, the medal count update means 274 sets all the game medals at that time for the count notification.
[0251] (Step S413-5) The medal count update means 274 determines whether the operation state flag is 3 (total count) and the count switch 126 is OFF. As a result, if the operation state flag is 3 and the count switch 126 is OFF, the process moves to step S413-6, and if the operation state flag is not 3 or the count switch 126 is ON, the process moves to step S413-7.
[0252] (Step S413-6) If the operation status flag is 3 and the counting switch 126 is OFF, the medal count updating means 274 resets the operation status flag to 0 (non-operation), assuming that the total counting process has ended. In addition, in response to setting the operation status flag to 0, the medal count updating means 274 also sets the values of bits 4 to 2 of the main control transmission buffer. The values to be set for bits 4 to 2 of the main control transmission buffer will be described in detail later.
[0253] (Step S413-7) The command transmission / reception means 272 transmits a count notification in which the counted medal count is set to the dedicated unit 300.
[0254] (Step S413-8) The medal count updating means 274 determines whether the operation status flag is 2 (long press). As a result, if the operation status flag is 2, the process proceeds to step S413-9, and if the operation status flag is not 2, that is, if the operation status flag is 3 (total count), the process proceeds to step S413-10.
[0255] (Step S413-9) If the operation status flag is 2 (long press), the medal count updating means 274 sets 1b to bit 3 (continuous counting process) of the main control transmission buffer, sets the values of bits 4 to 2 to 010b, and ends the multiple counting process.
[0256] (Step S413-10) If the operation status flag is 3 (total count), the medal count updating means 274 sets 1b to bit 2 (total counting process) and bit 3 (continuous counting process) of the main control transmission buffer, sets the values of bits 4 to 2 to 011b, and ends the multiple counting process.
[0257] Figure 20 is a flowchart showing an example of the flow of the single count process (S415).
[0258] (Step S415-1) The medal count update means 274 determines whether the number of game medals at that time is one or more. As a result, if the number of game medals is one or more, the process proceeds to step S415-2, and if the number of game medals is less than one, that is, zero, the singular counting process ends.
[0259] (Step S415-2) If the number of game medals is one or more, the medal count update means 274 sets one in the count notification.
[0260] (Step S415-3) The command transmission / reception means 272 transmits the count notification with the counted medal number set to the dedicated unit 300.
[0261] (Step S415-4) The medal count update means 274 sets 1b in bit 4 (singular counting process) of the main control transmission buffer, sets the values of bits 4 to 2 to 100b, and ends the singular counting process.
[0262] Subsequently, the command transmission process in step S429 will be described in detail. As described above, the medal count update means 274 updates the main control transmission buffer in response to the execution of the counting process. When 1b is set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 transmits a medal status command to the main CPU 200a. Then, after transmitting the medal status command, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer (overwrites with 000b). In this way, the command transmission / reception means 272 transmits the medal status command using the change in the values of bits 4 to 2 of the main control transmission buffer as a transmission trigger (transmission opportunity).
[0263] For example, in the single-counting process described with reference to FIG. 12, at the counting timing, medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 100b based on the fact that 1 (single-counting process) is set in the counting reservation flag. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, command transmission / reception means 272 transmits a medal status command to main CPU 200a and resets the main control transmission buffer.
[0264] Also, in the continuous counting process described with reference to FIGS. 14 and 15, at the counting timing, medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 010b based on the fact that 2 (continuous counting process) is set in the counting reservation flag or the operation status flag is set to 2 (long press). In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, command transmission / reception means 272 transmits a medal status command to main CPU 200a and resets the main control transmission buffer.
[0265] Also, in the total count process described with reference to FIGS. 16 and 17, as shown in FIG. 17, when the time from the ON edge of the count switch 126 becomes 4000 msec or more and the operation state flag changes from 2 (long press) to 3 (total count), the medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 011b. The command transmission / reception means 272 transmits a medal state command to the main CPU 200a and resets the main control transmission buffer. Also, as shown in FIG. 17, after the continuous count process, based on the fact that the operation state flag is set to 3 (total count process) at the count timing, the medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 011b. The command transmission / reception means 272 transmits a medal state command to the main CPU 200a and resets the main control transmission buffer in response to any of bits 4 to 2 of the main control transmission buffer being set to 1b. Also, as shown in FIG. 17, the medal count update means 274 ends the total count process when the count switch 126 is turned ON again. At the end of the total count process, none of the single count process, continuous count process, and total count process are being performed, and bits 4 to 2 of the main control transmission buffer become 000b, so special processing is required for the transmission of the medal state command. The special processing regarding the transmission of the medal state command at the end of such total count process will be described in detail later.
[0266] In this way, when the continuous counting process switches to the total counting process, or when the player turns on the counting switch 126 again to stop the total counting process during the execution of the total counting process, the command transmission / reception means 272 transmits a medal status command asynchronously with the counting timing. 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 immediately sets the values of bits 4 to 2 of the main control transmission buffer to 011b, and the command transmission / reception means 272 transmits a medal status command to the main CPU 200a in response to the change in the main control transmission buffer. Also, when the counting switch 126 is turned on, the medal number update means 274 immediately sets the values of bits 4 to 2 of the main control transmission buffer to 000b, and the command transmission / reception means 272 transmits a medal status command to the main CPU 200a in response to the change in the main control transmission buffer. This is for the following reasons.
[0267] That is, when the continuous counting process switches to the total counting process, the player can continue the counting process even if the counting switch 126 is turned off. In other words, the player has to wait for the timing to switch to the total counting process in which the operation of the counting switch 126 can be released. Then, the command transmission / reception means 272 should immediately convey to the main CPU 200a that the total counting process has been switched to. Therefore, here, the command transmission / reception means 272 transmits a medal status command at the timing when the continuous counting process switches to the total counting process.
[0268] Also, when a player attempts to stop the total counting process, the player turns on the count switch 126 at a precise timing such that the number of electronically converted medals that have been counted becomes the desired number, or such that the number of game medals remaining in the slot machine 100 when the counting process is stopped becomes the desired number. Therefore, the medal count update means 274 should immediately stop the total counting process in response to the ON edge of the count switch 126. Also, when the total counting process stops, the command transmission / reception means 272 should immediately convey to the main CPU 200a that the total counting process has stopped. Therefore, here, the command transmission / reception means 272 transmits a medal status command in response to the ON edge of the player's count switch 126.
[0269] However, as described above, the command transmission / reception means 272 transmits a medal status command to the main CPU 200a in response to 1b being set in any one of bits 4 to 2 of the main control transmission buffer. However, if the values of bits 4 to 2 of the main control transmission buffer become 000b with the stop of the total counting process when the player attempts to stop the total counting process, then 1b will not be set in any of bits 4 to 2 of the main control transmission buffer. Then, the command transmission / reception means 272 cannot obtain a transmission trigger for transmitting the medal status command.
[0270] Also, as can be understood with reference to FIG. 17, during the execution of the total counting process, when the player turns on the count switch 126 again, the values of bits 4 to 2 of the main control transmission buffer already become 000b, and even if the medal count update means 274 updates the values of bits 4 to 2 of the main control transmission buffer to 000b, the state of the main control transmission buffer does not change. Therefore, again, the command transmission / reception means 272 cannot obtain a transmission trigger.
[0271] Therefore, here, as a special process, separately from the operation state flag, a total count flag for determining the start and end of the total count process is provided, and the total count flag is used to give a transmission trigger of the medal state command to the command transmission / reception means 272. The total count flag is composed of 1 byte, indicates whether it is during the total count process, becomes 1 at the start of the total count process, and becomes 0 at the end of the total count process.
[0272] For example, (1) at the end of the total count process, the medal count update means 274 sets the total count flag to 0, and temporarily sets 1b to any one of bits 4 to 2 of the main control transmission buffer that should originally be 000b, and generates a transmission trigger for the command transmission / reception means 272. (2) The command transmission / reception means 272 performs the transmission process of the medal state command in response to 1b being set to any one of bits 4 to 2 of the main control transmission buffer (transmission trigger). However, bits 4 to 2 of the main control transmission buffer have the temporarily set value. Therefore, (3) during the transmission process of the medal state command, the command transmission / reception means 272 changes bits 4 to 2 of the main control transmission buffer to 000b that should originally be transmitted. In this way, when the value of the main control transmission buffer becomes the original value, (4) the command transmission / reception means 272 transmits a medal state command that reflects the changed values of bits 4 to 2 of the main control transmission buffer. In the present embodiment, since bit 2 of the main control transmission buffer is allocated for the total count process, in the above processes (1) to (4), at least the value of bit 2 is temporarily set to 1b to serve as a transmission trigger for the medal state command. The following shows the specific processes of the above (1) to (4).
[0273] In step S411 of FIG. 18, if 4000 msec has elapsed since the ON edge of the count switch 126, the medal count update means 274 sets 3 (total count) to the operation state flag assuming that the operation is a total count operation. In addition, the medal count update means 274 sets the total count flag to 1 (during the total count process) and temporarily sets the values of bits 4 to 2 of the main control transmission buffer to 011b.
[0274] Also, in step S427 of FIG. 18, if the counting switch 126 is an ON edge, the medal count updating means 274 sets 4 (total count release) in the operation status flag assuming that all counting operations have been released. In addition, the medal count updating means 274 sets the total count flag to 0 (total count end) and temporarily sets the values of bits 4 to 2 of the main control transmission buffer to 011b. Similarly, in step S413-6 of FIG. 19, if the operation status flag is 3 and the counting switch 126 is OFF, the medal count updating means 274 resets the operation status flag to 0 (non-operation), assuming that the total count process has ended. In addition, the medal count updating means 274 sets the total count flag to 0 (total count end) and temporarily sets the values of bits 4 to 2 of the main control transmission buffer to 011b. By such processing, (1) the medal count updating means 274 sets the total count flag to 0 at the end of the total count process, and temporarily sets 1b in any of bits 4 to 2 of the main control transmission buffer that should originally be 000b, and can generate a transmission trigger for the command transmission / reception means 272.
[0275] FIG. 21 is a flowchart showing an example of the flow of command transmission processing.
[0276] (Step S429-1) The command transmission / reception means 272 refers to the main control transmission buffer and determines whether 1 is set in any of bits 4 to 2 of the main control transmission buffer. As a result, if 1 is set in any of bits 4 to 2 of the main control transmission buffer, the process moves to step S429-2, and if 1 is not set in any of bits 4 to 2 of the main control transmission buffer, the command transmission process ends.
[0277] (Step S429-2) If 1b is set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 determines whether the operation status flag is 3 (total count) or 4 (total count release). As a result, if the operation status flag is 3 or 4, the process proceeds to step S429-3, and if the operation status flag is not 3 or 4, that is, if it is 1 (short press) or 2 (long press), the process proceeds to step S429-6.
[0278] (Step S429-3) If the operation status flag is 3 or 4, the command transmission / reception means 272 determines whether the total count flag is 1 (during total count processing). As a result, if the total count flag is 1 (during total count processing), the process proceeds to step S429-4, and if the total count flag is not 1, that is, if it is 0 (end of total count), the process proceeds to step S429-5.
[0279] (Step S429-4) The command transmission / reception means 272 changes the values of bits 4 to 2 of the main control transmission buffer from the temporarily set values to 011b.
[0280] (Step S429-5) The command transmission / reception means 272 changes the values of bits 4 to 2 of the main control transmission buffer from the temporarily set values to 000b.
[0281] (Step S429-6) The command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command and transmits the medal status command to the main CPU 200a.
[0282] (Step S429-7) The command transmission / reception means 272 resets the values of bits 4 to 2 of the main control transmission buffer to 000b and ends the command transmission process.
[0283] Here, since the medal count update means 274 temporarily sets 1b in any one of bits 4 to 2 of the main control transmission buffer at the end of the total count process, in step S429-1, (2) the command transmission / reception means 272 can start the transmission process of the medal state command in response to 1b being set in any one of bits 4 to 2 of the main control transmission buffer. Then, in response to the total count flag not being 1 (being 0), in step S429-5, (3) the command transmission / reception means 272 can change bits 4 to 2 of the main control transmission buffer to the value (000b) that should originally be transmitted at the preparation stage of the transmission process of the medal state command. Thus, in step S429-6, (4) the command transmission / reception means 272 can transmit the medal state command reflecting the changed values of bits 4 to 2 of the main control transmission buffer.
[0284] Note that since the total count flag is synchronized with the operation state flag, the operation state flag may be used instead of the total count flag. For example, the medal count update means 274 may determine that the operation state flag is 3 instead of determining that the total count flag is 1. Also, the medal count update means 274 may determine that the operation state flag is other than 3 (0, 1, 2, 4) instead of determining that the total count flag is 0. In this way, by substituting the total count flag with the operation state flag, the storage area occupied by the flag in the medal RAM 260c can be reduced.
[0285] Also, here, in steps S429-3 and S429-4, an example was given to explain that if the total count flag is 1 (during the total count process), the command transmission / reception means 272 changes the values of bits 4 to 2 of the main control transmission buffer to 011b. However, if the operation state flag is 3 (during the total count process), the values of bits 4 to 2 of the main control transmission buffer should already be 011b, and there is no need to overwrite 011b. Therefore, the process of step S429-4 can be omitted.
[0286] In this way, in response to the completion of the total count process, the medal count update means 274 temporarily sets 1b (first value) to bit 2 of the main control transmission buffer to create a transmission trigger for the value of the main control transmission buffer. The command transmission / reception means 272 changes the value of bit 2 of the main control transmission buffer from 1b to 0b (second value), and transmits the changed main control transmission buffer to the main CPU 200a. With this configuration, the command transmission / reception means 272 can immediately transmit a medal status command to the main CPU 200a in response to the completion (stop) of the total count process. Therefore, the player can quickly grasp the completion (stop) of the total count process.
[0287] Also, the medal count update means 274 sets a total count flag in response to the start of the total count process, releases the flag setting in response to the completion of the total count process, and sets 1b (specific value) to bit 2 of the main control transmission buffer in response to the start of the total count process. The command transmission / reception means 272 transmits the value of the main control transmission buffer to the main CPU 200a. Also, while the total count flag is set, the medal count update means 274 sets the same 1b (specific value) to bit 2 of the main control transmission buffer. The command transmission / reception means 272 transmits the value of the main control transmission buffer to the main CPU 200a in response to a transmission trigger. With this configuration, the command transmission / reception means 272 can continuously transmit a medal status command to the main CPU 200a during the execution of the total count process, and the player can surely grasp that the total count process is being executed.
[0288] FIG. 22 is a flowchart showing an example of the flow of the counting corresponding process in the main control board 200.
[0289] (Step S450) The command transmission / reception means 226 in the main CPU 200a determines whether it has received a command indicating that the counting process has been executed and the number of game medals after counting from the command transmission / reception means 272 in the medal CPU 260a. As a result, if a command has been received, the process proceeds to step S451, and if no command has been received, the counting corresponding process ends.
[0290] (Step S451) The command transmission / reception means 226 determines whether the command received this time is different from the command it holds. As a result, if the commands are different, the process proceeds to step S452, and if the commands are not different, the counting corresponding process ends.
[0291] (Step S452) If the commands are different, the command transmission / reception means 226 directly transmits at least the main control transmission data of the received command 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 effect lamp 136 that the electronic medals are being transferred to the dedicated unit 300 by the counting process.
[0292] (Step S453) The command transmission / reception means 226 holds the received command in the main RAM 200c for use in the next comparison, and ends the counting corresponding process.
[0293] FIG. 23 is a flowchart showing an example of the flow of the counting corresponding process on the sub-control board 240.
[0294] (Step S470) The command reception means 252 in the sub-CPU 240a determines whether it has received a command indicating that the counting process has been executed and the number of game medals after counting from the command transmission / reception means 226 in the main CPU 200a. As a result, if a command has been received, the process proceeds to step S471, and if no command has been received, the process proceeds to step S478.
[0295] (Step S471) The effect control means 254 of the sub-CPU 240a determines whether or not the number of game medals after counting indicated by 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.
[0296] (Step S472) The effect control means 254 determines whether or not bit 2 of the main control transmission data in the received command is 1b. As a result, if bit 2 of the main control transmission data is 1b, the process proceeds to step S473, and if bit 2 of the main control transmission data is not 1b, the process proceeds to step S474.
[0297] (Step S473) If bit 2 of the main control transmission data is 1b, the effect control means 254 assumes that the total counting process has started, and performs effects for the total counting process, for example, displays a message "Total counting in progress" on the liquid crystal display unit 132, changes the sound output from the speaker 134, or changes the emission color of the illumination lamp 136 that is emitting light.
[0298] (Step S474) The effect control means 254 determines whether or not bit 2 of the main control transmission data in the received command is 0b. As a result, if bit 2 of the main control transmission data is 0b, the process proceeds to step S475, and if bit 2 of the main control transmission data is not 0b, the process proceeds to step S476.
[0299] (Step S475) If bit 2 of the main control transmission data is 0b, the effect control means 254 assumes that the total counting process has ended (stopped), and performs end effects for the total counting process, for example, displays a message "Total counting ended" on the liquid crystal display unit 132, changes the sound output from the speaker 134, or changes the emission color of the illumination lamp 136 that is emitting light.
[0300] (Step S476) The performance control means 254 displays the number of game medals after counting on the liquid crystal display unit 132 and ends the counting corresponding process.
[0301] (Step S477) In step S471, when it is determined that the number of game medals after counting is 0, the performance control means 254 ends the performance related to the counting process and ends the counting corresponding process.
[0302] (Step S478) In step S470, when it is determined that no command has been received, the performance control means 254 determines whether or not the time elapsed since the previous command was received is 400 msec or more. As a result, if 400 msec or more has elapsed, the process proceeds to step S479, and if 400 msec has not been reached, the counting corresponding process is ended.
[0303] (Step S479) In step S478, when it is determined that the time elapsed since the previous command was received is 400 msec or more, the performance control means 254 ends the performance related to the counting process and ends the counting corresponding process. Note that if the performance data set as the performance related to the counting process is performance data of 400 msec or more, for example, image data, audio data, or light emission data that is not loop data, such as the voice of "Thank you for your hard work" at the end of all counting and the accompanying image display and lamp light emission, etc., the performance may be continued beyond 400 msec without ending the performance data in the middle.
[0304] (Another operation example of the counting switch 126) In the above-described embodiment, the short-press operation, long-press operation, and all-count operation are realized according to the operation mode of one counting switch 126. However, according to such an operation mode, for example, in order to continue the counting process (all-count process) without turning on the counting switch 126, a time such as 4000 msec is required. Therefore, an all-count switch 142 is provided separately from the counting switch 126 to realize the all-count process with a simple operation.
[0305] FIG. 24 is an external view for explaining the mechanical configuration of the game medal number display device 128. In FIG. 24, 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.
[0306] As shown in FIG. 24, the game medal number display device 128 is housed in a housing 128a together with the collective light emitters L1 to L5, the counting switch 126, and the total counting switch 142. The housing 128a is arranged in the upper right part of the operation unit installation base 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 arranged in the slot machine in which the game progresses using actual medals. Thereby, the space of the medal insertion slot that becomes unnecessary by introducing the slot machine 100 can be effectively utilized. Further, since the game medal number display device 128 displays the number of game medals through the collective light emitters L1 to L5 which are 7-segment LEDs having seven light emitting elements, the medal insertion slot used for adding medals and the medals (electronized medals) are common in terms of usage, and the player does not feel a sense of incongruity with the presence of the game medal number display device 128.
[0307] The counting switch 126 and the total counting switch 142 detect the operations of the player who performs the counting process. The player can execute the short press operation, long press operation, and total counting process described above through the counting switch 126. Further, the player can execute the total counting operation through the total counting switch 142. Here, it is assumed that the total counting operation can be realized in 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 by the total counting switch 142, the total counting operation may be restricted by the counting switch 126, and only the short press operation and the long press operation may be realized.
[0308] As described above, when performing the total count process, the count switch 126 must remain ON for 4000 msec or more, while the total count switch 142 only needs to be ON for a short time. Note that when the player counts a large number of game medals, such as at the end of the game, it is highly likely that the player will operate the total count switch 142. Therefore, as in the example of FIG. 24, even if the area of the pressing portion is formed to be large so that the total count switch 142 is easier to press than the count switch 126. Also, as in the example of FIG. 24, in the housing 128a, by positioning the total count switch 142 to the right of the count switch 126, when the player attempts to operate the total count switch 142, the total count switch 142 becomes easier to operate with the player's right hand than the count switch 126. Further, as in the example of FIG. 24, in the housing 128a, by positioning the center of the total count switch 142 closer to the front side (player side) than the center of the count switch 126, when the player attempts to operate the total count switch 142, the total count switch 142 becomes easier for the player to operate than the count switch 126. Also, the total count switch 142 may be easily turned ON with a relatively shallow push, and the count switch 126 may only be turned ON when pushed deeper than the total count switch 142. However, if the total count switch 142 is easily turned ON with a very shallow push, there is a risk that the total count process may be unintentionally started just by the player contacting the total count switch 142. Therefore, the total count switch 142 may only be turned ON when pushed deeper than the bet switch 116 (especially the max bet switch) or the effect switch 124 (especially the cross keys for changing the volume, the menu screen transition switch for moving to the menu screen, and the effect switches used during the effect). Also, in the example of FIG. 24, both the total count switch 142 and the count switch 126 indicate the indicators ("total count", "count") of the switch, but not limited to such a case, only the total count switch 142 may indicate the indicator ("total count"), and the count switch 126 may not indicate the indicator.Also, in the example of FIG. 24, the indicator “total count” of the total count switch 142 and the indicator “count” of the count switch 126 are shown in the same size (points). However, not limited to such a case, the indicator “total count” may be shown larger than the indicator “count” so that the player can easily grasp the position of the total count switch 142. Also, in the example of FIG. 24, the indicator “number in possession” indicating the display position of the number of game medals is shown in the same size as the indicator “total count” of the total count switch 142 and the indicator “count” of the count switch 126. However, not limited to such a case, the indicator “number in possession” may be shown larger than the indicator “total count” so that the player can easily grasp the display position of the number of game medals, or the indicator “number in possession” may be shown larger than the indicator “count”. Also, in the example of FIG. 24, neither the total count switch 142 nor the count switch 126 shows the operation method of the switch. However, not limited to such a case, only the operation method of the total count switch 142 may be shown, and the operation method of the count switch 126 may be graspable only through the demo screen or the menu screen. Also, the sound effect (SE) when the total count switch 142 is turned on may be made different from the sound effect (SE) when the count switch 126 is turned on, and the sound when the total count switch 142 is turned on may be emphasized, such as having a larger volume than the sound when the count switch 126 is turned on.
[0309] Since the operation of the count switch 126 has already been described in detail, here, the flow of the counting process by the total count operation using the total count switch 142 will be explained.
[0310] FIG. 25 is a timing chart for explaining the flow of the counting process when the total count switch 142 is operated.
[0311] As shown in FIG. 25, when the player turns on the total count switch 142, the medal number update means 274 determines that the player's operation is a total count operation and executes the total count process. Specifically, the medal number update means 274 sets the operation state flag to 3 (total count) in response to the ON edge of the total count switch 142, sets 3 (total count process) in the count reservation flag, and reserves the total count process.
[0312] And medal count update means 274 refers to the operation state flag at the counting timing. When the operation state flag is set to 3, it sets "50" to the counted medal count of the count notification. Also, medal count update means 274 subtracts 50 from the current number of game medals, for example, "1020", and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal number display device 128. Command transmission / reception means 272 transmits the count notification with the counted medal count set to the dedicated unit 300. Since it is not necessary to leave the count reservation flag when the first full count process is executed, medal count update means 274 resets the count reservation flag to 0. After that, medal count update means 274 executes all the count processes involved each time at the counting timing. Therefore, the number of game medals is subtracted by 50 each time, and it changes as "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". And when the number of game medals is less than 50, for example, when it becomes "20", medal count update means 274 sets all the remaining game medals "20" to the counted medal count at the counting timing. Accordingly, the number of game medals becomes 0, and the count process by the full count operation ends. When the count process by the full count operation ends, medal count update means 274 sets the operation state flag to 0 (non-operation) to cancel the full count operation.
[0313] In this way, when the operation state is determined to be the full count operation, the player can perform the same count process as the long-press operation without continuously operating the full count switch 142. For example, as shown in FIG. 25, even if the player turns off the full count switch 142 after the operation state flag is switched to 3, the count process continues without interruption and continues to count until the number of game medals becomes 0.
[0314] Here, the timing determined as the total count operation (the ON edge of the total count switch 142) is different from the counting timing. Therefore, the medal count update means 274 sets the operation state flag to 3 at the timing determined as the total count operation, and performs a counting process of 50 sheets each time the counting timing arrives, based on the fact that the operation state flag is 3. With such a configuration, even if the timing determined as the total count operation is different from the counting timing, the medal count update means 274 can surely execute the counting process at the counting timing.
[0315] Also, here, the medal count update means 274 sets the count reservation flag to 3 (total count process) at the ON edge of the total count switch 142, and reserves a total count process of 50 sheets. Then, when the counting timing arrives, a total count process of 50 sheets is performed based on the fact that the count reservation flag is 3. With such a configuration, even if the total count switch 142 is turned OFF and ON after the ON edge and before the next counting timing arrives, the total count process is performed at least once at the subsequent counting timing, so it is possible to avoid an event in which the total count process is not performed even though the total count switch 142 is operated. Also, for example, even if multiple ON / OFF detections are made between the counting timings due to chattering of the total count switch 142, the count reservation flag does not change from the once-set 3, so the total count process can surely be executed once.
[0316] When the total count switch 142 is turned ON, the medal count update means 274 sets 1b in bits 2 (total count process) and 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to any of bits 4 to 2 of the main control transmission buffer being set to 1b, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal status command, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, at the counting timing, the medal count update means 274 refers to the operation status flag. If the operation status flag is set to 3 (total count), it sets 1b in bits 2 (total count process) and 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to any of bits 4 to 2 of the main control transmission buffer being set to 1b, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal status command, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in FIG. 25, at the timing when the total count switch 142 is turned ON, it is transmitted to the main CPU 200a through the medal status command that the total count process has started. Also, as shown in FIG. 25, until the total count switch 142 is turned ON and the counting process ends, each time the counting timing arrives, it is transmitted to the main CPU 200a through the medal status command that the continuous count process and the total count process have been executed, and the number of game medals after counting.
[0317] The main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, the sub CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0318] Specifically, the main CPU 200a that 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. At this time, the main CPU 200a may transmit at least the main control transmission data of the command transmitted from the medal count control board 260 as it is as part of the command to the sub CPU 240a to convey that the total counting process has been executed. Note that the main CPU 200a may transmit the command to the sub CPU 240a only when the command transmitted from the medal count control board 260 changes, for example, only when bit 2 (total counting process) of the main control transmission data changes from OFF to ON.
[0319] In response to receiving a command in which bit 2 (total count process) of the main control transmission data is 1b, the effect control means 254 of the sub-CPU 240a displays, for example, the message "Total counting" and the current number of game medals "1020" on the liquid crystal display unit 132. Then, every time the effect control means 254 receives a command, it updates the display of the number of game medals as "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Further, when the number of game medals becomes 0 by the total count process, the effect control means 254 displays the message "Total count 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 command reception or in response to an operation of a switch by the player. Also, in response to bit 2 (total count process) of the main control transmission data in the command being 1b, the effect control means 254 outputs, for example, a predetermined counting sound from the speaker 134 until the number of game medals becomes 0 by the total count process. Further, when the number of game medals becomes 0 by the total count process, the effect control means 254 determines that the game has ended and outputs an end sound such as "Thank you for playing" from the speaker 134. Also, in response to bit 2 (total count process) of the main control transmission data in the command being 1b, the effect control means 254 causes the effect lamp 136 to emit light in a predetermined emission color until the number of game medals becomes 0 by the total count process.
[0320] The player can grasp that the total count process is being executed and that the count process can continue even if the total count switch 142 is turned off, based on the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the light emission mode of the effect lamp 136.
[0321] In the above-described embodiment, the counting process is terminated when the number of game medals becomes zero in the total counting process. Also, for example, when the game becomes "not during playable period", such as when the VL connection signal becomes OFF as described above, the medal number updating means 274 stops the counting process.
[0322] In the total counting process, a function is added such that when the player once turns off the total counting switch 142 and then turns on the total counting switch 142 again, the total counting process is stopped by the ON edge thereof. Hereinafter, the flow of the counting process when the player further turns on the total counting switch 142 in a state where the total counting process is being executed by the total counting operation will be described.
[0323] FIG. 26 is a timing chart for explaining another flow of the counting process when the total counting switch 142 is operated.
[0324] As shown in FIG. 26, when the player turns on the total counting switch 142, the medal number updating means 274 determines that the player's operation is a total counting operation and executes the total counting process. Specifically, the medal number updating means 274 sets the operation state flag to 3 (total counting) in response to the ON edge of the total counting switch 142, sets 3 (total counting process) in the counting reservation flag, and reserves the total counting process.
[0325] And medal count update means 274 refers to the operation state flag at the counting timing. When the operation state flag is set to 3, it sets "50" to the counted medal number of the counting notification. Also, medal count update means 274 subtracts 50 from the current number of game medals, for example, "1020", and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal number display device 128. Command transmission / reception means 272 transmits the counting notification with the counted medal number set to the dedicated unit 300. Since it is not necessary to leave the counting reservation flag when the first full counting process is executed, medal count update means 274 resets the counting reservation flag to 0. After that, medal count update means 274 executes all the counting processes involved each time at the counting timing. Therefore, the number of game medals is subtracted by 50 each time, and changes as "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220".
[0326] In this way, when the operation state is determined to be the full counting operation, the player can perform the counting process similar to the long-press operation without continuously operating the full counting switch 142. For example, as shown in FIG. 26, even if the player turns off the full counting switch 142 after the operation state flag is switched to 3, the counting process continues without interruption and continues to count until the number of game medals becomes 0.
[0327] Here, assume that after the player turns off the total count switch 142 and then turns it on again. The medal count update means 274 sets the operation state flag to 4 (total count release) in response to the ON edge of the total count switch 142 to cancel the total count operation. Therefore, the counting process stops at the ON edge of the total count switch 142, and the number of game medals stops at "220" at the counting timing before the ON edge of the total count switch 142. The command transmission / reception means 272 transmits a command indicating that the total count process has stopped and the number of game medals after counting to the main CPU 200a. Even if the count switch 126 is turned on instead of the total count switch 142 during the total count process, the total count process stops at the ON edge in the same manner as when the total count switch 142 is turned on.
[0328] In such total count processing, when the total count switch 142 is turned on again, it is only necessary to stop the total count process in response to the operation of the total count switch 142. Therefore, it is not necessary to determine that the subsequent ON of the total count switch 142 is a new total count operation. Here, in the total count processing, when the total count switch 142 is turned on to stop the counting process, the medal count update means 274 does not determine it as a new total count operation even if the ON state of the total count switch 142 continues.
[0329] When the total count switch 142 is turned ON, the medal count update means 274 sets 1b in bits 2 (total count process) and 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal status command, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, at the counting timing, the medal count update means 274 refers to the operation status flag. When the operation status flag is set to 3 (total count), the medal count update means 274 sets 1b in bits 2 (total count process) and 3 (continuous count process) of the main control transmission buffer, and sets the values of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal status command, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, when the total count switch 142 is turned ON again, the medal count update means 274 sets 000b in bits 4 to 2 of the main control transmission buffer, and sets the values of bits 4 to 2 to 000b. The command transmission / reception means 272 copies the value of the main control transmission buffer as the main control transmission data to the first byte of the medal status command, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in FIG. 26, at the timing when the total count switch 142 is turned ON, it is transmitted to the main CPU 200a through the medal status command that the total count process has started. Also, as shown in FIG. 26, until the total count switch 142 is turned ON and the counting process ends, each time the counting timing arrives, it is transmitted to the main CPU 200a through the medal status command that the continuous count process and the total count process have been executed, and the number of game medals after counting.Also, as shown in FIG. 26, again, at the timing when the total count switch 142 is turned ON, it is transmitted to the main CPU 200a through the medal state command that the total count process has been completed.
[0330] The main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, the sub CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronically converted medals have been transferred to the dedicated unit 300 by the counting process.
[0331] Specifically, 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. Note that the main CPU 200a may transmit the command to the sub CPU 240a only when the command transmitted from the medal number control board 260 changes, for example, only when bit 2 (total count process) of the main control transmission data changes from OFF to ON. Also, here, when the total count process stops, it is transmitted to the main CPU 200a and the sub CPU 240a to that effect. The main CPU 200a that has received the command refers to the command and transmits a command indicating that the total count process has stopped to the sub CPU 240a.
[0332] In response to receiving a command in which bit 2 (total count process) of the main control transmission data is 1b, the effect control means 254 of the sub-CPU 240a displays, for example, the message "Total counting" and the current number of game medals "1020" on the liquid crystal display unit 132. Then, every time the effect control means 254 receives a command, it updates the display of the number of game medals as "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220". Further, in response to receiving a command in which bit 2 (total count process) of the main control transmission data is 0b, the effect control means 254 updates the display of the message "Total counting" to the message "Total count completed", and deletes the display after a predetermined time from the command reception or in response to an operation of a switch by the player. Also, in response to bit 2 (total count process) of the main control transmission data in the command being 1b, the effect control means 254 causes a predetermined counting sound to be output from the speaker 134 until, for example, the total count process stops. Further, in response to bit 2 (total count process) of the main control transmission data in the command becoming 0b, the effect control means 254 may execute an end effect of changing the sound output from the speaker 134 or outputting a specific sound for notifying that the total count process has stopped. In response to bit 2 (total count process) of the main control transmission data in the command being 1b, the effect control means 254 causes the effect lamp 136 to emit light in a predetermined emission color until, for example, the total count process stops. Further, in response to bit 2 (total count process) of the main control transmission data in the command becoming 0b, the effect control means 254 may change the emission color of the effect lamp 136 that is emitting light, output a specific emission color for notifying that the total count process has stopped, or execute an end effect of notifying that the total count process has stopped by blinking.
[0333] The player can understand that the total count process is being executed based on the display of the liquid crystal display unit 132, the sound output from the speaker 134, and the light emission mode of the effect lamp 136, and that the count process can continue even when the total count switch 142 is turned off. Also, the player can understand that when the total count process starts, after turning off the total count switch 142 and then turning it on again, the total count process stops.
[0334] FIG. 27 is a flowchart showing an example of the flow of the count corresponding process in the medal number control board 260.
[0335] (Step S500) The medal number update means 274 determines whether the total count switch 142 is an ON edge. As a result, if the total count switch 142 is an ON edge, the process proceeds to step S501, and if the total count switch 142 is not an ON edge, the process proceeds to step S504 without changing the operation state flag.
[0336] (Step S501) The medal number update means 274 refers to the operation state flag and determines whether the operation state flag is 3 (total count). As a result, 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.
[0337] (Step S502) If the operation state flag is not 3, the medal number update means 274 sets 3 (total count) in the operation state flag assuming that the operation is a total count operation. Also, the medal number update means 274 sets the total count flag to 1 (during total count process) and sets the values of bits 4 to 2 of the main control transmission buffer to 011b.
[0338] (Step S503) Subsequently, the medal number update means 274 sets 3 (total count process) in the count reservation flag in order to execute at least one total count process.
[0339] (Step S504) The medal count update means 274 determines whether the total count switch 142 is an OFF edge and whether the operation state flag is 4 (total count release). As a result, if the total count switch 142 is not an OFF edge or the operation state flag is not 4, the process proceeds to step S505. If the total count switch 142 is an OFF edge and the operation state flag is 4, the process proceeds to step S509.
[0340] (Step S505) The medal count update means 274 determines whether the operation state flag is 3 (total count) or the count reservation flag is 3. As a result, if the operation state flag is 3 or the count reservation flag is 3, the process proceeds to step S506. If the operation state flag is not 3 and the count reservation flag is not 3, the command transmission process S429 shown in FIG. 21 is executed to end the count corresponding process.
[0341] (Step S506) Subsequently, the medal count update means 274 determines whether it is the count timing. As a result, if it is the count timing, the multiple count process S413 shown in FIG. 19 is executed. If it is not the count timing, the command transmission process S429 shown in FIG. 21 is executed without performing the count process to end the count corresponding process.
[0342] (Step S507) Assuming that the total count process based on the total count operation has been executed at least once, the medal count update means 274 resets the count reservation flag to 0 (no reservation) and executes the command transmission process S429 shown in FIG. 21 to end the count corresponding process.
[0343] (Step S508) If it is determined in step S501 that the operation state flag is 3, the medal count update means 274 sets 4 (total count release) in the operation state flag on the assumption that the total count operation has been released. Further, the medal count update means 274 sets the total count flag to 0 (total count end) and sets the values of bits 4 to 2 of the main control transmission buffer to 011b.
[0344] (Step S509) In step S504, if it is determined that the total count switch 142 is an OFF edge and the operation state flag is 4, the medal count update means 274 sets 0 (non-operation) in the operation state flag to reset the total count operation.
[0345] In this way, the slot machine 100 includes a game control means (e.g., main CPU 200a) for controlling a game using game values (e.g., electronic medals), a management control means (e.g., medal CPU 260a) connected to the game control means for managing game values, an effect control means (e.g., sub CPU 240a) for performing effect control based on receiving predetermined control information (e.g., commands) from the game control means, and a counting operation means (e.g., counting switch 126, total counting switch 142) for receiving a player's operation for causing a counting process of transferring at least a part of the game values managed by the management control means to an external device. The management control means is capable of executing a total counting process of periodically transferring all or a part of the game values (e.g., when the total counting process is stopped) to an external device (e.g., dedicated unit 300) in predetermined number units based on a first operation (e.g., total counting operation) on the counting operation means. In the total counting process, when all the game values are transferred, or when a second operation (e.g., stop operation of the total counting process) is performed on the counting operation means, the total counting process is terminated. The management information (e.g., bit 2 of the main control transmission buffer), which is information related to the start or end of the total counting process, is used as a transmission trigger (e.g., transmission trigger) to transmit the management information to the game control means when it becomes a first value (e.g., 1b). The game control means transmits control information including the management information to the effect control means. The effect control means is configured to be able to identify the start or end of the total counting process according to the management information included in the control information. The management control means, in response to the end of the total counting process, temporarily sets the first value in the management information to create a transmission trigger for the management information, changes the management information from the first value to a second value (e.g., 0b) different from the first value, and transmits the changed management information to the game control means.
[0346] With such a configuration, the command transmission / reception means 272 can immediately transmit a medal state command to the main CPU 200a in response to the end (stop) of the total counting process, and the player can quickly grasp the end (stop) of the total counting process.
[0347] In addition, the slot machine 100 includes a game control means (e.g., main CPU 200a) for controlling a game using game values (e.g., electronic medals), a management control means (e.g., medal CPU 260a) connected to the game control means for managing game values, an effect control means (e.g., sub CPU 240a) for performing effect control based on receiving predetermined control information (e.g., commands) from the game control means, and a counting operation means (e.g., counting switch 126, total counting switch 142) for receiving an operation of a player to cause a counting process for transferring at least a part of the game values managed by the management control means to an external device. The management control means is capable of executing a total counting process for periodically transferring all or a part of the game values (e.g., when the total counting process is stopped) to an external device (e.g., dedicated unit 300) in predetermined number units based on a first operation (e.g., total counting operation) on the counting operation means. In the total counting process, when all the game values are transferred, or when a second operation (e.g., stop operation of the total counting process) is performed on the counting operation means, the total counting process is terminated, and management information (e.g., bit 2 of the main control transmission buffer), which is information related to the start or end of the total counting process, is transmitted to the game control means. The game control means transmits control information including the management information to the effect control means, and the effect control means is configured to be able to identify the start or end of the total counting process according to the management information included in the control information. The management control means sets a predetermined flag (e.g., total counting flag) in response to the start of the total counting process, releases the setting of the flag in response to the end of the total counting process, sets a specific value (e.g., 1b) in the management information in response to the start of the total counting process, and transmits the management information to the game control means. While the flag is set, at a predetermined transmission opportunity (e.g., occurrence of a transmission trigger), a specific value (e.g., 1b) is set in the management information, and the management information is transmitted to the game control means.
[0348] With such a configuration, the command transmission / reception means 272 can continuously transmit medal status commands to the main CPU 200a during the execution of the total counting process, and the player can surely grasp that the total counting process is being executed.
[0349] In addition, the slot machine 100 includes a game control means (e.g., main CPU 200a) for controlling a game using game values (e.g., electronic medals), a management control means (e.g., medal CPU 260a, medal number update means 274) for managing game values as, for example, the number of game medals, and a counting operation means (e.g., counting switch 126) for receiving an operation of a player to cause a counting process of transferring at least a part of the game values managed by the management control means to an external device (e.g., dedicated unit 300). The management control means executes a plurality of counting processes, which are counting processes of 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 becomes equal to or longer than a first time (e.g., 500 msec). When the time during which the counting operation means is continuously ON becomes equal to or longer than a second time (e.g., 4000 msec), which is longer than the first time, the plurality of counting processes can be executed even if the counting operation means is turned OFF.
[0350] With such a configuration, when the player continuously keeps the counting switch 126 ON for a predetermined time, the counting process continues even after the counting switch 126 is turned OFF. Therefore, it is possible to reduce the operation burden associated with the counting process of electronic medals and improve the convenience for the player.
[0351] In addition, the slot machine 100 includes a game control means (e.g., main CPU 200a) for controlling a game using game values (e.g., electronic medals), a management control means (e.g., medal CPU 260a, medal count update means 274) for managing game values as, for example, the number of game medals, a first count operation means (e.g., count switch 126) for receiving a player's operation for causing a counting process to transfer at least a part of the game values managed by the management control means to an external device (e.g., dedicated unit 300), and a second count operation means (e.g., total count switch 142) for receiving a player's operation for causing a plurality of counting processes, which are counting processes for transferring a predetermined number of game values at a predetermined period. The management control means executes a plurality of counting processes when the time during which the first count operation means is continuously ON becomes a predetermined time (e.g., 500 msec) or more, executes a plurality of counting processes in response to the second count operation means being turned ON, and stops the plurality of counting processes in response to the first count operation means or the second count operation means being turned ON during the execution of the plurality of counting processes.
[0352] With such a configuration, when the player once turns on the total count switch 142, the counting process continues even if the total count switch 142 is turned off thereafter. Therefore, it is possible to reduce the operation burden related to the counting process of electronic medals and improve the convenience for the player.
[0353] Even when the counting switch 126 and the total count switch 142 are operated in parallel, each operation of a short press operation, a long press operation, and a total count operation is effectively processed, and the single count process, the continuous count process, and the total count process each function effectively. For example, when the player has performed a short press operation or a long press operation on the counting switch 126 and operates the total count switch 142 at a timing when 4000 msec has not elapsed since the ON edge of the counting switch 126, the medal count updating means 274 may perform the total count process assuming that the total count operation has been performed, or may give priority to the counting switch 126 operated before the total count switch 142 and perform the single count process or the continuous count process assuming that a short press operation or a long press operation has been performed. In this case, by keeping the counting switch 126 ON for 4000 msec or more, the medal count updating means 274 will perform the total count process assuming that the total count operation has been performed. Incidentally, when the player has performed a short press operation or a long press operation on the counting switch 126 and operates the total count switch 142 at a timing when 4000 msec has not elapsed since the ON edge of the counting switch 126, the medal count updating means 274 may also inherit the value of the count timer and the value of the multiple count number counter. Thus, regardless of which switch the player operates, the effect control means 254 can seamlessly notify the progress of the counting process through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136.
[0354] Also, while the total counting process is being executed through the total counting switch 142, if the counting switch 126 is turned on, the total counting operation may be cancelled at the ON edge and the total counting process may stop. In this case, even if the ON state of the counting switch 126 continues, the medal count updating means 274 does not determine it as a short press operation, long press operation, or new total counting operation. On the other hand, even if the total counting operation is cancelled in this way, if the total counting switch 142 is newly turned on while the ON state of the counting switch 126 continues, the total counting process by the total counting operation may be resumed. Similarly, while the total counting process is being executed through the counting switch 126, if the total counting switch 142 is turned on, the total counting operation may be cancelled at the ON edge and the total counting process may stop. In this case, even if the ON state of the total counting switch 142 continues, the medal count updating means 274 does not determine it as a new total counting operation. On the other hand, even if the total counting operation is cancelled in this way, if the counting switch 126 is newly turned on while the ON state of the total counting switch 142 continues, it may be determined as a short press operation, long press operation, or new total counting operation, and the counting process corresponding to the operation may be resumed.
[0355] As described above, the preferred embodiments of the present invention have been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to such embodiments. It is obvious that those skilled in the art can conceive of various modification examples or correction examples within the scope described in the claims, and it is naturally understood that those also belong to the technical scope of the present invention.
[0356] In the above-described embodiment, an example was given in which the game medal number display device 128 and the liquid crystal display unit 132 decrement the number of game medals in units of 50 in accordance with the execution of the counting process. However, not limited to such a case, in either one or both of the game medal number display device 128 and the liquid crystal display unit 132, the display may be decremented in units of a predetermined number of medals from 1 to 50. For example, in response to the execution of a plurality of counting processes, the number of game medals is decremented by 50 every 300 msec. Here, the medal number updating means 274 and the effect control means 254 can make it appear as if the counting process is being continuously executed one by one by displaying as if the number of game medals is decremented by one every 6 msec (= 300 msec / 50 medals). This is because the medal number updating means 274 and the effect control means 254 internally hold the number of game medals subtracted by 50 as a result of the counting process by communication with the dedicated unit 300, and independently of this, in the counter provided for display, until it catches up with the internal value (until it becomes equal to the number of game medals), it can be realized by decrementing in units of a predetermined number of medals from 1 to 50 at a subtraction speed of one medal every about 6 msec (that is, according to the interrupt cycle of the medal CPU 260a of the medal number control board 260, for example, if the interrupt cycle is 10 msec, the display counter is subtracted by "1" or "2" according to the interrupt timing, so that it can be displayed as if the number of held medals is decreasing at a subtraction speed of one medal every about 6 msec).
[0357] With such a configuration, although the player can visually recognize that the number of digitized medals is counted frequently in units of decimals, the player feels as if a large number of game medals are being counted, and thus can obtain a sense of superiority. Also, conventionally, the counting of medals in the jet counter installed in the hall was also frequently performed in units of one medal, so the player can obtain the same feeling as the conventional medal counting.
[0358] However, since the counting process is performed only in units of 50 medals, the medal count update means 274 and the effect control means 254 will display a decrement in units of a predetermined number of medals after the counting process for 50 medals is completed. Therefore, in multiple counting processes, at the timing when the counting switch 126 is turned OFF, the decrement of the number of game medals on the game medal count display device 128 and the liquid crystal display unit 132 does not stop, and the decrement continues up to the number of game medals counted at the counting timing immediately before the counting switch 126 is turned OFF.
[0359] Also, in the above-described embodiment, when the time from the ON edge of the counting switch 126 becomes 4000 msec or more, the operation state flag is switched to 3 (total count), and an example was described in which the counting process similar to the long-press operation continues even if the counting switch 126 is not continuously operated, that is, even if the counting switch 126 is turned OFF. However, not limited to such a case, at the timing when the time from the ON edge of the counting switch 126 becomes 4000 msec or more, the operation state flag may still be maintained at 2 (long press), and when the time from the ON edge of the counting switch 126 becomes 4000 msec or more and the counting switch 126 is turned OFF at the OFF edge, the operation state flag is switched to 3 (total count) (determined as a total count operation). Even with such a configuration, the operation of the counting process with respect to the player's operation does not change. However, since the start timing of the total count process changes, the timing for changing the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the emission color of the effect lamp 136 will be different. In the above-described embodiment, it was described by way of example that during setting changes and setting confirmations when the slot machine 100 is in a state where it cannot progress (is unable to) play as a single unit, these are not included in the "while the game is possible", and the counting process is restricted. However, not limited to such a case, even during setting changes and setting confirmations, 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. Therefore, for example, when the counting switch 126 or the total counting switch 142 is turned ON during setting changes and setting confirmations, the counting process is executed accordingly. Also, even if the setting key or the setting change switch is operated while the counting process is being executed, the setting change and setting confirmation are effectively performed.
[0360] In the above-described embodiment, it was described by way of example that when the number of game medals becomes 0, when the VL connection signal becomes OFF, or when the counting switch 126 or the total counting switch 142 is turned ON again, the total counting process stops. However, not limited to such a case, it may be assumed that the total counting process also stops (becomes invalid) when the power switch 144a is turned on again. For example, when the power switch 144a is turned OFF, the information of the number of game medals and the flag indicating the total counting process (for example, bit 2 of the main control transmission buffer) is not cleared. However, when the power switch 144a is turned ON, the number of game medals is maintained, but the flag indicating the total counting process is cleared. Therefore, after the power switch 144a is turned on again, the total counting process does not continue, and the number of game medals becomes the number of game medals after counting at the counting timing immediately before the power switch 144a was disconnected.
[0361] Also, in the above-described embodiment, an example was given in which when the VL connection signal becomes OFF (lending device connection error), the medal count update means 274 stops the counting process (single count process, continuous count process, and total count process). As an error managed by the medal count control board 260, there is an "Lending Device Connection Error 2" represented by the error code "L", which occurs when the jig of the dedicated unit 300 is not connected and automatically returns by connecting the jig. Also, as another error, there is a "Main Control Communication Error" represented by the error code "P", which occurs when an abnormality occurs in the communication with the main control board 200 and can be restored by restarting the power. Here, when a first error (for example, "Lending Device Connection Error 2") occurs, the medal count update means 274 stops (interrupts) the counting process, for example, the total count process. On the other hand, when a second error (for example, "Main Control Communication Error") occurs, the total count process may not be stopped (interrupted).
[0362] When the counting switch 126 or the total count switch 142 is turned ON with the power switch 144a turned off, and the power switch 144a is turned on with the counting switch 126 or the total count switch 142 turned ON, the medal count update means 274 determines the operation state using the timing when it validly recognizes the ON state of the counting switch 126 or the total count switch 142, for example, the timing when a predetermined time (for example, 10 seconds) including the initialization process of the medal count update means 274 has elapsed, as the ON edge of the counting switch 126 or the total count switch 142. For example, when 500 msec or more has elapsed since the medal count update means 274 recognizes the ON of the counting switch 126, it determines that it is a long-press operation and executes the continuous count process, and when 4000 msec or more has elapsed, it determines that it is a total count operation and executes the total count process. Also, the medal count update means 274 executes the total count process at the timing when it recognizes the ON of the total count switch 142.
[0363] Also, with the VL connection signal OFF, when the counting switch 126 or the total counting switch 142 is turned ON, and when the lending device connection error is cleared and the VL connection signal becomes ON with the counting switch 126 or the total counting switch 142 ON, the medal count updating means 274 determines the operation state using the timing when it validly recognizes the ON state of the counting switch 126 or the total counting switch 142, for example, the timing when a predetermined time (e.g., 2 seconds) spent on error recovery has elapsed, as the ON edge of the counting switch 126 or the total counting switch 142. For example, when 500 msec or more has elapsed since the timing when the medal count updating means 274 recognizes the ON of the counting switch 126, it determines a long press operation and executes continuous counting processing, and when 4000 msec or more has elapsed, it determines a total count operation and executes total count processing. Also, the medal count updating means 274 executes total count processing at the timing when it recognizes the ON of the total counting switch 142.
[0364] Here, with the counting switch 126 or the total counting switch 142 ON, when the power switch 144a is turned on or the VL connection signal becomes ON, the medal count updating means 274 validly recognizes the ON of the counting switch 126 or the total counting switch 142, and an example of determining the operation state using the ON edge of the counting switch 126 or the total counting switch 142 has been described. On the other hand, the bet switch 116 and the settlement switch 122 execute processing only when the ON edge is detected. In other words, even if the bet switch 116 and the settlement switch 122 are maintained in the ON state, they do not function as the bet switch 116 and the settlement switch 122 at timings other than the ON edge. Therefore, even if the ON state is maintained after the ON edge, or even if it changes to the OFF state, the digitized medals are not transferred. Then, even if the power switch 144a is turned on or the VL connection signal becomes ON with the bet switch 116 and the settlement switch 122 ON, the medal count updating means 274 does not validly recognize the ON of the bet switch 116 and the settlement switch 122, and digitized medals are not inserted or returned.
[0365] In the above-described embodiments, an example in which there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, and right reel 110c) has been described. However, the present invention is not limited to such a case, and it can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, and fourth reel), or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the above-described embodiments are performed corresponding to the start and release of the fourth stop operation.
[0366] In the above-described embodiments, an example of application to the slot machine 100 has been described. However, the present invention can also be applied to a so-called smart pachinko machine in which a pachinko machine including a game board in which a game area through which game balls flow is formed, a large winning opening provided in the game area and into which game balls can enter, an opening / closing member for opening and closing the large winning opening, and a large winning opening control means for executing a large combination game including a plurality of rounds of game in which the opening / closing member is controlled to open and close and the large winning opening is opened when a predetermined condition is satisfied, is enclosed and circulated so that the player can play the game without touching the game balls.
[0367] In 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 pachislo as the slot machine 100, respectively, it is possible to progress the game without circulating the game balls between the smart pachislo and the dedicated unit, similar to the smart pachislo. 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. Note that the number of game balls corresponds to an example of the number of game value numbers, which is the total number of game values that can be used for the game. In the slot machine 100, an example in which the counting switch 126 and the game medal number display device 128 are provided on the operation unit installation table 112 has been described. However, in smart pachinko, the counting switch and the game ball number display device may be provided, for example, near the cross keys (production switches) on the upper tray (not shown).
[0368] In the above-described embodiment, the main control board 200, the sub-control board 240, and the medal number control board 260 are arranged so as to share the functional units for advancing the game. However, even if the functional units of the main control board 200 are arranged on the sub-control board 240 or the medal number control board 260, or the functional units of the sub-control board 240 are arranged on the main control board 200 or the medal number control board 260, or the functions of the medal number control board 260 are arranged on the main control board 200 or the sub-control board 240, it is also possible to arrange all the functional units on a single control board.
[0369] In addition, each process performed by the main control board 200, the sub-control board 240, and the medal number control board 260 described above does not necessarily need to be processed in time series in the order described as a flowchart, and may include parallel or subroutine processing.
Explanation of Reference Numerals
[0370] 100 Slot machine (gaming machine) 126 Counting switch 142 Total counting switch 200 Main control board 200a Main CPU 216 Reel control means 222 Gaming state control means 224 Effect state control means 240 Sub-control board 240a Sub CPU 254 Effect control means 260 Medal number control board 260a Medal CPU 274 Medal number update means 300 Dedicated unit
Claims
1. Gaming control means for controlling a game performed using game values, Management control means connected to the gaming control means for managing the game values, Presentation control means for performing presentation control based on receiving predetermined control information from the gaming control means, Count operation means for receiving an operation of a player for causing a counting process of transferring at least a part of the game values managed by the management control means to an external device, comprising: The management control means: is capable of executing a full counting process of periodically transferring all or a part of the game values to an external device in units of a predetermined number based on a first operation on the count operation means, in the full counting process, when all of the game values are transferred, or when a second operation on the count operation means is performed, the full counting process is terminated, the management information, which is information related to the start or end of the full counting process, is transmitted to the gaming control means using as a trigger for transmission the fact that the management information has become a first value, the gaming control means transmits the control information including the management information to the presentation control means, the presentation control means is configured to be able to identify the start or end of the full counting process according to the management information included in the control information, The management control means, in response to the end of the full counting process, temporarily sets the first value in the management information to create a trigger for transmission of the management information, changes the management information from the first value to a second value different from the first value, and transmits the changed management information to the gaming control means.
2. Gaming control means for controlling a game performed using game values, Management control means connected to the gaming control means for managing the game values, Presentation control means for performing presentation control based on receiving predetermined control information from the gaming control means, Count operation means for receiving an operation of a player for causing a counting process of transferring at least a part of the game value managed by the management control means to an external device; comprising; The management control means; based on a first operation on the count operation means, is capable of executing a full counting process of periodically transferring all or a part of the game value to an external device in units of a predetermined number; in the full counting process, when all of the game value is transferred, or when a second operation on the count operation means is performed, the full counting process is terminated; management information, which is information related to the start or end of the full counting process, is transmitted to the game control means; The game control means transmits the control information including the management information to the effect control means; The effect control means is configured to be able to identify the start or end of the full counting process according to the management information included in the control information; The management control means; sets a predetermined flag in response to the start of the full counting process, and releases the setting of the flag in response to the end of the full counting process; in response to the start of the full counting process, sets a specific value in the management information, and transmits the management information to the game control means; A gaming machine that sets the specific value in the management information and transmits the management information to the game control means at a predetermined transmission opportunity while the flag is set.
Citation Information
Patent Citations
Slot machine
JP2015134014A
Pinball game machine
JP2020156551A
Cited By
Game machine
JP2025095612A
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