Game machine

The gaming machine addresses inefficiencies in value management by incorporating dual operation areas and strategic counting mechanisms, ensuring continuous gameplay by preventing unplayable states and enhancing player interaction through visual and auditory guidance.

JP2025133282APending Publication Date: 2025-09-11KITA DENSHI CORP
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Patent Information

Application Number
JP2024031138
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-01
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Conventional gaming machines using digitized gaming balls and credit medals lack efficient mechanisms for managing and transferring game values, leading to potential unplayable states due to exceeding storage limits, and require improvements in player interaction and value management.

Method used

A gaming machine design featuring a first and second operation area with distinct transfer capabilities, a memory system for storing game values, and a transfer mechanism that adjusts the number of game values based on operation type, allowing for flexible management and prevention of unplayable states through strategic counting and settlement operations.

Benefits of technology

Enables seamless game value management, preventing unplayable states by allowing players to strategically reduce game values, enhancing player interaction, and providing clear guidance through visual and auditory notifications, thus ensuring continuous gameplay.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025133282000001_ABST
Patent Text Reader

Abstract

To provide a game machine for increasing convenience when transferring game tokens to a unit.SOLUTION: A game machine 701 comprises: a single counting button 281 having a first operation area capable of receiving an operator's operation; a total counting button 282 having a second operation area wider than the first operation area; storage means capable of storing a game value number possessed by a player; and transferring means capable of transferring to a corresponding unit, a predetermined number of game value numbers from among game value numbers stored in the storage means. The second operation area is at least partially disposed in a player side rather than in the first operation area, and the transferring means can transfer a first game value number when the first operation area receives short-pressing operation, and can transfer a second game value number larger than the first game value number when the second operation area receives short-pressing operation.SELECTED DRAWING: Figure 27
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine installed in an amusement parlor or the like. [Background technology]

[0002] Conventionally, there have been gaming machines that allow games to be played using digitized gaming balls (Non-Patent Document 1). Furthermore, there have been gaming machines in the past that pay out credited medals in response to player operations. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-207336 [Patent Document 2] Japanese Patent Application Publication No. 2023-110736 [Non-patent literature]

[0004] [Non-Patent Document 1] "What is Smart Slot? How to play and how it differs from current models", [online], Parchmo (N-Links Co., Ltd.), [Searched February 10, 2024], Internet<https: / / altema.jp / pachimo / smartslot> Summary of the Invention [Problem to be solved by the invention]

[0005] However, conventional gaming machines have room for improvement. [Means for solving the problem]

[0006] One form of the present invention is a gaming machine comprising, for example, a first operation means having a first operation area capable of accepting operations by an operator, a second operation means having a second operation area larger than the first operation area, a memory means capable of storing the number of game values ​​owned by a player, and a transfer means capable of transferring a predetermined number of game values ​​from the number of game values ​​stored in the memory means to a corresponding unit, wherein the second operation area is at least partially positioned closer to the player than the first operation area, and the transfer means is capable of transferring a first number of game values ​​when the first operation area accepts the predetermined operation, and is capable of transferring a second number of game values ​​greater than the first number of game values ​​when the second operation area accepts the predetermined operation. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a schematic front view showing the appearance of a medal-less gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a medalless gaming machine of a first embodiment. FIG. [Figure 3] 1 is a block diagram showing the control configuration of the medalless gaming machine of the first embodiment. FIG. [Figure 4] 3 is a flowchart showing a gaming method in the medalless gaming machine of the first embodiment. [Figure 5] 3 is a state transition diagram showing the transition of game states in the medalless gaming machine of the first embodiment. FIG. [Figure 6] 1A and 1B are diagrams showing the light emission patterns of the counting button lamp of the first embodiment, where (a) shows the off state, (b) shows the on state, (c) shows slow flashing, and (d) shows fast flashing. [Figure 7] 1A and 1B are diagrams showing an example of notification information prompting counting in the first embodiment, where (a) shows a small display and (b) shows a large display. [Figure 8] 10 is a flowchart showing a method of notifying the player whether or not there are inserted medals after counting is completed in the first embodiment. [Figure 9](a) is an example of notification information when there are no inserted medals remaining after counting is complete, and (b) is an example of notification information when there are inserted medals remaining after counting is complete. [Figure 10] 10 is a time chart showing the continuation of a long press state of the counting button in the first embodiment. [Figure 11] (a) is a diagram showing that a bonus announcement is on hold while the counting button is being operated, and (b) is a diagram showing that if certain conditions are met, a bonus announcement is made even while the counting button is being operated. [Figure 12] FIG. 10 is a block diagram showing the control configuration of a gaming machine according to a second embodiment. [Figure 13] 10 is a graph showing a schematic diagram of the change in the difference in number of coins on the day of play of the gaming machine of the second embodiment. [Figure 14] FIG. 10 is a diagram illustrating the configuration of a gaming system 300 according to a third embodiment. [Figure 15] 10 is a diagram illustrating the configuration of a gaming system 300 according to a third embodiment, and the flow of gaming information output from a slot machine 301S and a pachinko machine 301P. FIG. [Figure 16] 10 is a diagram illustrating a game end state determination process for the slot machine 301S using the call lamp 331 in the third embodiment. FIG. [Figure 17] 10 is a diagram illustrating a game end state determination process for the slot machine 301S using the call lamp 331 in the third embodiment. FIG. [Figure 18] FIG. 10 is a diagram illustrating a gaming machine status screen 335c displayed by the HC 335 of the third embodiment. [Figure 19] FIG. 10 is a configuration diagram illustrating the power supply in one gaming island of the gaming system 400 of the fourth embodiment. [Figure 20] 10 is a perspective view of the gaming machine 401 in the fourth embodiment with the front door 401a open, and is a diagram illustrating the setting board 404. FIG. [Figure 21] FIG. 10 is a block diagram of a gaming machine 401 according to a fourth embodiment. [Figure 22] 13 is a table illustrating MY reset processes 1 to 4 according to the fourth embodiment. [Figure 23] FIG. 10 is a diagram illustrating the configuration of a slot machine 501 according to a fifth embodiment. [Figure 24] FIG. 13 is a diagram showing the adjustment count buttons 650A to 650D of the sixth embodiment as viewed from above. [Figure 25] 13 is a vertical cross-sectional view illustrating the operation of a payment count button 650E according to the sixth embodiment. [Figure 26] FIG. 13 is a front view of the vicinity of an operation panel 751 of a gaming machine 701 according to a seventh embodiment. [Figure 27] FIG. 13 is a parts diagram of a counting unit 760 according to a seventh embodiment. [Figure 28] FIG. 13 is an exploded perspective view of a counting unit 760 according to a seventh embodiment (as viewed from the right rear of the upper side C2). [Figure 29] FIG. 13 is an exploded perspective view of a counting unit 760 according to a seventh embodiment (as viewed from the right rear of the lower side C1). [Figure 30] FIG. 13 is an exploded perspective view of a button portion of a seventh embodiment (as viewed from the right rear of the upper side C2). [Figure 31] FIG. 13 is an exploded perspective view of a button portion of a seventh embodiment (as viewed from the right rear of the lower side C1). [Figure 32] FIG. 27(D) is a vertical cross-sectional view of a button portion of a seventh embodiment. [Figure 33] 13 is a vertical cross-sectional view (ZX plane, the cutting surface of which is a vertical plane) of the counting unit and its vicinity according to the seventh embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] A preferred embodiment of the gaming machine according to the present invention will now be described. (First embodiment) In the first embodiment, a gaming machine having the main functions that are the premise of the present invention will be described. The gaming machine of this embodiment does not use actual medals (gaming media), but manages medals as data (so-called credit medals), and lends medals using electronic information for playing, so that players can play without touching the gaming medals. In this way, the gaming machine is a gaming machine (also called a medal-less gaming machine in the embodiment) that uses pseudo gaming media in this data format for playing. Such gaming machines are also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of applying the present invention to a medal-less gaming machine, a No. 6 slot machine with an AT (ART) state, but this is not limited to this, and the present invention can also be applied to, for example, an A-type slot machine that allows real bonus play. The medals used as data in medalless gaming machines are referred to as "game medals."

[0009] FIG. 1 is a schematic front view showing the appearance of a medalless gaming machine. FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine. As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a cabinet 1b and a front door 1a that opens and closes the opening of the cabinet. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward, and around this step, operating means such as the bet button 2a, MAX bet button 2b, counting button 2c, settlement button 2d, start lever 3, stop button 5, and notification means such as a game medal number display device 7, counting button lamp 2e, and bet number lamp 2f are provided. The upper part of the front door 1a is provided with a display 8 that acts as a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.

[0010] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.

[0011] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by being driven by a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each reel 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).

[0012] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 3 indicates an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operation of each of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. The sub-controller 20 is connected to various components such as a navigation lamp 12, a counting button lamp 2e, a bet number lamp 2f, a display 8, a speaker 9, and a lamp 11. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned parts in response to commands (control information) from the main controller 10.

[0013] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.

[0014] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .

[0015] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operating means that is pressed to stop the reel 41 that rotates in response to the operation of the start lever 3.

[0016] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.

[0017] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.

[0018] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.

[0019] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.

[0020] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed.

[0021] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.

[0022] The probability setting device 16 can change the probability of winning the AT in multiple stages (for example, six stages). The main control unit 10 stores one of the set values ​​in the memory unit based on the probability setting operation by the gaming parlor staff on the probability setting device 16, and controls the winning probability of the AT based on the stored set value. For example, setting 1 has the lowest winning probability, and the higher the number, the higher the winning probability.

[0023] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.

[0024] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.

[0025] The dedicated unit 19 can be connected to a computer called a hall computer or a management computer via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.

[0026] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data. When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of lending medals based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lending medals in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.

[0027] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.

[0028] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.

[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.

[0030] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the winning result of the internal lottery process based on the timing of operation of the stop button 5, and after the third stop operation, it determines that a winning combination has been achieved if the combination of symbols that has stopped on the valid line is a predetermined combination of symbols. Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times.

[0031] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.

[0032] The medalless gaming machine 1 can execute the processes of S1 to S6 while transitioning through a plurality of gaming states. FIG. 5 is a transition diagram of game states that can be played in the medalless gaming machine 1. As shown in FIG. 5, the medal-less gaming machine 1 is configured to be able to transition between a normal gaming state, a CZ state, and an AT state. The main control unit 10 executes control to transition from one gaming state to another gaming state based on the establishment of a predetermined transition condition. For example, a CZ transition lottery to determine whether the player will transition to the CZ state or an AT transition lottery to determine whether the player will transition to the AT state is executed in each game, and if the CZ transition lottery is won, the player will transition to the CZ state from the next game onwards, and if the AT transition lottery is won, the player will transition to the AT state from the next game onwards. The sub-controller 20 performs effects via a notification means such as a display 8 according to the game state and predetermined conditions. For example, a winning / losing branching effect is displayed during a continuous effect (for example, in the CZ state, a display is displayed suggesting the possibility of winning the AT over multiple games, while the results of the AT transition lottery are displayed in response to operation of a specific operating means (for example, the MAX bet button 2b)). The normal game state is set to a normal probability state and a high probability state, and in each game, the probability of transitioning to the CZ state or AT state is controlled so that the high probability state is higher than the normal probability state. In addition, the probability of winning the AT is controlled so that a high setting value is higher than a low setting value. In addition, the probability of winning the AT can be varied depending on the winning combination. For example, the probability of winning the AT when a rare combination is won is set to be higher than that when a non-rare combination is won.

[0033] The main control unit 10 is provided with a zone control means that can control the gaming zone to either a normal zone or an advantageous zone, in addition to the above gaming state. The normal zone is a game zone in which push order navigation is not executed, and begins when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the normal zone, it is determined that the player will transition to the advantageous zone when the conditions for transitioning to the advantageous zone are met, for example, when a predetermined role is won in an internal lottery.

[0034] The advantageous zone is a game zone in which push order navigation may be performed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation may be performed. The medal-less gaming machine 1 may be provided with a lamp or the like that emits light while the player is in the advantageous zone. In addition, the advantageous zone begins when the next game starts after the advantageous zone transition condition is met in the normal zone, and ends when a predetermined advantageous zone end condition is met. The conditions for ending the advantageous zone are that the advantageous zone ends when a predetermined game state ends or when the advantageous zone limiter is reached, and the zone transitions to the normal zone. The advantageous zone limiter is a limit that satisfies the condition that "the number of game medals acquired (the difference) during one advantageous zone reaches the upper limit (for example, 2400)." For this reason, the main control unit 10 counts the number of game medals acquired during the advantageous zone and stores the count in the memory unit.

[0035] The game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.

[0036] In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.

[0037] (Counting guidance by notification means) In the medalless gaming machine 1 of the present invention, the sub-controller 20 can execute a notification to prompt the operation of the counting button 2c by using a notification means such as the counting button lamp 2e. The count button lamp 2e is an LED lamp provided around the count button 2c. The counting button lamp 2e can be built into the counting button 2c so that the counting button 2c itself emits light. For example, when the count button 2c is operable, the count button lamp 2e is turned on, and when the count button 2c is inoperable, the count button lamp 2e is turned off. In other words, when the number of game medals stored and displayed in the game medal number display device 7 is "0" as shown in Figure 6(a), the counting button lamp 2e is turned off, and when the number of game medals is "1" or more as shown in Figure 6(b), the counting button lamp 2e is turned on. This allows the player to know that the count button 2c can be operated when the count button lamp 2e is lit. Furthermore, when the number of game medals stored and displayed on the game medal number display device 7 is close to the upper limit (for example, 15,000 or more), the count button lamp 2e is controlled to flash. In this way, by flashing the counting button lamp 2e, the player can be further encouraged to operate the counting button 2c. In other words, by illuminating the counting button lamp 2e in a way that is easy for the player to recognize, it can be notified that if the number of game medals is close to the upper limit and the game medals are paid out as is, it will result in a "game not possible" state, and that by operating the counting button 2c before the "game not possible" state is reached, the "game not possible" state can be avoided. When the count button lamp 2e is flashing, it is possible to control the flashing speed to be faster as the number of game medals approaches the upper limit, which makes it easier for the player to recognize that the number of game medals is approaching the upper limit. For example, if the number of game medals stored in the game medal number display device 7 is "15,000 or more and less than 16,000" (for example, "15,000" as shown in Figure 6(c)), the counting button lamp 2e is made to flash slowly, and if the number of game medals is "16,000 or more and less than 16,000" (for example, 16,000 as shown in Figure 6(d)), the counting button lamp 2e is made to flash quickly. In this way, the notification means such as the counting button lamp 2e can be configured to light up (first notification) the counting button lamp 2e to prompt the player to operate the counting button 2c (counting operation means) when the number of game medals (amount of game value) displayed on the game medal number display device 7 (game value display means) is, for example, "15,000 to 16,000" (first amount), and can be configured to light up (second notification) the counting button lamp 2e to prompt the player to operate the counting button 2c (counting operation means) when the number of game medals (amount of game value) displayed on the game medal number display device 7 (game value display means) is, for example, "16,000 to 16,300" (more than the first amount and less than the upper limit value), and the second notification is configured to flash more rapidly than the first notification so that it is easier for the player to recognize. The counting guidance can be performed by changing the color of the light emitted from the counting button lamp 2e. For example, the counting button lamp 2e can be lit or flashing in green as the first notification, and the counting button lamp 2e can be lit or flashing in red as the second notification. Moreover, such stepwise counting guidance can also be notified via the display 8. For example, as shown in Figure 7(a), the first notification may be displayed in small letters (small display) as notification information "Please count," and as shown in Figure 7(b), the second notification may be displayed in large letters (large display) as notification information "Please count." As shown in FIG. 7(b), notification information such as "XX more sheets to reach the upper limit" may be added. The notification information can also be notified by sound information such as voice from a speaker. It is also possible to make a notification every predetermined number of games, and the interval between games can be made shorter or the volume can be increased so that the notification timing becomes faster as the upper limit value is approached. By providing counting guidance using such an alarm means, the player can be guided to perform appropriate counting operations before the upper limit value on the game medal count display device 7 is exceeded, resulting in a ``game not possible'' state, so that the ``game not possible'' state does not occur.

[0038] (Used when showing the count button) The counting button 2c can be used as an operating means during the performance. For example, as a winning / losing branching effect in a continuous effect, the sub-control unit 20 normally announces a message such as "Press the MAX bet button" via the display 8, etc., but can also announce a message such as "Press the counting button," execute a premium effect in response to the operation of the counting button 2c, or display a message such as "Defeat XXX bodies," and execute a premium effect in response to the counted amount reaching XXX by the operation of the counting button 2c, thereby linking the effect with the counting. Furthermore, when counting is desired, the frequency of these effects may be increased. For example, the closer the number of game medals stored and displayed on the game medal number display device 7 approaches the upper limit, the more frequently the effects are executed. Also, the control may be such that an effect linked to the counting operation is executed only when the "number of game medals" exists (is 1 or more). In other words, in an alarm means such as a display 8, when the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) is "1" or more, an alarm can be executed to prompt the player to operate the counting button 2c (counting operation means), and when the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) is "0", an alarm can be prevented from being executed to prompt the player to operate the counting button 2c (counting operation means).

[0039] (BGM plays while counting) While the game medals are being counted (while the count button 2c is being operated), background music (for example, the payout sound in a conventional slot machine) can be played. For example, sound generating means such as a speaker is provided in a predetermined location (such as around the medal payout opening), and the sub-controller 20 causes the sound generating means to output a payout sound. This allows for the execution of effects that mimic those of conventional slot machines. However, since counting can be performed even during a game (counting button 2c can be operated), the playback mode of the BGM may be controlled depending on the game situation. For example, when "not playing" the sound is played at normal volume, when "playing" the sound is played at extremely low volume, when "continuous performance" is being performed the sound is silent, and when "a payout due to winning" the sound is played with priority given to the payout sound (for example, the volume of the payout sound is made louder than other background music). This allows appropriate BGM playback according to the situation. Also, the background music played during counting may be different depending on whether the button is pressed for a short time or for a long time. For example, when you press the button briefly, a "beep beep" background music for short presses is played, and when you press and hold (50), a "piroriroro" background music for long presses is played every "50" count (every 300 milliseconds). Also, in the case of a short press, the background music will be very short, but if short presses are made consecutively, each will be judged as a short press in terms of counting, but for BGM playback it may be judged as a "long press" and BGM for a long press may be played. Furthermore, when the number of game medals stored and displayed in the game medal count display device 7 is large (for example, 10,000), the background music may not be played during the long press, or when the count exceeds a specific number while maintaining the long press (for example, when it exceeds 10,000), special background music may be switched to and played. When switching to special background music, linked effects may be produced by further switching the effects on the display 8 or lamps.

[0040] (Counting guidance when inserted medals remain) After the counting is completed, if the number of game medals displayed on the game medal number display device 7 is "0", the sub-control unit 20 can display notification information 1 indicating the end of the game, such as "Please play again", on the display 8 or output it as audio from the speaker 9. By notifying the user of the notification information 1 in this manner, the user can be made aware of the completion of counting. It should be noted that if the number of game medals stored and displayed after the counting is "1" or more, the notification information 1 is not notified. In this case, the player must operate the count button 2c to set the number of game medals to "0." This is because the IC card cannot be returned in the dedicated unit 19 if the gaming medal is "1". However, with the specifications of this dedicated unit 19, if the number of game medals stored and displayed on the game medal number display device 7 is "0", the IC card can be returned even if the bet number is set (inserted medals remain). This can lead to problems such as players leaving without realizing that inserted medals remain, or other players stealing the medals. Therefore, in the medalless gaming machine 1 of this embodiment, if the number of game medals displayed on the game medal number display device 7 is "0" after counting is completed and there are remaining inserted medals (number of bets) (when the bet number lamp 2f is lit), it will notify the user with notification information (notification information 2) that prompts the user to perform a settlement operation, such as "There are inserted medals! Please settle your balance!" In other words, when the counting button 2c (counting operation means) is operated and the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) becomes "0", and the number of bets (bet) displayed on the bet number lamp 2f (bet display means) is "1" or more, the notification means such as the display device 8 will issue a notification urging the operation of the settlement button 2d (specific operation means); on the other hand, when the counting button 2c (counting operation means) is operated and the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) becomes "0", and the number of bets (bet) displayed on the bet number lamp 2f (bet display means) is "0", the notification means will not issue a notification urging the operation of the settlement button 2d (specific operation means).

[0041] FIG. 8 is a flowchart showing a method of notifying the player whether or not there is a number of inserted medals after counting is completed. As shown in the figure, the main control unit 10 determines whether or not the count button 2c has been operated (S11). That is, it determines whether or not a counting operation has been performed. If the count button 2c has been pressed (Yes), it is determined whether the number of game medals is "0" (S12). In other words, it is determined whether the counting has been completed. Specifically, when it is determined that the count button 2c has been pressed, the main control unit 10 determines whether the number of game medals stored and displayed on the game medal number display device 7 is "0" or not. If the number of game medals is not "0" in S12 (S12-No), the process returns to S11. In other words, if the counting is not complete, the number of game medals must be set to "0" by performing a counting operation. If the number of game medals is "0" in S12 (S12-Yes), it is determined whether the number of inserted medals is "0" (S13). In other words, if counting has been completed, it is next determined whether or not any inserted medals remain. Specifically, if the number of bets stored (set) in the RAM is "1," "2," or "3," it is determined that the number of inserted medals is not "0" (no medals have been inserted), and if the number of bets is not stored (set), it is determined that the number of inserted medals is "0" (there are inserted medals). In S13, if the number of inserted medals is "0" (S13-Yes), notification information 1 is notified (S14). That is, after counting is completed, notification information 1 is notified when there are no inserted medals remaining. For example, notification information such as "Let's play again" as shown in FIG. 9(a) is displayed on the display 8. By seeing this notification information, the player can finish the game with peace of mind. In S13, if the number of inserted medals is not "0" (S13-No), notification information 2 is notified (S15). That is, after the counting is completed, notification information 2 is notified if inserted medals remain. For example, a message prompting the player to settle the account, such as "You have inserted medals. Please settle the account!" as shown in FIG. 9(b), is displayed on the display 8. This allows the player to be aware that there are remaining inserted medals and that they need to be settled. In this way, if the number of game medals stored and displayed in the game medal count display device 7 is even "1", the IC card cannot be returned in the dedicated unit 19, but if the number of game medals stored and displayed in the game medal count display device 7 is "0", the IC card can be returned even if inserted medals remain, which prevents problems such as a player leaving without realizing that inserted medals remain, or the card being stolen by another player.

[0042] (Press and hold the counting button) The main control unit 10 keeps the counting button 2c pressed and held even after the number of game medals stored and displayed in the game medal number display device 7 becomes "0", and when a payout occurs in the game, it determines that this payout amount is also included in the counting by the long press. This is because it is possible to play while operating the counting button 2c, and since the payout amount generated by playing only the remaining few games is also counted while counting, it is possible to end the game without pressing the counting button 2c again.

[0043] This will be explained in detail with reference to the time chart of FIG. It is assumed that the number of game medals stored and displayed in the game medal number display device 7 is "120" and the number of inserted medals (number of bets) remaining is "3". In this case, if the counting button 2c is pressed and held continuously, as shown in the figure, the counted amount "50" is subtracted from the number of game medals upon the first, second, and third detection of the long press, and as a result, the number of game medals becomes "0" upon the third detection of the long press. However, since the inserted medals remain, the player can continue playing even after the number of game medals reaches "0." In this example, after the number of medals played reaches "0", the player plays using the remaining inserted medals, and wins a specific small prize (a prize that pays out 10 medals) in the internal lottery process. Here, the medal-less gaming machine 1 of this embodiment is controlled so that if the counting button 2c is kept pressed and held even after the number of game medals has reached "0", this operation is treated as valid. This allows the game medals paid out thereafter to be automatically counted within a maximum range of "50". In other words, at this time, the number of game medals displayed on the game medal count display device 7 is updated from "0" to "10" because "10" is added in response to the winning of a specific minor prize, but since the counting button 2c is still pressed and held, "10" is automatically counted as the counted number without the need for further operation, and counting data indicating the counted number is sent to the dedicated unit 19.

[0044] That is, the medal-less gaming machine 1 of this embodiment is provided with processing means capable of executing a predetermined process when the counting button 2c (counting operation means) is operated, and this processing means is capable of executing a first process for outputting the game value of "1" (smallest unit) of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to the dedicated unit 19 (external) when the counting button 2c (counting operation means) is operated by short pressing (first mode), and when the counting button 2c (counting operation means) is operated by long pressing (second mode) which is a mode in which the operation acceptance time is longer than in the first mode, A second process can be executed to output a game value of "50" (specific unit) as counting data to a dedicated unit 19 (external) from the number of game medals (game value) displayed on the game medal number display device 7 (game value display means), and if the counting button 2c (counting operation means) remains operated in the second mode even after the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) becomes 0 and game medals (game value) are awarded based on the results of the game, a third process is executed to output the game medals (game value) as counting data to the dedicated unit 19 (external). In this way, by playing the game while pressing and holding the counting button 2c, the player can count all of the game medals, including the game medals acquired after the counting operation has started, even if the game medals have been acquired during play after the game medal count has run out. This increases the comfort when the counting button 2c is pressed and held.

[0045] (Omission of presentation related to counting) After the power is turned on, the game becomes playable and the counting button 2c becomes active. At this time, whether or not the execution of various counting-related effects will be delayed is determined based on the state (start-up state) of each device involved in the effects, and whether or not the effects will be executed can be controlled based on the result of this determination. For example, in the above-mentioned "Use during counting button performance," we explained a performance that links the counting button 2c and the display 8. In this case, if it is determined that the display 8 has not completed starting up after the power is turned on, the performance will be omitted even if certain conditions are met. In addition, whether each device involved in the performance has completed startup or not can be determined based on whether the time required for startup to be completed has passed or not, or, for example, in the case of display device 8, whether a specified screen is displayed or not can be determined using image recognition technology.

[0046] (Explanation of counting operations) The operation method for counting is displayed on the display 8. For example, when the counting button 2c is pressed briefly, the game medal will be counted by "1", when the counting button 2c is pressed for a long time, the game medal will be counted up to "50", and when the counting button 2c is pressed for a long time, the game medal will be counted up to "50" at a time, and an explanation is displayed on the display 8. In particular, when the above-mentioned "unplayable" state occurs, the display 8 shows how to deal with the situation (how to reduce the number of game medals to below the upper limit by operating the counting button 2c). Furthermore, the counting method may be explained using not only text but also diagrams and images on a menu screen or the like displayed on the display device 8 during non-playing. In particular, a warning is displayed that the player should not accumulate more than 15,000 medals (when the number of medals displayed on the medal count display device 7 approaches the upper limit, the player should operate the counting button 2c to decrease the number), and that the upper limit is 16,300. This makes it possible to effectively support medal-less games for players who are not familiar with medal-less gaming machines 1.

[0047] (Other features) Other functions that can be provided include the following:

[0048] (Production on the lower panel) If the lower panel is equipped with a liquid crystal display (display 8), an image of the medals corresponding to the balls dispensed can be displayed so that the dispensed ball status can be seen. For example, it plays footage that makes it look like real medals are being dispensed, such as a cash box or medals spilling out from below. If the lower panel does not have an LCD display, the number of boxes may be displayed using LEDs or the like to give the impression of balls being dispensed. This allows for a dramatic effect similar to that of a conventional slot machine.

[0049] (Installation of small door) A small door that is physically smaller than the front door 1a is provided, and when the small door is opened, only the connectors around the main board and the area around the power button are exposed, allowing these to be checked locally. Conventional slot machines are equipped with devices necessary for processing medals, such as selectors and hoppers, and in order to check these devices, it is necessary to open a large door called the front door 1a. In contrast, the medal-less gaming machine 1 of the present invention does not use actual medals, and therefore has fewer hardware components such as selectors and hoppers, and therefore the checking range is limited, so it is sufficient to provide a small door in the checking range. This allows the configuration of the medal-less gaming machine 1 to be simplified and made smaller, and also makes it easier for store staff to check.

[0050] (Response to error balls) It is possible to equip the device with a reset function in case the number of bets (for example, 1 or 2) is left set (remaining) and left. Specifically, the number of game medals stored in the game medal number display device 7 can be reset (to "0") by a store clerk operating the game medal number clear button 14, but even if it is reset when the bet number has been set, the bet number will remain. For this reason, in the medal-less gaming machine 1 of the present invention, when the game medal number clear button 14 is operated while there are remaining bets, the number of bets is reset and reset information including the remaining number of bets is output to the dedicated unit 19. Then, if the dedicated unit 19 transfers the input reset information to a hall computer (not shown), the hall computer can detect the remaining number of bets included in the reset information as an error ball (error number of medals). If such a function to reset the remaining bet number is not installed, it is necessary to clear the RAM that stores the bet number and operate the game medal number clear button 14, and when the bet number has been set, it is necessary to go through the procedure of "operating the settlement button 2d" → "operating the counting button 2c." The medal-less gaming machine 1 of the present invention is provided with a function for resetting the number of remaining bets, so that such troublesome operations are not required, and the hall computer can efficiently and accurately grasp the number of error balls.

[0051] (Premiere production) When certain conditions are met, such as when the number of game medals stored and displayed in the game medal number display device 7 or the number of payouts within one advantageous zone reaches a specific number, a premium effect can be produced in the display 8, etc., in which a hopper error has occurred, which is reported in conventional game machines (slot machines that use actual medals). The medal-less gaming machine 1 does not use actual medals, and hopper errors are not possible. For this reason, there is a high possibility that the player will immediately recognize that the hopper error display is some kind of effect (premium effect), making it possible to create an unexpected effect. The premiere effect may be a freeze effect of about 5 seconds. In other words, the notification means can issue notifications such as hopper errors and other effects related to real medals (gaming media) that were previously implemented in conventional slot machines (gaming machines) that allow games to be played using real medals (gaming media) when certain conditions are met.

[0052] (Notification using wait time) Notification can be made using the wait time. In slot machine games, even if the start lever 3 is operated, if the time elapsed since the start of rotation of the reel 41 in the previous game has not passed the specified time (4.1 seconds), the start of rotation of the reel 41 is temporarily put on hold (a wait time is generated) to delay the start of rotation of the reel. In the case of slot machine games using actual medals, medals must be inserted at some point, and since it takes time to insert the medals, there is no waiting time, making it difficult to play at full wait time. In contrast, in medal-less games, inserting a game medal requires only operating a bet button, so no time is required for insertion, and there is often a waiting time, making it easy to play with a full wait. However, even in medal-less games, the lending operation at the dedicated unit 19 is required, so in the medal-less gaming machine 1 of this embodiment, the sub-control unit 20 controls the display on the display 8 during the waiting time (player side). This makes it easier to play at full weight. In addition, the notification may be made when the number of game medals stored and displayed on the game medal number display device 7 becomes "0", or when the number of game medals becomes 1 or 2.

[0053] (Bonus announcement using counting buttons) A bonus win can be announced in response to operation of the counting button 2c. 2. Description of the Related Art Among type A slot machines that allow real bonus games, there are known models that are provided with a notification lamp for notifying players that they have won a bonus. It is known that this type of notification lamp is controlled so that it does not light up and goes into standby mode if the game operation buttons (bet button 2a, MAX bet button 2b, stop button 5, start lever 3) are operated at the end of a bonus winning game. In the medal-less gaming machine 1 of the present invention, such bonus notification control can be performed, and in this case, the game operation buttons may or may not include the count button 2c. When the game operation buttons include the counting button 2c, as shown in Figure 11(a), if the counting button 2c is pressed beyond the end of the bonus game (when the third stop button is released), the bonus announcement will be put on hold while the button is pressed, and will be executed when the button is released (when the player's finger is released from the counting button 2c). As shown in Figure 11(b), when certain conditions are met, such as when the number of game medals stored and displayed in the game medal number display device 7 is equal to or greater than a predetermined number (for example, 5,000 or more) and a specific lottery is won, the notification lamp will light up when the bonus winning game ends, even if the counting button 2c is being operated, and this can be presented as a premium pattern. This allows for unprecedented performances.

[0054] (Notification to prompt lending operation) The notification means can make a predetermined notification when the number of game medals displayed on the game medal number display device 7 reaches a predetermined number. For example, when the number of game medals on the game medal number display device 7 reaches "1" or "2", a message such as "Please lend" is displayed on the display device 8. In other words, the notification means is capable of issuing a notification to prompt a lending operation (an operation for inputting the game value available for play from the outside as lending data) in the dedicated unit 19 when the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) reaches a specific amount. This can prevent the problem of not being able to insert game medals due to an insufficient number of game medals, resulting in a delay in playing games.

[0055] As described above, the gaming machine of the present invention is a medal-less gaming machine 1 that allows gaming without using actual medals, and is configured to issue a notification to prompt a counting operation when the number of gaming medals displayed on the gaming medal count display device 7 is below an upper limit value and equal to or greater than a predetermined number. For example, an LED or other light emitting means is provided on or around the counting button 2c, and is controlled to light up when counting is possible, turn off when counting is not possible, and flash when counting is being prompted (when the number of game medals is 16,000 or more). This allows the player to be guided to the appropriate operation before the game becomes "unplayable." Furthermore, when the gaming machine of the present invention performs an operation to count the number of gaming medals displayed on the gaming medal number display device 7, if the number of gaming medals becomes "0" and there are remaining inserted medals (bet amount), it issues a notification urging the player to settle or use the inserted medals, but if the number of gaming medals is not "0", it does not issue the above notification. This prevents forgetting to take the bet amount even in the case where, if there are game medals remaining on the game medal number display device 7 even if it shows "1", the card return operation cannot be performed on the dedicated unit 19, but if the game medal number display device 7 shows 0, the card return operation can be performed even if game medals have been bet.

[0056] Furthermore, when the gaming machine of the present invention performs an operation to count the number of gaming medals displayed on the gaming medal number display device 7, a control is executed in which the count continues to count by "50" by pressing and holding the counting button 2c. However, by controlling the counting button 2c to continue to be pressed and held even after the number of gaming medals on the gaming medal number display device 7 becomes 0, if a game is played while the pressed and held state continues and a payout occurs in that game, this payout amount can also be processed as a target for counting by the long press. This increases the comfort when pressing and holding the counting button 2c.

[0057] In contrast, conventional gaming machines have had the problem that the processing of gaming values ​​stored as data in the gaming machines has not been sufficiently considered. According to the gaming machine of this embodiment, it is possible to solve all or part of the above-mentioned problems that conventional gaming machines need to improve.

[0058] (Second embodiment) In the second embodiment, the counting process of MY on the gaming machine side and the processes associated therewith will be described. In the following explanations and drawings, parts that perform similar functions in each embodiment and in other embodiments will be given similar names as appropriate, and the same reference numerals or the same reference numerals at the end (last two digits) will be given as appropriate, and duplicate explanations will be omitted as appropriate.

[0059] (Configuration of gaming machine 201) FIG. 12 is a block diagram showing the control configuration of the gaming machine 201 of the second embodiment. The gaming machine 201 of this embodiment, like the first embodiment, is a device that allows games to be played without using actual gaming media and that can manage game values ​​that can be used in games. That is, the gaming machine 201 executes games using pseudo medals (so-called credit medals) stored as medals in the medal count storage unit 212a. The configuration of the sub-control board 220A including the sub-control unit 20 etc. is the same as in the first embodiment. The sub-control board 220A is capable of controlling, for example, effects related to games.

[0060] Meanwhile, the main control board 210A is equipped with a first module 211 that mainly executes processing and control related to games, and a second module 212 that mainly executes processing and control related to the number of medals. In other words, in the main control board of the first embodiment, one module having the main control unit 10 comprehensively executes processing and control related to games and the number of medals, whereas in the main control board 210A of this embodiment, two modules, the main control unit 211b and the medal count control unit 212b, share and execute these processing and control tasks according to the content. The first module 211 and the second module 212 may be configured by the same electric board, or may be configured by separating the main control board 210A into two electric boards. In this manner, when main control board 210A is separated into two electric boards, communication between the two boards can be achieved by connecting them with an electric cable. In this configuration, the case that houses main control board 210A may be a case that houses the two electric boards together, or two cases that house the two electric boards separately.

[0061] Communication is possible between the first module 211 and the bet button 2a, the MAX bet button 2b, the settlement button 2d, the start lever 3, the stop button 5, the drum unit 4, and the like, as needed. The first module 211 includes a main memory unit 211a and a main control unit 211b (game control means). The main memory unit 211a stores information such as tables used in various lottery processes and various programs related to games. The main control unit 211b executes processing and control related to games (various lottery processing, control of game states, etc.).

[0062] Communication is possible between the second module 212 and the count button 2c, the medal count clear button 14, the medal count display device 7, the power supply device 15, etc., as needed. The second module 212 and the dedicated unit 19 (inter-machine device), etc., are communicatively connected via a connection terminal board 19a provided in the gaming machine 201. Furthermore, communication is possible between the first module 211 and the second module 212, as needed. The second module 212 includes a medal count storage unit 212a, a medal count control unit 212b (game value control means, counting means, first output means, second output means), and the like. The medal count storage unit 212a stores various information (the difference in medal count for the day, MY, program, etc.) for processing and controlling the medal count. The medal count control unit 212b executes control and processing related to the medal count.

[0063] (Medal counting process) FIG. 13 is a graph that schematically shows the change in the difference in number of coins on the day of play of the gaming machine 201 of the second embodiment. As part of the medal count process, the medal count control unit 212b counts the difference in number of medals since the start of play on that day, MY. The medal count control unit 212b resets the difference in number of medals, MY, to zero when the gaming machine 201 is powered on from an off state. Although a detailed explanation will be omitted, the medal count control unit 212b executes medal counting process (counting the number of inserted medals and the number of paid-out medals) similar to conventional processes. The medal count control unit 212b transmits this count information (information on the counting results of the counting means) as gaming performance information to the main control unit 211b and the dedicated unit 19 at predetermined intervals.

[0064] Thereafter, the count information may be transmitted from the dedicated unit 19 via a hall computer or the like to an institution (such as a gaming machine information center) that comprehensively manages a plurality of gaming machines. Furthermore, the main control unit 211b may transmit the medal count information received from the medal count control unit 212b to the sub-control unit 20 at least at regular intervals.

[0065] In the embodiment, the term "MY" means the difference in the number of medals. (Difference in number of sheets) The difference in number of coins (Y coins) is the net difference in number of coins. In other words, "Difference in number of coins (Y coins) = Total number of coins paid out - Total number of coins inserted." Therefore, the difference in number of coins will be negative if "Total number of coins paid out < Total number of coins inserted," and positive if "Total number of coins paid out > Total number of coins inserted."

[0066] (MY) MY indicates the difference between the difference in coins (Y coins) at the time of play on the day of play and the minimum difference in coins (Ymin). The minimum difference in coins is the numerical value at the time of play when the player's consumption of gaming value is the greatest since the power was turned on. MY also indicates how much gaming value the player has acquired since the minimum difference in coins was updated. In other words, "MY = |Y - Ymin|." Note that MY is updated only when "Ymin ≦ Y."

[0067] 13, the difference in number of medals Y decreases after the start of a game. Then, the difference in number of medals Y becomes −5000 medals at the time of the number of games played X1. The medal count control unit 212b stores −5000 medals as Ymin in the medal count storage unit 212a (#1). After the number of games X1, at the point of the number of games X5, the difference in number of coins Y is −10,000 coins, which is a numerical value smaller than −5,000 coins. The medal count control unit 212b stores −10,000 coins as Ymin in the medal count storage unit 212a, that is, updates Ymin (#2).

[0068] In the above example, MY from the start of play on that day to the number of times played X1 is zero. Furthermore, from the number of games played after X1 to the number of games played X2, MY is counted based on the difference in number of games played X1 - 5000. For example, MY at the time of the number of games played X2 (X = X2, Y = 2000) is 7000 (= |2000 - (-5000)|). From the X5th game onwards, the minimum difference in number of coins Ymin is updated from -5000 to -10000. For example, at the X6th game (X = X6, Y = 2000), MY is 12000 (= |2000-(-10000)|). Thus, even though the difference in number of coins is the same 2000 for the X2 and X6 games, the MY values ​​are different because the standard minimum difference in number of coins Ymin is different. In this way, the MY count starts from the minimum difference in number of sheets on that day, so when the minimum difference in number of sheets is updated at a certain point, that minimum difference in number of sheets becomes the new starting point.

[0069] (Processing when MY upper limit is reached) The medal count control unit 212b transmits MY upper limit reaching information (specific information) to the main control unit 211b when the condition that MY according to the medal counting process has reached the upper limit of 19,000 medals is met. The upper limit of MY can be changed as appropriate depending on the specifications of the model, etc. The condition for transmitting MY upper limit reaching information (specific information) may also be that MY has exceeded 19,000 medals, etc. In addition, in a game in which MY exceeds 19,000 medals, the medal count control unit 212b also counts the number of medals by which MY exceeds 19,000 medals as the difference in medal count. For example, if MY is 18999 before betting, and MY is 18996 when three coins are bet at the start of the game, and a 15-coin combination is won, MY becomes 19011. In this case, the medal count control unit 212b counts the 11 coins that exceed 19000 as the difference (i.e., the medals won by the player).

[0070] 13, at the end of the game of the number of games X8, MY is 19000. Therefore, the medal count control unit 212b transmits game end information to the main control unit 211b at the end of the game of the number of games X8 (#3). The main control unit 211b constantly monitors whether or not MY upper limit reaching information has been input. The CPU constituting the main control unit 211b may have an input terminal to which the MY upper limit reaching information is input, or may receive the MY upper limit reaching information through normal communication processing. Furthermore, since MY increases or decreases only after the medal payout process is completed, the main control unit 211b may perform monitoring of the MY upper limit reaching information (processing to determine whether specific information has been received) only after the medal payout process is completed. In response to receiving the MY upper limit reaching information from the medal count control unit 212b, the main control unit 211b transmits an operation stop command (issues a command to stop operation) to the medal count control unit 212b.

[0071] In response to receiving the operation stop command from the main control unit 211b, the medal count control unit 212b notifies the dedicated unit 19 that the operation stop command has been received. After receiving the operation stop command, the medal count control unit 212b may stop medal counting processing. Furthermore, after receiving this notification, the dedicated unit 19 may stop lending new medals.

[0072] In response to receiving the operation stop command, the medal count control unit 212b notifies the main control unit 211b in the same manner as when the dedicated unit is not connected. In response to this, the main control unit 211b controls the machine to a game end state (specific state) in which it does not accept medal insertion operations using the bet buttons 2a and 2b or lever operations such as the start lever 3. In other words, the main control unit 211b controls the machine to a state in which it is unable to execute controls (specific controls) that accept medal insertion operations, lever operations such as the start lever 3, among controls related to the game. In this way, the function of controlling the game to end when MY reaches the upper limit value is also called the complete function.

[0073] However, the medal count control unit 212b accepts operation of the count button 2c (count operation means) even after transmitting the MY upper limit reaching information. This allows the player to count the medals he / she has won, output the count to the dedicated unit 19, store the count in an IC card, and then pay out. The main control unit 211b may also accept operation of the settlement button 2d. The gaming machine 201 and the dedicated unit 19 may automatically perform such counting and payout processing when MY reaches 19,000 or more.

[0074] As a result of the above process, if MY reaches 19,000 or more after the gaming machine 201 is powered on, the gaming machine 201 will enter a state where it will not accept any operations related to the game, and the player will not be able to continue playing. Regardless of whether the game has ended or not, the medal count control unit 212b resets MY to zero when the gaming machine 201 is powered on again after being powered off. Furthermore, the main control unit 211b cancels the game end state by accepting an operation to change (including replay) the setting values ​​1 to 6. As a result, the gaming machine 201 is controlled to a state in which play is possible again.

[0075] Control other than the above when MY reaches 19,000 coins can be set appropriately depending on the specifications of the gaming machine 201, etc. For example, when MY reaches 19,000, the gaming machine 201 may perform the following control. (1) Even when the main control unit 211b receives MY upper limit reaching information from the medal count control unit 212b, if a predetermined condition is met, the main control unit 211b may execute control not to enter the game end state. The predetermined condition is, for example, when MY reaches 19,000 coins in a game during a bonus. In this case, even when the main control unit 211b receives the MY upper limit reaching information, the main control unit 211b may wait to activate the game end state until the bonus ends. Furthermore, the main control unit 211b may wait to issue an instruction to stop operation to the medal count control unit 212b until the bonus ends. As a result, the gaming machine 201 can continue playing until the bonus ends, and can count the medals awarded to the player during the bonus (the difference in the number of medals that exceeded 19,000 during the bonus).

[0076] (2) In a game in which the number of coins has exceeded the number immediately preceding 19,000 MY coins (a predetermined number such as 18,950 coins) (i.e., immediately before the transmission of MY upper limit reaching information), for example, when various lottery processes are executed in response to winning a strong bell role or a rare role, and there is a possibility of winning a bonus or additional coins, and when MY reaches 19,000 coins as a result of awarding winning medals, the sub-control unit 20 may not perform a winning effect (specific effect) corresponding to the rare role, etc. In other words, the sub-control unit 20 may perform a winning effect for a rare role, etc., until the number immediately preceding 19,000 MY coins is reached, but may not perform the effect after the number immediately preceding 19,000 MY coins is reached. As a result, the gaming machine 201 can be controlled so that the player is not aware of the lottery process even if the lottery process is executed in a game where MY reaches 19,000 coins and the game ends.

[0077] (3) MY does not increase or decrease even if a replay role is won. Therefore, as in (2) above, when a replay role is won in a game in which the number of MY is just before 19,000, the sub-control unit 20 may change the presentation of the replay role win (winning sound, etc.) to notify the player that the game is nearing the end. It should be noted that the game end state is nearing, and this may be notified not only when a replay combination is won, but also when other winning combinations are won.

[0078] (4) The main control unit 211b may issue an operation stop command to the sub-control unit 20. In this case, the sub-control unit 20 may notify the player that the game has ended by displaying the end of the game on the display 8. Here, if the gaming machine 201 has a function of accepting the player's operation at the start of a game and the operation at the end of a game, and converting the player's game history into a two-dimensional code or the like in response to the player's end operation and displaying it on the display 8 (main screen, sub-screen, etc.), the sub-controller 20 may be configured to accept this operation at the end of a game even after the notification of the operation stop command. However, since the gaming machine 201 is in a state where it cannot continue playing after the notification of the operation stop command, the sub-controller 20 may not accept this operation at the start of a game.

[0079] As described above, the gaming machine 201 of this embodiment can efficiently operate each CPU constituting these control units by dividing the control and processing of the main control board 210A between the main control unit 211b of the first module 211 and the medal count control unit 212b of the second module 212. Furthermore, the gaming machine 201 can effectively use the counting result of MY for multiple processes.

[0080] In contrast to this, conventional gaming machines have not been sufficiently sophisticated in their configurations for processing medal count information stored as data, and have not been able to make full use of the medal count information.

[0081] (Third embodiment) A third embodiment of the present invention will now be described. In the third embodiment, an output signal output from the gaming machine to the dedicated unit, and subsequent processing using this output signal will be described. FIG. 14 is a diagram illustrating the configuration of a gaming system 300 according to the third embodiment. FIG. 15 is a diagram illustrating the configuration of the gaming system 300 of the third embodiment and the flow of game information output from the slot machine 301S and the pachinko machine 301P. In this embodiment, a gaming system 300 will be described that includes both gaming machines (both gaming machines are collectively referred to as smart gaming machines (registered trademarks)), a slot machine 301S (also referred to as smart pachislot (registered trademark), sumaslot (registered trademark), etc.) and a pachinko machine 301P (also referred to as smart pachinko (registered trademark), smapachi (registered trademark), etc.).

[0082] In the embodiments and drawings, the configuration related to the slot machine 301S is appropriately marked with an "S" (machine system 300S, etc.), and the configuration related to the pachinko machine 301P is appropriately marked with a "P" (machine system 300P, etc.). With regard to the game media, both medals in the data format used in the slot machine 301S (so-called credit medals) and game balls in the data format used in the pachinko machine 301P are appropriately collectively referred to as game balls, and the number of game media in the data format is also referred to as the number of balls, etc.

[0083] In the embodiments, a computer refers to an information processing device equipped with a storage device, a control device, etc., and each of the devices 301S, 301P, 319S, 319P, 330, 331, and 335 is equipped with a storage unit and a control unit, and is included in the concept of a computer. The storage unit is a storage device such as a hard disk or semiconductor memory element for storing programs, information, etc. required for the operation of each of the devices 301S, 301P, 319S, 319P, 330, 331, and 335. The control unit is a device for performing calculation processing and overall control required for the operation of each device 301S, 301P, 319S, 319P, 330, 331, and 335. The control unit includes, for example, a CPU (Central Processing Unit). The control unit realizes various functions of the embodiment by appropriately reading and executing various programs stored in the storage unit.

[0084] The pachinko machine 301P is a device that allows players to play without directly touching the game balls, as the game balls (pachinko balls) are sealed inside the cabinet and circulate, and the game balls are loaned to players in data format as electronic information. The pachinko machine 301P is equipped with a game ball count display device 7P, which corresponds to the medal count display device 7 of the slot machine 301S. In other words, the game ball count display device 7P is a device that displays the game balls owned by the player, similar to the medal count display device 7. The game ball count display device 7P may change the notification mode depending on the number of game balls stored and displayed. Furthermore, for example, when the count button is pressed and held down, the game ball count display device 7P may count a larger number of game balls than when the count button is pressed and held down for a short time, and may also count game balls acquired by continuing to hold down the button even after the number of game balls stored and displayed has reached zero.

[0085] As shown in FIGS. 14 and 15, the gaming system 300 includes machine systems 300S and 300P, and an HC335 (hall computer, gaming device). (Configuration of the 300S system) The slot machine system 300S is a system relating to one slot machine 301S. The machine system 300S includes a slot machine 301S, a dedicated unit 319S, an HCBOX 330 (hall computer box), and a call lamp 331 (gaming device). The slot machine 301S and the dedicated unit 319S are connected to each other via a communication cable or the like, and the dedicated unit 319S and the HCBOX 330 are connected to each other via a communication cable or the like. The HCBOX 330 is connected to the call lamp 331 and the HC335 via a communication network such as a LAN, so that the game information (described later) output from the slot machine 301S is output to the call lamp 331 and the HC335 via the dedicated unit 319S and the HCBOX 330. The machine system 300S of the slot machine 301S installed on the same gaming island and the HC 335 may be connected via an island computer (not shown) that manages the gaming island.

[0086] As described in the above embodiment, the main control board 310A (control means) of the slot machine 301S can control the slot machine 301S to a game end state (non-playable state, specific state) in which execution of a game is disabled in response to MY reaching 19,000 coins (specific value, first value) during a period (predetermined period) after MY (specific information) is reset (after a predetermined condition is met) before the opening of the store, etc. In the game end state, player operations related to the game (operation of each bet button 2a, 2b, operation of the start lever 3, etc.) are more restricted than in the normal state (i.e., these operations are disabled). Also, as described above, the main control board 310A of the slot machine 301S outputs game information, which is information related to the game, to the dedicated unit 319S.

[0087] The main control board 310A of the slot machine 301S outputs the following information to the dedicated unit 319S, for example: Out signal: Information about the number of balls inserted into the slot machine 301S, that is, information about the number of balls used to play (used game value number information). When the start lever is operated with medals bet, the out signal is output. ●Safe signal: Information regarding the number of balls paid out (awarded) to the player as a result of the game (awarded game value number information). ●Game status signal: Information indicating the current game status (for example, BB status, RB status, AT status, etc.). The game status signal has a type corresponding to each game status (for example, BB signal, RB signal, AT signal, etc.). ● Abnormal signal (specific game information): An abnormal signal is output when the slot machine 301S is in the following state, for example: The abnormal signal is also called a security signal. End of game state (described later) - Changing setting values Changing the set value means that, by receiving an operation from a store clerk or the like, the advantageous degree of the game is changed to, for example, one of set values ​​1 to 6. By changing the set value to a larger value, the game progresses more advantageously. Checking the setting value The confirmation of the setting of the set value means that the set value is displayed on a display or the like in response to an operation from a store clerk or the like, and the set value is notified to the store clerk or the like. Various fraud detection In this way, the abnormal signal is output in the game end state and in a number of other states. The above signals are merely examples, and the main control board 310A of the slot machine 301S may output other signals in addition to or instead of these.

[0088] The dedicated unit 319S lends game balls to players, and pays out game balls to players by storing game ball information on a game card (a storage medium on which information capable of identifying game value is recorded) and discharging the card. Information on the balls held by a player can be stored in the IC chip of the gaming card, or stored by the HC335 in association with the identification information of the gaming card.

[0089] The dedicated unit 319S includes a cash receiving section 319a, a card receiving / dispensing section 319b (acceptance means), a storage section 319h, and a control section 319i. The cash accepting unit 319a is a device that accepts cash when lending game balls to a player. The cash accepting unit 319a includes an insertion slot for bills, a detection unit that detects inserted bills, and the like. The card insertion / removal unit 319b is a card unit or the like, and is a device for inserting and ejecting game cards, etc. The card insertion / removal unit 319b includes an insertion / removal opening for inserting and ejecting game cards, etc., a reader / writer for reading and writing ball storage information on game cards, etc., a card stock unit for collecting and storing game cards, etc.

[0090] (HCBOX330) The HCBOX330 performs signal processing (for example, conversion processing from a serial signal to a pulse signal) as necessary on the game information received from the dedicated unit 319S, and outputs the processed information to the call lamp 331 and the HC335. Therefore, the call lamp 331 and the HC 335 can receive the signal output from the slot machine 301S and collect game information of the slot machine 301S.

[0091] (Call lamp 331) The call lamp 331 includes a display unit 331a (notification means), a storage unit 331h, and a control unit 331i (counting means, determination means, abnormality determination means, notification control means). The call lamp 331 is a device for a player to call a store clerk or the like, and is also a display device that displays various information about the slot machine 301S (such as the number of game balls inserted that day and the number of jackpots) to the player. Note that the gaming system 300 may be provided with separate devices that have both functions, instead of the call lamp 331 that has both functions. The call lamp 331 is turned on or off in response to the operation of the call button, and transmits call information (call signal) for calling a store clerk or the like to the HC 335. The HC 335 transmits this call information and its cancellation information to a wireless intercom (not shown) carried by the store clerk or the like, thereby conveying this information to the store clerk or the like. In the embodiment, the process of calling a store clerk or the like in this manner is also referred to as store clerk call processing.

[0092] The HC335 is a computer that can manage all the devices in the amusement center. The HC 335 includes a display unit 335a (notification means), an operation unit 335b, a storage unit 335h, and a control unit 335i (counting means, determination means, abnormality determination means, notification control means). The operation unit 335b is a device that allows a manager of the gaming facility or the like to operate the HC 335. The operation unit 335b includes, for example, a mouse, a keyboard, and the like. The display unit 335a is a display device such as a liquid crystal display device.

[0093] (Processing related to the 300S system) 16 and 17 are diagrams illustrating the game end state determination process for the slot machine 301S by the call lamp 331 of the third embodiment. FIG. 18 is a diagram illustrating a gaming machine status screen 335c displayed by the HC 335 of the third embodiment. As explained in the above embodiment, the slot machine 301S is controlled to enter the game end state when MY reaches 19,000 coins. On the other hand, the call lamp 331 and the HC 335 acquire game information output by the slot machine 301S via the dedicated unit 319S and the HCBOX 330. Based on the acquired game information, the call lamp 331 and the HC 335 can execute a process of determining whether or not the slot machine 301S is controlled to a game end state (also referred to as a game end state determination process in the embodiment). The following describes the game end state determination process for the call lamp 331, but the same process can be performed for the HC 335.

[0094] (Method of determining whether or not a game has ended using the call lamp 331 (slot machine 301S)) Four types of determination processes 1 to 4 using different determination methods will be explained below, but these determination processes may be combined as appropriate.

[0095] (Decision process 1) As shown in Figure 16, the main control board 310A of the slot machine 301S outputs an abnormality signal in addition to controlling the slot machine 301S to the end-of-game state when MY19000 coins are reached as described in the above embodiment. In response to receiving this abnormal signal, the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to the game end state.

[0096] (Decision process 2) The output mode of the abnormal signal output by the slot machine 301S when the number of MY coins reaches 19,000 is a mode (first output mode) in which the abnormal signal is output for 10 seconds (a predetermined period). Note that this 10 seconds is just an example, and may vary depending on the model of the slot machine 301S. The control unit 331i of the call lamp 331 determines that the slot machine 301S is being controlled to an end-of-game state in response to the fact that this abnormal signal was received for only 10 seconds (i.e., the reception of the abnormal signal ended 10 seconds after it began). This allows the call lamp 331 to determine that the abnormal signal output from the slot machine 301S is a signal relating to the game end state. That is, the abnormal signal is not a signal that is output only when the game is over, but is also output when a setting operation is being performed, as described above. The output mode (second output mode) of the abnormal signal that is output when the game is not over is different from the output mode when the game is over; that is, the output period is other than 10 seconds, and the signal is output for the period during which the setting operation is being performed, for example. Therefore, the call lamp 331 can determine whether the abnormal signal is a signal related to the game over state based on the reception period of the abnormal signal. In addition, the call lamp 331 may be configured to determine whether the abnormal signal is a signal related to the game end state based on the form of the signal waveform of the abnormal signal output in the game end state (such as the rectangular wave 339 shown in Figure 16) (first output form), rather than the period during which the abnormal signal is received.

[0097] (Decision process 3) The call lamp 331 receives an out signal and a safe signal from the slot machine 301S. Therefore, the control unit 331i of the call lamp 331 can count the difference in the number of coins (difference in game value number) of the slot machine 301S, MY, as shown in Fig. 13, by counting the out signal and safe signal received from the start of play on that day, just like the main control board 310A of the slot machine 301S. In addition, MY has the same count value in principle for the slot machine 301S and the call lamp 331. As a result, the control unit 331i of the call lamp 331 counts MY based on the out signal and the safe signal, and when MY reaches 19,000, it can determine that the slot machine 301S is controlled to the game end state. The control unit 331i of the call lamp 331 resets (initializes) the MY counted by the call lamp 331 to zero in response to the occurrence of a daily process for the store's business hours (for example, a process executed when the date changes). The manner in which the daily process is executed is not limited, and for example, the call lamp 331 itself may execute the process in response to receiving an operation from a store clerk or the like, or the call lamp 331 may execute the process in response to another device (such as the HC 335) receiving an operation from a store clerk or the like. The call lamp 331 may also receive in advance a setting from a store clerk or the like for the time at which the daily process should be executed, and execute the daily process in response to the arrival of this time.

[0098] Here, there are cases where the call lamp 331 cannot receive the abnormal signal indicating the game end state depending on the specifications of the slot machine 301S, the specifications of the call lamp 331, etc. This is the case, for example, as follows. If the slot machine 301S is designed not to output an abnormal signal when the game is finished. In this specification, when the slot machine 301S is controlled to the game end state, it displays a message on the display 8 or the like urging the player to call a store clerk or the like (for example, a message such as "Please call a store clerk"). Normally, the player needs to call a store clerk or the like by operating the call lamp 331 in accordance with this message. In this embodiment, the call lamp 331 can determine that the slot machine 301S is controlled to the game end state, so that a store clerk can be called without being operated by the player.

[0099] - If the call lamp 331 is not designed to receive an abnormal signal The number of types of signals that the call lamp 331 can receive is limited by, for example, the number of receiving ports, the number of physical connections, etc. For this reason, the call lamp 331 may be designed not to receive the abnormal signal output by the slot machine 301S in order to receive signals other than the abnormal signal. Even if the call lamp 331 of this embodiment is designed not to receive such an abnormality signal, it can determine that the slot machine 301S is controlled to the game end state based on the out signal and safe signal.

[0100] (Decision process 4) As shown in FIG. 17, the determination process 4 is a combination of the determination processes 1 and 3. In other words, the control unit 331i of the call lamp 331 determines that the slot machine 301S is being controlled to the end of play state when two conditions are met: the MY calculated based on the out signal and safe signal output from the slot machine 301S has reached 19,000 coins, and an abnormal signal output from the slot machine 301S has been received. As mentioned above, the abnormal signal is not output only when the game is over, but is also output when a setting operation is performed, etc. Therefore, when an abnormal signal is output, the call lamp 331 determines whether the calculated MY has reached 19,000 coins, thereby determining whether the abnormal signal is output in response to the slot machine 301S being controlled to the game over state.

[0101] In addition, in this determination process 4, the control unit 331i of the call lamp 331 may calculate the difference between the calculated number of MY coins at the time when the abnormal signal is received from the slot machine 301S and the MY upper limit of 19,000 coins, and then determine whether this difference is within an allowable range. That is, when the slot machine 301S is operating normally, the timing when the MY calculated by the call lamp 331 based on the out signal and the safe signal reaches 19,000 coins and the timing when the slot machine 301S outputs the abnormal signal coincide (or nearly coincide). Therefore, if the abnormal signal is received from the slot machine 301S at a time when the MY calculated by the call lamp 331 is equal to or less than the allowable number (e.g., 18,000 coins) which is sufficiently lower than 19,000 coins, there is a possibility that fraudulent activity is being performed on the slot machine 301S, or that a malfunction (such as a malfunction, incorrect counting, or a loose cable) is occurring on the slot machine 301S. In such a case, the call lamp 331 may perform a store clerk call process using an intercom. Note that the call lamp 331 may execute a store clerk call process if no abnormality signal is received after the calculated MY reaches 19,000 sheets and before it reaches the allowable number (for example, 20,000 sheets).

[0102] (Processing after determining that the slot machine 301S is controlled to the game end state in the determination process) After determining in the above process that the slot machine 301S is controlled to the game end state, the call lamp 331 can execute, for example, the following process. (Game end status notification process) The call lamp 331 displays information (such as text information such as "Game End") on the display unit 331a to indicate to the player, store clerk, etc. that the slot machine 301S has been controlled to the game end state (see FIG. 14). The call lamp 331 may also notify the player, store clerk, etc. that the slot machine 301S has been controlled to the game end state by sound, light, etc., by controlling an alarm device (not shown) such as a speaker or lamp of the call lamp 331. Furthermore, the call lamp 331 may execute store clerk call processing using an intercom. In this way, the call lamp 331 performs a predetermined notification.

[0103] Here, the player may mistakenly believe that the slot machine 301S has been controlled to the game end state as a malfunction or the like, which may further lead to trouble with the store. In the embodiment, the call lamp 331 executes the game end state notification process, thereby quickly informing the player, store clerk, etc. that the slot machine 301S has been controlled to the game end state. Also, the store clerk can quickly move to the slot machine 301S that has been controlled to the game end state and explain to the player that it has been controlled to the game end state. This can prevent the occurrence of the above-mentioned problems.

[0104] (Game end state and abnormality determination processing after determination) If the control unit 331i of the call lamp 331 determines that the machine is being controlled to the end of the game state and then receives at least one of an out signal and a safe signal, it determines that an abnormal state has occurred and notifies a store clerk or the like of this determination result via an intercom or the like. That is, when the slot machine 301S is in the game end state, it will not accept medals inserted by the player, and will not award medals. Therefore, when the slot machine 301S is in the game end state, it will not output an out signal or a safe signal. In this way, when the slot machine 301S is normally controlled to not output an out signal or a safe signal, if it outputs an out signal or a safe signal, there is a possibility that the slot machine 301S may be engaged in fraudulent activity or have a malfunction, as described above. The control unit 331i of the call lamp 331 executes an abnormality determination process after determining the game end state, thereby preventing the above-mentioned fraudulent behavior and discovering any malfunctions in the slot machine 301S.

[0105] (Reset process) After controlling the slot machine 301S to the game end state, the main control board 310A of the slot machine 301S resets the MY count on the slot machine 301S side and cancels the game end state in response to a setting change operation (including replay). Furthermore, the main control board 310A of the slot machine 301S transmits a setting change signal to the dedicated unit 319S. Upon receiving the setting change signal, the control unit 331i of the call lamp 331 resets the MY count to zero. This allows the call lamp 331 to reset the count of MY in conjunction with the return of the slot machine 301S from the game end state. Also, the call lamp 331 can synchronize the reset timing of MY on the call lamp 331 side with the reset timing of MY on the slot machine 301S side.

[0106] (Exceptions to the game end state determination process) Depending on the specifications of the slot machine 301S, the main control board 310A of the slot machine 301S may delay the activation of the game end state while the player is in a specific game state advantageous to the player, such as a real bonus (so-called first-class special feature, second-class special feature, feature continuous operation device related to the first-class special feature, feature continuous operation device related to the second-class special feature). While in a real bonus state, the main control board 310A of the slot machine 301S outputs a jackpot signal without transmitting an abnormal signal, and continues play properly when the MY balance exceeds 19,000 coins. Therefore, the slot machine 301S may output an out signal or a safe signal when the MY balance exceeds 19,000 coins. The control unit 331i of the call lamp 331 does not determine that the slot machine 301S is controlled to the game end state while receiving a jackpot signal, even after the MY based on the count of the out signal and the safe signal has reached 19,000. Also, in the "abnormality determination process after determining the game end state" described above, during this period, even if the out signal and the safe signal are received, the control unit 331i executes exception processing such as not detecting an abnormality.

[0107] Note that, when the activation of the game end state is delayed, that is, when the call lamp 331 is executing this exception processing, it is certain that the slot machine 301S will be controlled to the game end state in response to the end of the real bonus, etc. Therefore, the control unit 331i of the call lamp 331 may execute a finale notification (notification that the game will be controlled to the game end state in response to the end of the real bonus, etc.) to the player and store clerk using a speaker, lamp, etc., while executing the exception processing.

[0108] Furthermore, the control unit 331i of the call lamp 331 may execute this exception processing not limited to a real bonus, as long as the slot machine 301S can delay the operation of the game end state and the game state is advantageous to the player (such as a game state in which AT is executed). When determining that the slot machine 301S is controlled to a specific game state, the control unit 331i of the call lamp 331 may determine whether or not a signal indicating the specific game state is received, or analyze the reception status of at least one of a safe signal and an out signal.

[0109] Furthermore, whether or not a slot machine 301S has a function to delay activation of the game end state depends on its specifications. Therefore, a gaming facility may have a mixture of slot machines 301S with this function and slot machines 301S without this function. The control unit 331i of the call lamp 331 may be configured to be able to set whether or not to execute this exception processing for each slot machine 301S or each model. In this way, the control unit 331i of the call lamp 331 can execute this exception processing only for slot machines 301S with this function.

[0110] (Game end state determination process in HC335 and processing after that determination) The above explanation is an example of the game end state determination process and the process after that determination, but these processes can also be performed in the HC 335. Furthermore, when these processes are performed in the HC 335, processes corresponding to the functions of the HC 335 may be performed. That is, the HC 335 stores the operating status of the slot machines 301S in the gaming facility in the storage unit 335h and manages it in an integrated manner. When the HC 335 determines that the slot machine 301S is in the end-of-play state, the HC 335 may update the operating status of the slot machine 301S from "in operation" to "end-of-play state." Furthermore, the HC 335 may update the display of the operating status of the slot machine 301S determined to be in the end-of-play state from "in operation" to "end-of-play state" on a list screen (not shown) of the display unit 335a that shows the operating statuses of the multiple slot machines 301S in the gaming facility. By performing such processing, the HC 335 can match the status of the slot machine 301S in the gaming facility with the management information of the slot machine 301S.

[0111] The above explanation is an example of the configuration of machine system 300S, the game end state determination process, and the processing after that determination, but these processes can also be executed in machine system 300P by replacing them with a configuration corresponding to the functions of pachinko machine 301P, etc. The main differences between the two systems are explained below. (Configuration of the 300P system) 14, machine system 300P is a system relating to one pachinko machine 301P. While machine system 300S is a system including slot machine 301S, machine system 300P is a system including pachinko machine 301P. The machine system 300P includes a pachinko machine 301P, a dedicated unit 319P, an HCBOX 330, and a call lamp 331. In the embodiment, of these components, the HCBOX 330 and the call lamp 331 have the same functions as the HCBOX 330 and the call lamp 331 of the unit system 300P, and an example will be described in which the same model of device is used. Note that the dedicated units 319S and 319P may also be the same model of device in both the unit systems 300S and 300P.

[0112] The main control board 310A of the pachinko machine 301P outputs the following game information to the dedicated unit 319P, for example. Out signal, safe signal: The out signal and safe signal of the pachinko machine 301P are the same as the out signal and safe signal of the slot machine 301S. However, while the out signal and safe signal of the slot machine 301S output one pulse corresponding to one game ball (medal) in data format, the out signal and safe signal of the pachinko machine 301P may output one pulse corresponding to ten game balls (game balls). ●Game status signal: A signal corresponding to each game status of the pachinko machine 301P, which indicates the type of game status at the current time (for example, a probability-changing status, a time-saving status, etc.). ●Abnormal signal (specific game information): An abnormal signal is output, for example, when the pachinko machine 301P is in the following state. End of game state Fraud detection state: A state in which it is detected that there is a possibility of fraudulent activity (for example, when an acceleration sensor or the like detects the shaking of the pachinko machine 301P, vibrations caused by hitting the glass, or when a magnetic sensor detects the magnetic force of a magnet brought close to the glass). If the pachinko machine 301P is a model in which the setting values ​​can be changed like the slot machine 301S, it may be configured to output an abnormality signal while the setting values ​​are being changed or checked. ●Door opening / closing signal: A signal that indicates the opening / closing status of the front door.

[0113] The dedicated unit 319P includes the same components as the dedicated unit 319S, such as a cash receiving section 319a, a card insertion / withdrawal section 319b, a reader / writer, a card stock section, etc. In addition, the dedicated unit 319P is a device related to the pachinko machine 301P that uses game balls in data format, and therefore performs processing related to the game balls in data format.

[0114] In this way, the machine systems 300S and 300P have different configurations and output different game information depending on the type of gaming machine and the configuration related to the gaming media handled, but have the same basic configuration.

[0115] (Method of determining whether the game has ended on the machine system 300P side (machine system 300P and HC335)) The abnormality determination process etc. of the machine system 300P may be achieved by replacing the game end state determination process etc. of the machine system 300S described above with, for example, the following. MY:95,000 balls controlled to end of game

[0116] (Exception in the process after determining that the pachinko machine 301P is controlled to the game end state in the determination process on the machine system 300P side) The pachinko machine 301P may be configured to delay the activation of the game end state while the machine is in a game state (specific game state) advantageous to the player, such as time reduction or probability change. The pachinko machine 301P outputs a time reduction signal and a probability change signal while the machine is in time reduction or probability change. As an exception to the game end state determination process on the machine system 300P side, the control unit 331i of the call lamp 331 does not determine that the pachinko machine 301P is controlled to the game end state while receiving a jackpot signal, etc., even after reaching MY95000 balls based on the count of out signals, safe signals, etc. Furthermore, even if the call lamp 331 receives an out signal or safe signal during this time, it executes exception processing such as not detecting an abnormality.

[0117] [Advance notification of game end state (pre-activation notification)] As mentioned above, the slot machine 301S and the pachinko machine 301P are controlled to enter a game end state when the MY upper limit value is reached. On the other hand, if the game end state is entered, the player may feel dissatisfied because he or she will suddenly be unable to play during a game. As will be described below, the gaming system 300 solves this problem by notifying the player in advance that the game will be controlled to the end state. The following explanation will mainly focus on the configuration and processing of the call lamp 331, but the configuration and processing of the HC 335 are similar, and the call lamp 331 and HC 335 will also be referred to as the call lamp 331, etc., as appropriate. The numerical values ​​of the various conditions described in the embodiment are merely examples. Furthermore, the call lamp 331, etc. may be configured so that these numerical values ​​can be set arbitrarily in response to operations by the store manager, store clerk, etc.

[0118] (Conditions for executing advance notification) The conditions for executing advance notification can be, for example, the following specifications. (MY values ​​must meet the following conditions) The MY calculated based on the out signal and safe signal received from the gaming machine by the call lamp 331 etc. has reached the pre-alarm MY value (second value). The advance notification MY value is a value smaller than the MY upper limit value. For example, if the slot machine 301S is an AT machine and the expected value of the net increase in the number of coins (difference in the number of coins) in the AT stage is set to 2,400 coins, the call lamp 331 etc. may provide an alert when MY reaches 16,600 coins (= 19,000 coins - 2,400 coins). In the case of a normal type slot machine 301S (a so-called A-type machine) in which the average winning numbers in BB and RB are 200 for BB and 100 for RB, an alert may be given when MY reaches 18,800 (= 19,000 - 200), or when it reaches 18,850 (= 19,000 - (200 + 100) / 2).

[0119] Furthermore, since the slot machine 301S and the pachinko machine 301P are different types of gaming devices, the ease with which they reach the MY upper limit may differ. For this reason, the call lamp 331 and the like may have different advance notification MY values ​​depending on the ease with which they reach the MY upper limit. For example, if the pachinko machine 301P is more likely to reach the MY upper limit than the slot machine 301S, the advance notification MY value for the pachinko machine 301P may be set to 42,500 balls, which is half the MY upper limit of 95,000 balls, while the advance notification MY value for the slot machine 301S may be set to 4,750 coins, which is one-fourth the MY upper limit of 19,000 coins.

[0120] In addition, in the case of a pachinko machine 301P in which the TY (average number of balls won (difference in number of balls) in one jackpot (special prize)) is 1,350 balls, it may be notified when it reaches 93,650 balls (= 95,000 balls - 1,350 balls). In addition, if the mode TY (average number of balls won when entering RUSH) is 5,000 balls, it may be notified when it reaches 90,000 balls = (95,000 balls - 5,000 balls). The call lamp 331 etc. may also perform advance notification in response to reaching the MY set by the gaming facility. In this case, the call lamp 331 etc. may store this setting value in the storage unit 331h etc.

[0121] Furthermore, even if the type of gaming machine is the same, the advance notification MY value may be different depending on the model. For example, in the case of a pachinko machine 301P, if there is a model (so-called "Ama-degi") in which the probability of winning a jackpot is high, around 1 / 100, but the expected number of balls to be paid out is within 500 balls, and a model (so-called "Max") in which the probability of winning a jackpot is low, around 1 / 400, but the continuation rate is 80% or more, the latter model will pay out balls faster. Therefore, in this example, the advance notification MY value of the latter may be set to a lower value than that of the former model.

[0122] (Timing (point) at which advance notification is executed) The call lamp 331 or the like may issue a pre-alert when the above conditions are met, and may additionally issue a pre-alert when any of the following conditions are met. (a) The jackpot (AT stage, probability change, etc.) has ended. This condition allows the player to concentrate on playing during a big win without worrying about being controlled to the end of the game.

[0123] (b) The current player (i.e., the player who has reached the pre-notification MY value) has finished playing. When a player wants to finish playing, he or she counts the game balls and then ejects the game card from the dedicated unit 319S, 319P. The call lamp 331 or the like may issue a pre-announcement when it receives a signal indicating that counting has been completed in the slot machine 301S or pachinko machine 301P, and then receives a signal indicating that a card has been ejected from the dedicated unit 319S, 319P. This allows the player to concentrate on playing the game without worrying about being controlled to the game end state.

[0124] Here, even if the current player is not notified in advance that the game will end, he or she may sense that the game will soon be ended based on the winning difference, etc. In such a case, this may be an opportunity for the current player to end the game. On the other hand, a new player who starts playing may not be able to grasp the number of MY remaining until the end of the game because he or she does not know the winning difference, etc., of the previous player. Under condition (b), the advance notification of the end of the game continues from the time the current player finishes playing, so the new player can know the number of MY remaining until the end of the game from the advance notification of the end of the game.

[0125] (c) The dedicated units 319S and 319P accept cash or gaming cards (with gaming value). When a player starts playing, he or she inserts cash or a gaming card holding gaming value into the dedicated units 319S, 319P. The dedicated units 319S, 319P output a signal to the HCBOX 330 indicating that they have been accepted. The call lamp 331 etc. may perform advance notification at the timing when these signals are received. As a result, similar to (b) above, when starting a game, the player can know the number of MY remaining until the end of the game.

[0126] (Remaining business hours, etc. and advance notification processing) The advance notification MY value may be varied depending on the remaining business hours of the day (i.e., the remaining period during which the gaming machine can be played). In other words, regardless of whether the gaming machine is controlled to the game end state or not, the player must end the game when closing time arrives. Also, even if the gaming machine is controlled to the game end state just before closing time, the player will not feel dissatisfied because he or she will not be able to play for a long time. Therefore, the call lamp 331 and the like may change the mode of advance notification processing depending on the remaining business hours and the like. For example, advance notification may not be performed after a predetermined time (for example, after one hour before closing time).

[0127] Also, for example, the number of games that can be played per hour on a typical slot machine 301S is approximately 800 games. If the control unit 331i of the call lamp 331 or the like determines, based on the number of games that can be played and the current MY, that the timing for controlling the machine to enter the game end state will be close to closing time, the control unit 331i may set the advance notification MY value for the time period before closing time (e.g., one hour after closing time) to a value greater than the advance notification MY value for normal business hours. Therefore, the call lamp 331 or the like may not issue an advance notification, or if it does issue an advance notification, it will be close to closing time. This allows the player to be naturally prompted to end their game as closing time approaches. Furthermore, the call lamp 331 etc. may not issue a pre-warning if the MY upper limit value is not reached within one hour from the closing time. This allows the call lamp 331 etc. to encourage the player to play until the closing time without making the player aware that the game will be controlled to the end state.

[0128] (Mode of advance notification) In this way, the call lamp 331 etc. notifies in advance information that the MY until control to the game end state is approached based on the fact that the pre-notification MY value has been reached. The call lamp 331 can perform the pre-notification by displaying the information on the display unit 331a, but it may also perform the pre-notification by sound, light, etc. by controlling a speaker, lamp, etc. The call lamp 331 displays, for example, the following information on the display unit 331a. (a) Notification of remaining game value: "XXX balls / pieces remaining until the end of the game" etc. (b) Notification of current MY: "Current MY is XXX" etc. (c) Abstract notification of the remaining number of play values: "Half / slightly / almost halfway to the end of play," "The end of play conditions are close to being met," etc. (d) By moving to the stage corresponding to the big win, it is possible that the MY upper limit value may be reached (i.e., there is a possibility that the game may be controlled to the end state): "The game may stop at the next win. Please be careful," "The game will stop soon," "The game will stop after ○ wins," etc.

[0129] In addition, in response to or instead of executing advance notification in the above manner, the call lamps 331, etc. may be configured to control the state of the device (such as the status of the call lamps 331, etc.) to a call state, an abnormality alert state, etc., and then cancel this state by receiving a remote control operation from a store clerk, etc. In this way, the store clerk can explain to the player that the slot machine 301S will be controlled to the game end state in a short period of time, before the slot machine 301S enters the game end state, and the player can understand this from the call lamps 331, etc. In addition, when the slot machine 301S is controlled to the end-of-game state, or when the period until the slot machine 301S is controlled to the end-of-game state is short, the call lamp 331 etc. may receive a remote control operation from a store clerk to display a special screen such as "Congratulations on your last play" on the display unit 331a. The store clerk can perform such an operation, for example, when he / she judges that further operation of the slot machine 301S is not expected, or when he / she judges that continuing the game will only increase the player's dissatisfaction, etc. In this way, the store clerk can prevent unexpected trouble with the player, complaints from the player, etc., before the slot machine 301S is controlled to the game end state.

[0130] In addition, when the HC335 executes processing related to advance notification, etc., the status of each gaming machine (state controlled to end of game, state where advance notification has been executed, etc.) may be displayed on the display unit 335a. As shown in FIG. 18, in this case, the HC 335 may display a gaming machine status screen 335c. The gaming machine status screen 335c displays the status of each gaming machine on a layout diagram showing the arrangement of each gaming machine in the gaming facility. In the example of Fig. 18, the HC335 accepts a status selection operation from "game end state (state controlled to game end state)" and "advance notification (state where advance notification has been executed)", and displays a symbol (circle, triangle) corresponding to the accepted status in the section corresponding to each gaming machine. The store staff or the like can check the status of each gaming machine by checking the gaming machine status screen 335c. The gaming machine status screen 335c in Figure 18 is an example of displaying two statuses, "Game End State" and "Advance Notification", but it may also be possible to display other statuses (AT in progress, special rate in progress, etc.) in addition to these.

[0131] (Advance notification period and frequency) After the advance warning MY value is reached, the call lamp 331 etc. may continue to display the advance warning on the display unit 331a, or may only display the advance warning for a period long enough to be conveyed to the player (for example, a few seconds, several tens of seconds, etc.). Furthermore, the advance notification period of the call lamp 331 of the pachinko machine 301P may be longer than that of the call lamp 331 of the slot machine 301S. Furthermore, the call lamps 331 etc. may continue to issue advance warnings when the remaining MY until the end of the game is within a predetermined value (for example, 5,000 balls for the pachinko machine 301P, 1,000 coins for the slot machine 301S, etc.), that is, when MY is equal to or greater than "MY upper limit value - predetermined value." This predetermined value may be the expected value of winnings when a single jackpot occurs for the model of the slot machine 301S. In this case, the call lamps 331 etc. can be controlled so that the predetermined value differs for two or more slot machines 301S of the same type depending on the model (manufacturer, title, etc.).

[0132] The call lamp 331 and the like may repeatedly perform advance notification after reaching the advance notification MY value. When repeating advance notification, the control unit 331i of the call lamp 331, etc. may change the manner of repetition depending on the type of gaming machine, that is, depending on the difference in the number of game values ​​remaining until the game ends in the slot machine 301S or the pachinko machine 301P. For example, in the case of the slot machine 301S, advance notification may be executed every time MY increases by 1000 balls, and in the case of the pachinko machine 301P, advance notification may be executed every time MY increases by 2500 balls. Furthermore, when advance notification is repeated, the call lamp 331 etc. may be set to execute the advance notification for a longer period as the number of MY increases, thereby creating and notifying the player that the end of the game is approaching. Furthermore, when the remaining game value until the end of the game falls below a predetermined value (for example, 5000 balls for the pachinko machine 301P and 1000 coins for the slot machine 301S), the execution periods of both the slot machine 301S and the pachinko machine 301P may be set to the same.

[0133] (The flashy advance announcement production) As mentioned above, the ease with which a gaming machine reaches the MY upper limit value may differ depending on the type, model, etc. The call lamps 331 and the like may be made more conspicuous by changing the flashiness of the advance notification effect depending on the type and model of the gaming machine. For example, if it is easier for the pachinko machine 301P to reach the MY upper limit value than the slot machine 301S, the call lamp 331 may be more flashy for the pachinko machine 301P than for the slot machine 301S. In this case, for example, the call lamp 331 may perform advance notification only with the display unit 331a for the slot machine 301S, and may additionally perform advance notification with a lamp for the pachinko machine 301P. Also, for example, the call lamp 331 may perform advance notification only with the display unit 331a, lamp, etc. for the slot machine 301S, and may additionally perform advance notification with a speaker for the pachinko machine 301P. This allows the call lamp 331 to highlight the slot machine 301S and the pachinko machine 301P that are likely to be controlled to the game end state, that is, the notification method can be changed depending on the ball payout expectancy of the gaming machine.

[0134] Since the pachinko machine 301P does not have the concept of advantageous zones like the slot machine 301S, it is possible, although unlikely, for the MY upper limit of 95,000 balls to be reached during a single jackpot game. For this reason, the call lamp 331 and the like may be configured to actively notify the history of the total number of times the pachinko machine 301P has been controlled to the game end state.

[0135] (Handling of power outages, etc.) The slot machine 301S, etc. may be controlled to a power-off or power-on state in response to a power outage or the like and its subsequent recovery (resumption of power supply). Even if no power outage or the like occurs, the slot machine 301S, etc. may encounter an unexpected error or the like that causes the power to be turned off or on. In this case, the main control board 310A of the slot machine 301S and pachinko machine 301P controls the MY count value to be reset. Therefore, when a power outage or the like occurs, the slot machine 301S, etc. may not be able to accurately count MY, and may not be able to properly control the game to the end state even if the MY upper limit value is reached. In contrast, the call lamp 331 etc. can store MY in a flash memory or use various backup power sources, and can retain and continue calculating MY even if a power outage occurs. This allows the call lamp 331 etc. to accurately count MY even when the slot machine 301S etc. is in a state where it cannot be properly controlled to enter the game end state, and can also accurately determine that the slot machine 301S etc. is in a state where it should be controlled to enter the game end state.

[0136] Therefore, the call lamp 331 etc. can accurately determine whether or not the conditions for advance notification based on MY are met, and can issue an advance notification if they are met. Note that if there is a possibility that the slot machine 301S etc. will not be properly controlled to the game end state due to a power outage or the like, the store clerk etc. may explain the situation to the player. In this case, when the MY count reaches the MY upper limit value, the call lamp 331 etc. may display on the display unit 331a etc. that the store may end the game even if the slot machine 301S etc. cannot be controlled to the game end state.

[0137] (Slot machine 301S, etc.) Although not shown in the drawings, the gaming system 300 is provided with a display device such as a 7-segment display or a liquid crystal display device for presentation purposes on top of the slot machines 301S, etc. Even if the slot machines 301S, etc. do not pay out actual gaming media, this display device can, for example, present the feeling of ball payout (the feeling that gaming value is being awarded to the player) in the following manner, and can also increase the gaming motivation of customers, etc. who are selecting which slot machine 301S, etc. to play on. (a) The display device displays the number of credits (the number of balls held by the player as counted by the gaming machine), and changes the light emission pattern when the number of credits is equal to or greater than a certain value. The display device may also display, for example, a message that increases the number of balls held all at once when a special prize or other prize is won. Furthermore, when paying out 15 game balls, the display device may display the text "+15" in a flowing manner. This allows the display device to prominently display the additional number of balls won.

[0138] (b) The display device displays to the player in advance a display corresponding to the number of balls to be awarded (for example, a display that lights up in rainbow colors corresponding to the number of balls to be awarded), before an additional AT set is awarded, before a jackpot round is awarded, etc. The display device may also notify the transition of the gaming state beforehand (for example, when BB is determined).

[0139] (c) When a player is replaced, the display device may display information (such as game information for the day, such as MY) according to the situation, such as the display period of the demo screen. Also, when a player leaves his seat or takes a break during a jackpot, for example, and ejects a game card from the dedicated unit 319S, 319P, the display device may continue to display the ball information held before the game card was ejected.

[0140] Furthermore, for example, in cases where the data display section of the call lamp 331 is difficult to see due to the design part at the top of the slot machine 301S or the like protruding upward, this display device can display the game information for the day in an easy-to-understand manner to the player. Furthermore, when an error or the like occurs in the slot machine 301S or the like, the display device may display information to notify the player, store clerk, or the like of the error or the like in the slot machine 301S or the like.

[0141] As described above, the call lamps 331, HC335, etc. of the gaming system 300 of this embodiment are devices other than gaming machines, but can notify players, store clerks, etc. of various information in response to the gaming machine being controlled to the game end state. In addition, in response to these notifications, store clerks, etc. can respond appropriately and quickly to gaming machine malfunctions, fraud, and how to deal with players in the game end state. Furthermore, for players, the execution of advance notification before the end of the game reduces or eliminates dissatisfaction when the game is controlled to end, etc. This allows the gaming system 300 to reduce trouble between the store and the player.

[0142] In contrast, conventional gaming devices are unable to determine whether the stop function has been activated, or the period until the stop function is activated, etc. Therefore, conventional gaming devices are unable to provide the various notifications described in the embodiments, and are unable to achieve the above-mentioned functions and effects.

[0143] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. In the fourth embodiment, the configuration, processing, etc. regarding whether or not to reset MY (initialize and set it to zero) will be mainly described. The gaming machine 401 of this embodiment will be described as a slot machine, but the configurations of this embodiment can also be appropriately applied to the configurations of pachinko machines, etc. FIG. 19 is a configuration diagram for explaining the power supply in one gaming island of the gaming system 400 of the fourth embodiment. FIG. 20 is a perspective view of the gaming machine 401 in the fourth embodiment with the front door 401a open, and is a diagram for explaining the setting board 404. FIG. 21 is a block diagram of a gaming machine 401 according to the fourth embodiment. FIG. 22 is a table for explaining MY reset processes 1 to 4 of the fourth embodiment.

[0144] The following terms used in this embodiment will be explained. Power supply to gaming machine 401 is ON (state in which power can be supplied to gaming machine 401): This is a state in which power can be supplied to gaming machine 401 from outside, regardless of whether the power switch 402a of gaming machine 401 is OFF or ON (i.e., the power switch 402a can be either OFF or ON). Therefore, the state in which the power supply to the gaming machine 401 is ON is, for example, "a state in which the island switch 405 is ON and no power interruption or the like has occurred." In addition, in the embodiment, the state in which the power supply to the gaming machine 401 is ON is a concept that includes a state in which there is no action by a fraudulent person (a person who attempts to manipulate various states of the gaming machine 401 for fraudulent purposes) or the like, and power to the gaming machine 401 is ensured.

[0145] Power supply to the gaming machine 401 is OFF (state in which power supply to the gaming machine 401 is stopped): regardless of whether the power switch 402a of the gaming machine 401 is OFF or ON, this is a state in which power cannot be supplied to the gaming machine 401 from the outside. Therefore, the state in which the power supply to the gaming machine 401 is OFF is a state in which the island switch 405 is OFF and no power outage or the like has occurred, or a state in which the island switch 405 is ON and a power outage or the like has occurred, etc. In addition, in the embodiment, the state in which the power supply to the gaming machine 401 is OFF is a concept that includes a state in which power to the gaming machine 401 has been cut off by some means (such as temporarily cutting off the power to the AC cable) by a fraudulent person or the like.

[0146] Power ON of the gaming machine 401: The gaming machine 401 is in operation. In other words, the power ON state of the gaming machine 401 is a state in which "power supply to the gaming machine 401 is ON and the power switch 402a of the gaming machine 401 is ON." Power OFF of the gaming machine 401: The gaming machine 401 is not in operation. The power OFF state of the gaming machine 401 is one of the following states. The power supply to the gaming machine 401 is ON, and the power switch 402a of the gaming machine 401 is OFF. The power supply to the gaming machine 401 is OFF

[0147] Therefore, basically, the island switch 405 is operated to switch ON / OFF the power supply to the gaming machine 401. Also, basically, the power switch 402a of the gaming machine 401 is operated to switch ON / OFF the power supply to the gaming machine 401 when the power supply to the gaming machine 401 is ON.

[0148] As shown in FIG. 19, the gaming island includes a plurality of gaming machines 401 and an island switch 405 . The game island is supplied with power from a power supply source (such as a power distribution board or panel board). In the embodiment, the term "power supply" is not limited to meaning a power supply source, but is also used to mean electric power. The island switch 405 is a switch that turns on and off the power supply to the gaming machine 401 on the gaming island. The island switch 405 may be a mechanical device (for example, a rocker switch, a toggle switch, etc.) that is manually operated by a store clerk or the like, or may be one that can be remotely operated from a hall computer or the like. The island switch 405 is arranged on the power path between the power supply source and each gaming machine 401 on one gaming island. By switching one island switch 405 on and off, the power supply to all gaming machines 401 on the same gaming island can be switched on and off.

[0149] The island switch 405 may be provided in a power supply device (also called an island power supply) that manages the power supply for the entire game island. The island switch 405 is usually installed in a location that is not easily accessible to customers, etc. The island switch 405 may be installed, for example, inside the wall of the game island, in a distribution board with a lockable control door, etc. However, this is not limiting, and depending on the structure of the building of the gaming facility, the island switch 405 may be installed in a location that is easily accessible to customers, etc. For example, in a store structure where the island switch 405 is installed inside a wall below the gaming machine 401, the store may not be able to adequately monitor the actions of fraudulent persons, etc.

[0150] Each gaming machine 401 includes a front door open / close detector 403, a power supply box 402, a setting board 404, a main control board 410, and a sub-control board 420. The front door open / close detection unit 403 is a detection unit that detects whether the front door 401a is open or closed. The front door open / close detection unit 403 may be, for example, a limit switch that switches ON / OFF depending on whether the front door 401a is open or closed, an optical sensor, or the like. The front door open / close detection unit 403 outputs a detection signal to the main control board 410.

[0151] The power supply box 402 is disposed on the upstream side of the power path within each gaming machine 401. Although not shown in the figure, the power supply box 402 is equipped with an AC cable, which is connected to an AC outlet or the like that is electrically connected to the island switch 405. The power supply box 402 is equipped with a transformer, various electronic elements, and the like. As a result, the power supply box 402 performs various processes (AC-DC conversion, rectification, etc.) on the power supplied from the power supply source via the island switch 405, etc., and supplies the power to the gaming machine 401. The power supply box 402 is disposed inside the housing, and therefore, access to the power supply box 402 is possible only when a store clerk or the like opens the front door 401a using a key.

[0152] The power supply box 402 includes a power switch 402a. The power switch 402a is a mechanical device (for example, a rocker switch, a toggle switch, etc.) that is manually operated by a store clerk or the like. The power switch 402a is arranged on the most upstream side of the power path inside the gaming machine 401. As described above, when the power supply is ON, if the power switch 402a is ON, the gaming machine 401 is powered ON, whereas if the power switch 402a is OFF, the gaming machine 401 is powered OFF. Furthermore, when the power supply is OFF, the gaming machine 401 is powered OFF whether the power switch 402a is ON or OFF.

[0153] As shown in Fig. 20(B), the setting board 404 is an electric board that receives operations related to setting values ​​and operations related to MY, and displays information. The setting board 404 is disposed inside the gaming machine 401 (in the example of Fig. 20(A), on the rear side of the front door 401a). Therefore, only when a store clerk or the like has opened the front door 401a using a key can access the operating members of the setting board 404, and the displayed information can be confirmed.

[0154] The setting board 404 is equipped with a setting button 404a, a setting value display segment 404b, an MY display segment 404c, a reset value switching button 404d (specific operating means), and a reset value display segment 404e. The setting button 404a is a device such as a push button for changing a setting value (1 to 6). The setting button 404a is operated by a store clerk or the like. The main control board 410 executes various processes in the game based on the setting value set by operating the setting button 404a.

[0155] The setting value display segment 404b is a 7-segment display (also simply referred to as a segment in the embodiment) that displays the setting value set by operating the setting button 404a. For example, in a setting changeable state (a state in which the main control board 410 can accept operation of the setting button 404a), the display of the setting value display segment 404b changes in the order of "1 → 2 →... → 6 → 1 → 2 →..." each time operation of the setting button 404a is accepted.

[0156] The MY display segment 404c is a 7-segment display or the like that displays the MY value stored in the main control board 410. In other words, the MY display segment 404c displays the MY (0 to 19000) after MY reset. For example, the MY display segment 404c displays the MY value for a predetermined period (e.g., 5 seconds) after the reset value switching button 404d is operated.

[0157] The reset value switching button 404d is a push button or the like that switches the reset value between 0 and 1. When the reset value is 0, MY is maintained, while when the reset value is 1, MY can be reset. The reset value display segment 404e is a 7-segment display or the like that indicates the value (0, 1) of the "reset value" stored in the main control board 410. In other words, the reset value display segment 404e indicates whether the state is maintainable (reset value is 0) or resettable (reset value is 1).

[0158] The main control board 410 (counting means, game state control means, initialization means) executes the various configurations and processes described in the above embodiment. That is, the main control board 410 can count MY (variable value, i.e., the difference game value number, which is information on the difference number between the used game value used in the game and the awarded game value awarded based on the game result), which can fluctuate according to the progress of the game.

[0159] Furthermore, the main control board 410 of this embodiment has the following configuration and executes various controls and processes. The main control board 410 has various components for performing operations and processes related to the setting board 404. The main control board 410 also has a main memory unit 410a and a main control unit 410b for performing these operations and processes. That is, the main control unit 410b has a configuration for processing the setting values, operation reception related to MY, and display related to MY. The main memory unit 410a has non-volatile and volatile storage devices, etc., and stores various information for executing these processes (programs for executing various processes, tables, temporary storage information in various processes, etc.).

[0160] When the reset value display segment 404e is in a display state, the main control board 410 accepts operation of the reset value switching button 404d. In response to the acceptance of the operation of the reset value switching button 404d, the main control board 410 switches the reset value between 0 and 1. In other words, if the reset value is 0, it switches to 1, and if the reset value is 1, it switches to 0. In response to this, the display of the reset value display segment 404e also switches between 0 and 1. The reset value display segment 404e is displayed for a display period after the power is turned on and a display period after the reset value switching button 404d is operated. These display periods are, for example, about 60 seconds.

[0161] Since the reset value switching button 404d and the reset value display segment 404e are mounted on the setting board 404, the store clerk can confirm the display of the reset value display segment 404e immediately after operating the reset value switching button 404d. However, there are situations where it takes some time after turning on the power of the gaming machine 401 (such as operating the island switch 405 or the power switch 402a) before operating the reset value switching button 404d. This is because, for example, multiple gaming machines 401 need to be operated or other tasks are required for opening the store. For this reason, the display period of the reset value display segment 404e after the gaming machine 401 is turned on may be longer than the display period after operating the reset value switching button 404d.

[0162] The main control board 410 monitors the state of the power switch 402a (information on whether it is ON or OFF), output information from the front door open / close detection unit 403 (information on whether the front door 401a is open or closed), and the like, and stores this information in the main memory unit 410a as appropriate. In this case, the storage area may be non-volatile. Even when the gaming machine 401 is in a power-off state (for example, a state immediately after the power of the gaming machine 401 has been switched from ON to OFF), the main control board 410 can monitor the state of the power switch 402a and the output information from the front door open / close detection unit 403 using a backup power source such as a capacitor, and store the information in the main memory unit 410a.

[0163] (MY reset control) As explained in the third embodiment, etc., the main control board 410 of the gaming machine 401 can be controlled to reset MY when the following condition is met: "After MY reaches the MY upper limit value of 19,000 coins (specific value) and is controlled to the end of the game state (i.e., after the complete function is activated), the setting is changed (including re-playing)." In addition to the above conditions, the main control board 410 of the gaming machine 401 can be controlled to reset MY when the following condition is met: "The power of the gaming machine 401 is turned ON after being turned OFF (a condition that can be met when the gaming machine 401 is turned from power ON to power OFF)." Therefore, even if the former condition is not satisfied, the main control board 410 can reset MY, that is, set MY to zero (initial value), based on the latter condition being satisfied.

[0164] Here, when a store clerk or the like turns the island switch 405 from the OFF state to ON, or turns the power switch 402a from the OFF state to ON, etc., this corresponds to "the power of the gaming machine 401 being turned ON after being turned OFF," and therefore MY is reset. However, if MY were to be uniformly reset whenever "the gaming machine 401 was turned ON after being turned OFF," this condition would be met in situations such as the following, which could result in MY being reset without the store's intention.

[0165] (A) MY may also be reset when a power outage occurs and is restored. If MY is reset in this case, it may result in excessive profits for the player, but on the other hand, it may be detrimental to the store. (B) There is a possibility that a fraudulent person may turn the gaming machine 401 off and on in order to reset MY.

[0166] In order to solve problems (A), (B), etc. caused by "power ON / OFF unintentionally by the store," the main control board 410 of the gaming machine 401 executes the following MY reset processes 1 to 4 as a process to determine whether or not to reset MY. In MY reset processes 1 to 4, the main control board 410 stores the MY when the power is OFF (i.e., the MY displayed in the MY display segment 404c) in the main memory unit 410a. Then, when the "power of the gaming machine 401 is turned ON after being turned OFF (predetermined condition)" is met, the main control board 410 executes control to determine whether or not to reset the MY stored in the main memory unit 410a by referring to whether or not a specific condition described below is met.

[0167] The arcade may be able to select and use one or more of the MY reset processes 1 to 4 described below as appropriate. In other words, the gaming machine 401 has a function that can execute two or more of the MY reset processes 1 to 4, and the arcade may be able to select and use one (or more) of them. In this case, it may be possible to select one of the MY reset processes during the initial setting operation when the gaming machine 401 is installed, etc.

[0168] Furthermore, the gaming machine 401 may be capable of executing only one of the MY reset processes 1 to 4. In other words, the gaming machine 401 may be one in which only one of the MY reset processes 1 to 4 is implemented. In this case, if necessary, one or more of the above components of the setting board 404 may be omitted as appropriate. For example, MY reset processes 1 and 2 can be executed if at least the MY display segment 404c, the reset value switching button 404d, and the reset value display segment 404e are provided, and MY reset processes 3 and 4 can be executed even if the setting board 404 does not have the above components 404a to 404e.

[0169] The MY reset processes 1 to 4 will be described in detail below. (MY reset process 1: process based on the setting of the reset value switching button 404d when the power is turned off) In MY reset process 1, the main control board 410 maintains the value of MY when the power is turned ON from a state in which the power was turned OFF with "0" displayed in the reset value display segment 404e by operating the reset value switching button 404d (when a predetermined condition is met). On the other hand, when the power is turned from OFF to ON in a state where "1" is displayed in the reset value display segment 404e by operating the reset value switching button 404d, the value of MY is reset. That is, the main control board 410 stores the reset value when the power is turned off in the main memory unit 410a. Then, when the power is turned on thereafter, the main control board 410 determines whether or not to reset MY based on the reset value stored in the main memory unit 410a. When the power is turned on, if the reset value is "1", the main control board 410 determines that the specific condition is not met and resets MY, but if the reset value is "0", the main control board 410 determines that the specific condition is met and maintains MY (does not initialize). In this way, the specific condition is a condition that can be met based on the operation of the reset value switching button 404d.

[0170] The default value of the reset value is "0." Therefore, if the reset value is set to "0," the main control board 410 keeps the reset value at "0" even after the power is turned on. Also, even if the reset value is set to "1," the reset value is reset to "0" after MY is reset when the power is turned on.

[0171] (Store operations) In MY reset process 1, in situations where MY needs to be reset (during the opening preparation period, after control has been made to an unplayable state, etc.), MY can be reset by turning the power OFF and then ON by operating the island switch 405 or the power switch 402a of the power supply box 402 while the display of the reset value display segment 404e is set to 1. In this case, there are two main operation methods (1) and (2) for resetting MY, and stores can use them depending on the situation. (1) With the display of the reset value display segment 404e set to "1," turn the power switch 402a OFF, and then turn the power button ON. The operation method (1) is completed by operating the gaming machine 401, and therefore can be easily used not only during the opening preparation period, but also when resetting MY after controlling the gaming machine to a state where gaming is disabled. (2) With the display of the reset value display segment 404e set to "1", the island switch 405 is turned OFF, and then the island switch 405 is turned ON. Alternatively, with the display of the reset value display segment 404e set to "1," the power switches 402a of the multiple gaming machines 401 are sequentially turned OFF, and then the island switch 405 is turned OFF. After that, the power switches 402a of the multiple gaming machines 401 are turned ON, and then the island switch 405 is turned ON. Operation method (2) allows you to select one or more gaming machines 401 on the gaming island and reset MY, making it easy to use for resetting MY during the preparation period from closing to opening (also called the opening preparation period in the embodiment).

[0172] On the other hand, in the MY reset process 1, when MY is to be maintained, the store can simply turn the power OFF using the island switch 405 or the power switch 402a of the power box 402 while keeping the display of the reset value display segment 404e at "0." Then, by turning the power ON, MY can be maintained. A detailed explanation of the operation method for maintaining MY will be omitted, but the only difference is that in the above "operation method for resetting MY," the display of the reset value display segment 404e is set to "0" instead of "1." In this case, too, there are two main operation methods that can be used to maintain MY, which can be selected depending on the situation.

[0173] (MY control when power is turned off or on unintentionally) As mentioned above, the default value of the reset value is "0." Therefore, even if the power is turned OFF and ON while the reset value is set to "1," the reset value will be reset to 0 after MY is reset. Therefore, the reset value of the gaming machine 401 in operation during business hours is set to "0." Therefore, even if the power is turned off and on due to a power outage during business hours, or if the power is turned off and on by a fraudulent person operating the island switch 405 or the power switch 402a, etc., the MY can be maintained without being reset. This solves the above problems (A) and (B).

[0174] However, without being limited to this, main control board 410 may maintain the reset value once set until the next operation of reset value switching button 404d is received. In other words, even if the power is turned OFF and ON with the reset value "1" set, this reset value "1" may be maintained. In this case, once the store sets the reset value to "1," it is no longer necessary to reset the default value from "0" to "1," which is convenient.

[0175] Furthermore, main control board 410 may accept operation of reset value switching button 404d only when reset value switching button 404d is pressed and held down. In this case, it is possible to prevent store staff or the like from accidentally switching the reset value. Furthermore, the main control board 410 may control the main memory 410a to store the reset value when a predetermined operation (such as a long press) is performed on the reset value switching button 404d, and then control the main memory 410a not to change the reset value until the power is turned off and on. In this case, the reset value once set can be reliably maintained until the power is turned off.

[0176] (MY reset process 2: process based on the reset value at the end of the operation period of the reset value switching button 404d) In MY reset process 2, the main control board 410 accepts operation of the reset value switching button 404d only during the period from when the power is turned on until the display of the reset value display segment 404e ends. In other words, this period is the operation valid period of the reset value switching button 404d. Then, when the end of the operation valid period of the reset value switching button 404d is reached (when a predetermined condition is met), it determines whether or not to reset MY based on the reset value. In this case, as in MY reset process 1, if the reset value display segment 404e displays "1" (i.e., the reset value is set to "1"), the main control board 410 determines that the specific condition is not met and resets MY; on the other hand, if the reset value display segment 404e displays "0" (i.e., the reset value is set to "0"), it determines that the specific condition is met and maintains MY. The default value of the reset value is "0," as in MY reset process 1. Therefore, if the reset value is set to "0," the main control board 410 keeps it at "0" even after the effective operation period of the reset value switching button 404d, and in addition, even if the reset value is set to "1," it sets it to "0" after resetting MY after the effective operation period.

[0177] (Store operations) In MY reset process 2, when a store needs to reset MY (during the opening preparation period, after control to the end of play state, etc.), the store can operate the reset value switching button 404d between turning on the power and the end of the display of the reset value display segment 404e. In the MY reset process 2, the store only needs to decide the MY policy for the next business day (whether to maintain or reset the MY at the end of business on that day when the store opens on the next business day) between the end of business on that day and the opening of the next business day. This means that the store does not need to decide this policy by the end of business on that day (i.e., when the gaming machine 401 is turned off), but can decide it by the opening of the next business day (i.e., when the gaming machine 401 is turned on), which is convenient.

[0178] In the above MY reset process 1, if the store, for example, wants to maintain MY but accidentally turns off the power while the reset value is "1," MY will be reset. In contrast, in MY reset process 2, the reset value can be checked after turning the power on, so such erroneous operations can be prevented.

[0179] Here, the valid period for operation of the reset value switching button 404d may be specified as a predetermined time (for example, 60 seconds). However, in this case, if the power supply of the gaming machines 401 is managed by operating the island switch 405 during the opening preparation period, there is a possibility that the valid period will expire before the reset value setting operation for all gaming machines 401 on the gaming island is completed. For this reason, the valid period for operation of the reset value switching button 404d may be set from when the power is turned on until a specific operating means (start lever, etc.) is operated.

[0180] (MY control when power is turned off or on unintentionally) In the MY reset process 2, as in the MY reset process 1, the default value of the reset value is "0," so the reset value is set to "0" during business hours. Therefore, the gaming machine 401 can maintain MY even if the power is unintentionally turned OFF or ON during business hours, thereby solving the above problems (A) and (B).

[0181] (MY reset process 3: process based on the state of the power switch 402a when the power is OFF (or ON)) If the power switch 402a of the gaming machine 401 is in the OFF state when the gaming machine 401 is turned off from the ON state, the main control board 410 resets MY the next time the power is turned on. On the other hand, if the power switch 402a of the gaming machine 401 is in the ON state when the gaming machine 401 is turned OFF from the ON state, the main control board 410 will maintain MY the next time the power is turned ON.

[0182] In other words, when the main control board 410 determines that the gaming machine 401 has been powered off, it determines the state (either ON or OFF) of the power switch 402a and then stores information about the state of the power switch 402a in the main memory unit 410a. Then, the next time the main control board 410 determines that the power has been turned on (when a predetermined condition is satisfied), it reads out this information (the state of the power switch 402a at the time the gaming machine 401 was powered off) from the main memory unit 410a. In this case, if the state of the power switch 402a is OFF, the main control board 410 determines that the specific condition is not met and resets MY, but on the other hand, if the state of the power switch 402a is ON, it determines that the specific condition is met and maintains MY. In this way, the specific condition is a condition that can be met when the power switch 402a is in the ON state and the gaming machine 401 is turned OFF.

[0183] When the power is turned off by operating the power switch 402a, the state of the power switch 402a is already OFF when the main control board 410 determines that the power is OFF. Therefore, when the power is turned off by operating the power switch 402a, the main control board 410 stores information that the power switch 402a is OFF in the main memory unit 410a.

[0184] (Store operations) In the MY reset process 3, the store can operate, for example, as follows when it is necessary to reset MY. After the gaming machine 401 is controlled to a gaming-disabled state during business hours, the power switch 402a in the ON state may be turned OFF and ON while the gaming machine 401 is in the power ON state. In addition, when preparing to open a store, for example, when closing time, with the gaming machine 401 in a power-on state, the power switch 402a in the ON state is turned OFF, and then the island switch 405 in the ON state is turned OFF. Then, when the store opens on the next business day, the gaming machine 401 is turned ON (the island switch 405 is turned ON and the power switch 402a is turned ON).

[0185] In the MY reset process 3, if an attempt is made to manage MY by operating the power switch 402a during business hours (i.e., when the power supply to the gaming machine 401 is ON and the power switch 402a is ON), only a reset of MY can be performed, but maintenance of MY cannot be performed. This is because, as mentioned above, if the power switch 402a is turned OFF while the power supply to the gaming machine 401 is ON, information on the state in which the power switch 402a is OFF is stored in the main memory unit 410a. This does not cause any operational inconvenience to the store, as the management of MY during business hours mainly involves resetting MY after controlling it to a state where play is disabled. Also, during business hours, it is almost impossible to imagine a situation where the power switch 402a of the gaming machine 401 needs to be turned on and off while maintaining MY.

[0186] (MY control when power is turned off or on unintentionally) In MY reset process 3, when the power supply is turned off during business hours (when the power switch 402a of the gaming machine 401 is ON) due to a power outage, an OFF operation of the island switch 405 as an initial operation for fraudulent purposes, or the like, the main control board 410 stores in the main memory 410a information on the "ON" state of the power switch 402a at the time the gaming machine 401 was turned off. Therefore, when the power is turned on after the power outage is restored, or the island switch 405 is turned ON as a next operation for fraudulent purposes, the main control board 410 reads information on the "ON" state of the power switch 402a from the main memory 410a, and therefore MY is maintained. As a result, in the MY reset process 3, if the gaming machine 401 is unintentionally turned off and on, MY can be maintained, thereby solving the above problems (A) and (B).

[0187] In the MY reset process 3, the main control board 410 may store information on whether the power switch 402a is OFF or ON when the power is ON, instead of when the power is OFF, in the main memory unit 410a, and determine whether to reset or maintain MY based on that information. In this case, the store can decide whether to reset or maintain MY after turning the gaming machine 401 OFF at the end of business, for example, and before turning the gaming machine 401 ON the next business day, which is convenient.

[0188] (MY reset process 4: process based on the open / close state of the front door 401a when the power is ON (or OFF)) When the gaming machine 401 is turned on from a power-off state, if the front door 401a is in an open state, the main control board 410 resets MY. On the other hand, when the gaming machine 401 is turned on from a power-off state, if the front door 401a is closed, the main control board 410 maintains MY.

[0189] That is, when the main control board 410 determines that the gaming machine 401 has been powered on (when a predetermined condition is satisfied), it determines whether the front door 401a is in an open state or a closed state based on the output of the front door open / close detection unit 403. If the front door 401a is in an open state, the main control board 410 determines that the specific condition is not met and resets MY, whereas if the front door 401a is in a closed state, it determines that the specific condition is met and maintains MY. In this way, the specific condition is a condition that can be met when the front door 401a of the gaming machine 401 is closed and the gaming machine 401 is turned on.

[0190] (Store operations) In the MY reset process 4, when a store needs to reset MY, the store can operate as follows, for example. After the gaming machine 401 is controlled to a gaming-disabled state during business hours, the gaming machine 401 is turned from a power-on state to a power-off state by opening the front door 401a and turning off the power switch 402a, which is in the power-on state. After that, the gaming machine 401 can be turned on by turning on the power switch 402a. Also, during the opening preparation period, for example, when the store opens, the front door 401a is opened and the gaming machine 401 is turned on (by turning on the island switch 405, etc.).

[0191] In the MY reset process 4, when an attempt is made to manage MY by operating the power switch 402a during business hours (i.e., when the power supply to the gaming machine 401 is ON and the power switch 402a is ON), only resetting MY can be performed, but maintaining the reset of MY cannot be performed. This is because the power switch 402a cannot be accessed when the front door 401a is closed and the power switch 402a is OFF. In other words, the power switch 402a can be accessed only when the front door 401a is open. In this regard, as with MY reset process 3, MY management during business hours mainly requires resetting MY after controlling it to a state where play is not possible, so there is no problem.

[0192] (MY control when power is turned off or on unintentionally) During business hours, the front door 401a of the gaming machine 401 in operation is closed. Therefore, in the MY reset process 4, even if a power outage occurs and is restored, the MY is maintained without being reset. Also, even if a fraudulent person turns the island switch 405 OFF and ON, the MY is maintained without being reset. Since the front door 401a is locked, it is difficult for a fraudulent person to open the front door 401a in order to reset MY. Therefore, it is difficult for a fraudulent person to access the power switch 402a inside the gaming machine 401 and turn it on and off.

[0193] In the MY reset process 4, even if a store clerk or the like intends to maintain MY when the power is turned off and closes the front door 401a, there is a possibility that the store clerk may turn the power on with the front door 401a in the open state. In this case, MY will be reset when the power is turned on. To solve this problem, the main control board 410 may execute processing related to MY based on the open / close state of the front door 401a when the power is OFF, rather than when the power is ON. In this case, the main control board 410 may store information about the open / close state of the front door 401a when the power is OFF in the main memory unit 410a. Then, the next time the power is turned ON, the main control board 410 may determine whether to reset or maintain MY based on the open / close state information stored in the main memory unit 410a.

[0194] As explained above, the gaming machine 401 of this embodiment can maintain MY even when the power is off, which has the effect of preventing excessive profits from being given to players when the store unintentionally turns the power off and on due to a power outage or the like.

[0195] In contrast, with conventional gaming machines, if the power is turned off and on unintentionally by the store, there are cases where excessive profits are given to the player. For example, if a power outage occurs just before the complete function is activated, the MY will be reset when the power is restored (power is turned back on). In this case, the player may be able to acquire more game balls (game value) up to the MY upper limit during play after the power is restored, which could result in excessive profits for the player.

[0196] (Fifth and Sixth Embodiments) The fifth and sixth embodiments will be described. The fifth and sixth embodiments are systems in which the configurations relating mainly to the settlement button and counting button are changed from those of the above-described embodiments. In the fifth and sixth embodiments, an example will be described in which the main control board 510A is configured separately into a first module 511 (configuration related to the transition operation means) and a second module 512 (configuration related to the counting operation means) as in the second embodiment, etc. However, the two may be configured as an integrated unit as in the first embodiment, etc. In this case, one module may have the functions of both the first module 511 and the second module 512. (Fifth embodiment) FIG. 23 is a diagram illustrating the configuration of a slot machine 501 according to the fifth embodiment. FIG. 23(A) is a view of the operation panel seen from above. FIG. 23(B) is a vertical cross-sectional view of the vicinity of the payment count button 550. FIG. 23(C) is a block diagram of the periphery of main control board 510A. In addition, in FIG. 23(C), illustration of the sub-control board is omitted. As shown in FIGS. 23(A) and 23(B), the slot machine 501 includes a settlement count button 550 (specific operation means). The payment count button 550 is provided on the top surface of the operation panel of the front door. The payment count button 550 may be provided on the front surface of the front door, like the count button 2c in FIG. The settlement count button 550 is a button in which the settlement button (component related to the transition operation means) and the count button (component related to the count operation means) are integrally formed, and therefore these button operations can be accepted in a single operation. In other words, when the settlement count button 550 is operated, the main control unit 511b of the first module 511 executes a process (second process) of transferring to the medal count memory unit 512a by outputting at least a part of the medal count (game value) stored in the main memory unit 511a (bet number memory means) as the settlement button has been operated to the second module 512. In addition, the medal count control unit 512b of the second module 512 executes a process (first process) of outputting at least a part of the medals (game value) stored in the medal count memory unit 512a (game value memory means) as count data to the dedicated unit 19 (externally). A display 554 such as "Payment Count" may be printed around the payment count button 550 to indicate that this is a button that accepts payment processing and counting processing operations.

[0197] The settlement count button 550 includes a main body 551, a settlement sensor 561 (a configuration related to the transition operation means), and a count sensor 562 (a configuration related to the count operation means). The main body 551 is a disk-shaped resin molded product, etc. The main body 551 is fixed to the top surface of the operation panel. The settlement sensor 561 is a sensor for accepting operation as a settlement button. The counting sensor 562 is a sensor for receiving an operation as a counting button. The left and right arrangement of these sensors may be reversed from that shown in FIG. 5(A).

[0198] The settlement sensor 561 and the counting sensor 562 are non-contact proximity detection units, such as capacitance proximity sensors. The settlement sensor 561 and the counting sensor 562 are mounted on an electric board 555 housed inside the operation panel. The settlement sensor 561 and the counting sensor 562 are arranged side by side in the left-right direction inside the main body 551, and are arranged in line-symmetrical positions with the diameter of the main body 551 as the axis of symmetry when viewed from above. When the index finger or the like of an operator such as a player is in contact with the top surface (pressing portion) of the main body 551, both the settlement sensor 561 and the counting sensor 562 can detect this finger. That is, the sensitivity and arrangement (left-right spacing, distance from the top surface of the main body 551, etc.) of both sensors 561, 562 are set so that when the operator's finger touches the top surface of the main body 551, both sensors 561, 562 can detect it. Note that in the embodiment, the concept of pressing includes the operator's finger touching the top surface of the main body 551. The range in which both sensors 561, 562 can detect the operator's finger is preferably the entire top surface of main body 551, but is not limited to this and may be the range that the finger naturally comes into contact with when operating settlement count button 550 in the normal manner (for example, the range of the top surface of the button excluding the edges).

[0199] With the above configuration, the settlement counting button 550 is formed as a single button, but by arranging a settlement sensor 561 and a counting sensor 562 inside it, two operations (an operation corresponding to the settlement button and an operation corresponding to the counting button) can be accepted with a single operation by the operator (pressing the top surface of the main body).

[0200] As shown in FIG. 23(C), the first module 511 (main control unit 511b) and the second module 512 (medal count control unit 512b) execute the settlement process and the counting process in the same manner as in the first embodiment and the like. That is, the first module 511 executes the settlement process based on the output of operation information from the settlement sensor 561. The second module 512 executes the counting process based on the output of operation information from the counting sensor 562. However, the timing at which the settlement sensor 561 outputs operation information and the timing at which the counting sensor 562 outputs operation information are almost simultaneous, but the main control board 510A executes a process (specific input process) that executes the settlement process before the counting process. This allows the second module 512 to execute the counting process in a state where the number of bets has been returned to the number of game medals (the value on the game medal number display device 7). The method for executing the settlement process before the counting process is not limited, but for example, any of the following methods may be used.

[0201] (a) A program is provided in the storage unit of the second module 512 so that, when operation information is received from the counting sensor 562, the second module 512 executes the counting process after waiting for the time required for the settlement process of the first module 511 to finish (for example, within one second). Therefore, even if the timing at which the first module 511 receives the operation information from the settlement sensor 561 and the timing at which the second module 512 receives the operation information from the counting sensor 562 are almost the same, the second module 512 can start the counting process after the settlement process of the first module 511 finishes.

[0202] (b) A delay circuit is provided on the electrical board to delay the timing at which the counting sensor 562 outputs operation information to the second module 512 (i.e., the timing at which the second module 512 receives the operation information) after detecting the operator's finger. The delay time is set to the time required for the first module 511 to complete the settlement process (for example, within one second). This allows the second module 512 to perform the counting process after the first module 511 has performed the settlement process.

[0203] With the above configuration, the slot machine 501 can be controlled to execute the settlement process and the counting process in order by accepting the operation of the single button, the settlement counting button 550. Here, gaming machines that do not use medals, such as Smart Slot (registered trademark), are designed to count the gaming medals (gaming value) already bet as a count value by operating the settlement button, and to end the game by transmitting the count value to a dedicated unit (machine-to-machine unit) by operating the counting button. Even if the slot machine 501 is a gaming machine with such specifications, it can execute the settlement process and the counting process in this order by accepting one operation of one settlement counting button 550. Therefore, the slot machine 501 can prevent a player who has finished playing from only performing the counting process (operating the counting button) and leaving the machine without performing the settlement process (operating the settlement button) due to the player not being aware of such specifications, etc. In other words, the player can reliably return the medals for the bet to the number of game medals (settling process) and then output the number of game medals to the dedicated unit 19 (counting process). Furthermore, the slot machine 501 is a device that conforms to the above specifications, yet can improve convenience.

[0204] In contrast, if a conventional gaming machine conforms to the above specifications, and a player who has finished playing does not know the above specifications, there is a high possibility that he or she will leave the machine without paying off the medals he or she bet on.

[0205] (Sixth embodiment) The slot machine of the sixth embodiment has a configuration of the adjustment counting buttons changed from that of the fifth embodiment. In this embodiment, five types of adjustment counting buttons 650A to 650E will be described. FIG. 24 is a diagram showing the settlement count buttons 650A to 650D of the sixth embodiment as viewed from above. 24(A) is a disc-shaped button 650A that is separated into two bodies 651 and 652 by dividing the body along a line passing through the diameter. Therefore, bodies 651 and 652 each have a semicircular shape when viewed from above. A settlement sensor 661 is disposed at the bottom of the left main body 651, and a counting sensor 662 is disposed at the bottom of the right main body 652. The distance between the settlement sensor 661 and the counting sensor 662 in the left-right direction is smaller than in the fifth embodiment. Therefore, when the top surface of one main body (for example, main body 652) is pressed with an index finger or the like, the sensor (for example, settlement sensor 661) of the other main body (for example, main body 651) can reliably detect this finger.

[0206] The settlement count button 650B in FIG. 24(B) has the letters "PU" and "SH" 651a and 652a printed or engraved on the top surfaces of the main bodies 651 and 652 in FIG. 24(B), respectively. These characters 651a and 652a can be recognized as "PUSH" together, so that the payment count button 650B can be recognized as a single button even though it is separated into the main body 651 and the main body 652.

[0207] When viewed from above, the payment count button 650C of FIG. 24(C) comprises a small circular portion 651 and an annular portion 652 surrounding the small circular portion. The small circular portion 651 corresponds to the settlement button, and the annular portion 652 corresponds to the count button. To clarify that these are the portions corresponding to the settlement button and the count button, characters 651a, 652a such as "settlement" and "count" may be printed on the surfaces of the small circular portion 651 and the annular portion 652.

[0208] The small circular portion 651 and the annular portion 652 may be separated into regions by providing circular printing or the like on the top surfaces of the main bodies 651, 652. Alternatively, the small circular portion 651 may be formed as a disk-shaped member, an opening hole may be formed in the center of the annular portion 652, and the small circular portion 651 may be fitted into the annular portion 652, thereby structurally separating the small circular portion 651 and the annular portion 652. A single payment sensor 661 is disposed below the small circular portion 651. Four counting sensors 662 are arranged below the annular portion 652. When viewed from above, the four counting sensors 662 are arranged at equal angular intervals (90 degrees).

[0209] In this way, the payment counting button 650C has multiple counting sensors 662 arranged around one payment sensor 661. Therefore, even if any part of the outer peripheral portion (such as the annular portion 652) away from the center of the surface of the payment counting button 650C is pressed, both sensors 661, 662 can detect the finger. In other words, the payment counting button 650C is configured such that the counting sensor 662 (configuration related to the payment button) and the payment sensor 661 (configuration related to the transition operation means) are arranged close enough together that it is difficult for them to individually accept operations.

[0210] The settlement count button 650D of FIG. 24(D) comprises a semicircular portion 651 and an enclosing portion 652 surrounding the semicircular portion 651 when viewed from above. The semicircular portion 651 corresponds to the settlement button, and the enclosed portion 652 corresponds to the counting button. As with the settlement and counting button 650C, the semicircular portion 651 and the enclosed portion 652 may have characters 651a, 652a such as "settlement" and "count" printed thereon. The outer shape of the enclosure 652 is formed in a disk shape overall, and when viewed from above, the semicircular portion 651 is located in the lower part. As with the settlement count button 650C, the semicircular portion 651 and the enclosure 652 may be separated into areas by printing or the like, or may be structurally separated.

[0211] A single payment sensor 661 is disposed at the bottom of the semicircular portion 651. A counting sensor 662 is disposed at the bottom of the enclosure 652 . When viewed from above, the sensors 661 and 662 are arranged sufficiently close to each other. Therefore, when a finger is pressed against the top surface of the semicircular portion 651, both sensors 661 and 662 can detect the finger. Furthermore, if a finger is pressed on an area of ​​the surface of enclosure 652 that can be detected by counting sensor 662 (for example, near the center of the surface of enclosure 652), settlement sensor 661 can also detect this finger. In this way, like the payment count button 650C, the payment count button 650D is configured so that both sensors 661, 662 can reliably detect the operator's finger when in a state where the button is ready to accept an operator's operation.

[0212] FIG. 25 is a vertical cross-sectional view illustrating the operation of the settlement count button 650E of the sixth embodiment. The settlement count button 650E (specific operation means) is arranged on the operation panel in the same manner as the settlement count button in the fifth embodiment. Main body 651 is supported on the operation panel so as to be movable in the height direction. Although detailed explanation is omitted, main body 651 is biased upward by a biasing member such as a spring, and when not being operated, a stopper or the like keeps it protruding from the operation panel (see FIG. 25(A)). The lower part of the main body 651 is provided with protrusions 653a and 653b that protrude downward.

[0213] The settlement sensor 661 (a component related to the transition operation means) and the counting sensor 662 (a component related to the counting operation means) are detection units such as optical sensors. Both sensors 661 and 662 are fixed inside the operation panel. As shown in FIG. 25(B), the settlement sensor 661 is disposed in a position where it can detect the protrusion 653a when the top surface (pressing portion) of the main body 651 is pressed. As shown in FIG. 25(C), counting sensor 662 is disposed at a position where it can detect protrusion 653b when the top surface of main body 651 is pressed.

[0214] However, in the height direction, the counting sensor 662 is arranged lower than the settlement sensor 661. For this reason, the operation stroke of main body 651 at which counting sensor 662 detects protrusion 653b is longer than the operation stroke of main body 651 at which settlement sensor 661 detects protrusion 653a. In other words, the pressing depth (second depth) of main body 651 at which counting sensor 662 can detect protrusion 653b is deeper than the pressing depth (first depth) of main body 651 at which settlement sensor 661 can detect protrusion 653a.

[0215] As a result, when the main body 651 is pressed, the timing at which the first module starts the settlement process based on the output of the settlement sensor 661 precedes the timing at which the second module starts the counting process based on the output of the counting sensor 662. However, the program for waiting for the settlement process, the delay circuit, etc., explained in the fifth embodiment may be applied to the settlement count button 650E as needed.

[0216] With the above configuration, the settlement counting buttons 650A to 650E of the slot machine of this embodiment can reliably execute the settlement process and the process related to the counting process (specific input process) in this order in response to receiving one operation, similar to the fifth embodiment.

[0217] (Seventh embodiment) FIG. 26 is a front view of the vicinity of the operation panel 751 of the gaming machine 701 of the seventh embodiment. FIG. 27 is a parts diagram of a counting unit 760 according to the seventh embodiment. 27(D) and 27(E) are respectively a DD cross-sectional view and an EE cross-sectional view of FIG. 27(C). FIG. 27(H) is an enlarged schematic view of the vicinity of button section 770 as viewed from the upper side C2. Also, FIGS. 27(D) and 27(F) show partial cross-sections of operation panel 751. FIG. 28 is an exploded perspective view (view from the right rear of the upper side C2) of the counting unit 760 of the seventh embodiment. FIG. 29 is an exploded perspective view of the counting unit 760 of the seventh embodiment (viewed from the right rear of the lower side C1 (direction of the right side X2 and rear side B2)). FIG. 30 is an exploded perspective view of the button portion of the seventh embodiment (viewed from the right rear of the upper side C2). FIG. 31 is an exploded perspective view of the button portion of the seventh embodiment (viewed from the right rear of the lower side C1 (direction of the right side X2 and rear side B2)). FIG. 32 is a vertical cross-sectional view of the button portion of the seventh embodiment (corresponding to the cross-sectional view of FIG. 27(D)). FIG. 33 is a vertical cross-sectional view (YZ plane, the cutting surface of which is a vertical plane) of the counting unit and its vicinity according to the seventh embodiment.

[0218] The gaming machine 701 includes an operation panel 751 and a counting unit 760 . As shown in Figure 26, the operation panel 751 is an operation surface on which the bet buttons 2a and the like are provided. The surface of the operation panel 751 is disposed on a substantially horizontal plane, and the normal direction to the surface of the operation panel 751 is substantially parallel to the vertical direction Z, but is slightly inclined toward the front side Y1 (see Figure 33), which is the player's side. The angle θ751 (see Figure 33) between the normal direction to the surface of the operation panel 751 and the vertical direction Z is, for example, about 10 degrees. In this embodiment, the direction of the surface of the operation panel 751 along the front-rear direction Y (front side Y1, rear side Y2) of the gaming machine 701 is also referred to as the front-rear direction B (front side B1, rear side B2), and the normal direction of the operation panel 751 is also referred to as the up-down direction C (lower side C1, upper side C2). In addition, the left-right direction of the gaming machine 701 is also referred to as the left-right direction X (left side X1, right side X2).

[0219] The counting unit 760 is provided on the operation panel 751 . The counting unit 760 is a device that receives an operation from a player to transmit the number of game values ​​owned by the player to a dedicated unit (see the dedicated unit 19 in FIGS. 3 and 12, etc.). That is, in response to receiving an operation to the counting unit 760, the control unit of the main control board (main control unit 10, medal count control unit 212b, etc. in Figure 3) executes a process of transmitting the number of play values ​​stored in the memory unit (main control unit 10, medal count memory unit 212a, etc. in Figure 3) to the dedicated unit.

[0220] As shown in FIGS. 27 to 29, the counting unit 760 includes a base portion 761, a smoke cover portion 762, a display holder portion 763, a conductive sheet 764, a game medal number display device 765, and a button portion 770. In this way, the game medal count display device 765, the button section 770, etc. are assembled into a single unit. Therefore, the counting unit 760 of the same specifications can be used among various types of gaming machines. The base portion 761, the smoke cover portion 762, and the display holder portion 763 are, for example, resin molded parts. The base portion 761 is a member that serves as the base of the counting unit 760. The base portion 761 is box-shaped with an open upper side C2.

[0221] The smoke cover portion 762 is a plate-like member that constitutes the top of the counting unit 760. The smoke cover portion 762 is formed to be black and translucent by using the color of the resin material, painting, or the like. The density (degree to which light passes) of the smoke cover portion 762 is such that the inside cannot be seen from the outside under normal circumstances, and the medal number display 765d that is illuminated and displayed by the game medal number display device 765 can be seen.

[0222] The smoke cover part 762 is disposed so as to cover the upper opening of the base part 761. The smoke cover part 762 is provided with screw bosses 762c, and is fixed to the base part 761 using the screw bosses. The upper surface of the smoke cover part 762 is a flat surface parallel to the surface (XB plane) of the operation panel 751. The upper surface of the smoke cover part 762 protrudes slightly (for example, by about several 1 to 3 mm) from the surface of the operation panel 751 (see FIG. 27(D)).

[0223] The smoke cover portion 762 has an opening 762a and a claw portion 762b. The opening 762a is an opening provided for operating the buttons 781 and 782 of the button section 770. The claw portion 762b is a portion for fixing the counting unit 760 to the operation panel 751.

[0224] The display holder 763 is a member that holds down the game medal count display device 765 housed in the base part 761 so as not to move in the up-down direction C. The display holder 763 has a window part 763b so that the display 765d of the game medal number display device 765 can be seen. The peripheral part of this window part 763b holds down the periphery of the display surface of the game medal number display device 765 from the upper side C2. The conductive sheet 764 is a sheet member having electrical conductivity, and is a molded product of a conductive resin, a pressed product of a conductive sheet material, or the like. The conductive sheet 764 is disposed directly below the smoke cover portion 762. The conductive sheet 764 prevents static electricity from entering the gaming machine 701 through gaps formed in the outer shape of the counting unit 760 (such as gaps formed within the opening 762a of the smoke cover portion 762 and gaps between the counting unit 760 and the operation panel 751). The conductive sheet 764 is provided with through-holes 764a for arranging buttons 781 and 782 and a through-hole 764b for visually checking the display 765d of the game medal count display device 765.

[0225] The game medal count display device 765 is a 7-segment display or the like equipped with light-emitting components such as LEDs. The game medal count display device 765 can display the number of medals owned by the player as a five-digit number, for example. The game medal count display device 765 is housed in the base part 761 and is covered by the smoke cover part 762.

[0226] 33, the display surface (the surface on which the numerical values ​​are displayed) of the game medal count display device 765 is inclined so that it approaches the upper side C2 as it approaches the rear side B2. The angle θ765a formed by the normal direction of the display surface and the up-down direction C is, for example, about 20 degrees. As described above, the surface of the operation panel 751 is inclined by approximately 10 degrees, and therefore, when the counting unit 760 is attached to the operation panel 751, the angle θ765 between the normal direction to the display surface of the game medal count display device 765 and the vertical direction Z is, for example, approximately 30 degrees. In this way, the display surface is inclined by, for example, approximately 30 degrees so that the rear portion is raised, thereby providing good visibility to a player seated in front of the gaming machine 701. This allows a player to check the display 765d of the game medal count display device 765 while remaining seated in a normal position in front of the gaming machine 701. Note that, for convenience, the drawings illustrate a state in which the 7-segment display is lit, and when it is not lit, the 7-segment segments are not visible.

[0227] (Button part 770) The button section 770 is a unit that constitutes the operation buttons of the counting unit 760. As shown in Figures 30 to 32, the button section 770 comprises a case section 771, a button support section 774 housed in the case section 771, an electrical board 775, a single count button 781 (first operating means), and a total count button 782 (second operating means). The case portion 771, the button support portion 774, the single count button 781, and the total count button 782 are, for example, resin molded parts.

[0228] The case part 771 is a case member of the counting unit 760, and includes an upper case part 772 and a lower case part 773 that constitute the upper side C2 and the lower side C1 of the counting unit 760. The upper case part 772 and the lower case part 773 are joined together by claws and engagement holes that engage with the claws, etc. The upper case portion 772 includes a buttonhole 772a and a partition 772f (partition portion). The buttonhole 772a is a circular through-hole that penetrates in the vertical direction C. This circle corresponds to the overall shape of the single count button 781 and the total count button 782. The buttonhole 772a is divided by a partition 772f into a small hole 772S on the rear side B2 and a large hole 772L that is positioned on the front side B1 of the small hole 772S and is larger than the small hole 772S.

[0229] When viewed from the top side C2, the small hole 772S has a shape in which two identical arcs 772b (an arc on the back side B2 that forms part of the circumference of the buttonhole 772a, and an arc on the front side B1 that has the same shape as this arc) face each other. The large hole 772L has a shape in which the hole 772S portion is cut out from the entire buttonhole 772a. The central angle θ772L of the arc 772c of the large hole 772L is an angle such that the arc 772c forms, for example, about ⅔ of the circumference of the buttonhole 772a.

[0230] The partition 772f divides the buttonhole 772a into two parts in accordance with the shapes and arrangement of the single count button 781 and the total count button 782. The partition 772f is a wall-like member standing in the vertical direction C. The partition 772f has a step 772g of the same height as the rear surface of the edge of the buttonhole 772a so that the flanges 781b, 782b of both buttons 781, 782 can abut against it (see Figure 32, etc.).

[0231] The button support portion 774 includes a button support cylinder portion 774a and a board housing portion 774b. Two button support cylinders 774a are provided. The button support cylinders 774a are cylindrical and support a single count button 781 and a total count button 782, respectively, so that they can move in the vertical direction C. The direction of the central axis of the button support cylinders 774a is the vertical direction C. The board accommodating portion 774b is a portion surrounded by ribs provided on the lower surface of the button support portion 774. When viewed from the underside C1, the ribs have a rectangular shape that can accommodate the electric board 775.

[0232] The electric board 775 is a rigid board or the like, and has a rectangular shape. The electrical board 775 has switches 775a and 775b and a connector 775c mounted thereon. The switches 775a and 775b are electrical components such as tactile switches for accepting pressing of the single count button 781 and the total count button 782, respectively. The connector 775c is a connection part that detachably connects an electric cable that electrically connects the main control board and the electric board 775 together.

[0233] (Single count button 781, total count button 782) When viewed from the top C2, the top portion 781c of the single count button 781 and the top portion 782c of the total count button 782 are integrally disposed within the circular buttonhole 772a. Therefore, the combined shape of the top portions 781c, 782c of both buttons 781, 782 is a circle slightly smaller than the buttonhole 772a. The single count button 781 is a button that accepts a pressing operation for a single count operation (described later). The single count button 781 includes a cylindrical portion 781a, a flange portion 781b, a top portion 781c, and a pillar portion 781e. The cylindrical portion 781a is a portion that forms a wall around the single count button 781. An upper side C2 of the cylindrical portion 781a is closed by a top portion 781c, and a lower side C1 is open.

[0234] The flange portion 781b is a flange-shaped portion that protrudes outward from the lower end of the tube portion 781a. When the single counting button 781 is in the standard state (a state where it is not operated), the flange portion 781b abuts from the lower side C1 against the edge of the small hole 772S of the case portion 771 and the step portion of the partition 772f. This prevents the single counting button 781 from falling off the counting unit 760.

[0235] The top portion 781c is formed in a plate shape. The top surface of the top portion 781c is flat and is the area operated by the player (first operation area). When viewed from the upper side C2, the top portion 781c of the single count button 781 is disposed within the small hole 772S of the upper case portion 772, and therefore corresponds to the shape of the small hole 772S, i.e., is slightly smaller than the small hole 772S. A recessed marking 781d is provided in the center of the top surface of the top part 781c. When viewed from the upper side C2, the marking 781d has the shape of "1," which is character information corresponding to the single count (information corresponding to the first game value number). In this way, the top surface of the top part 781c can display information corresponding to the single count. This allows the player to recognize that the single count button 781 is a button that corresponds to the single count operation.

[0236] The pillar 781e is provided to protrude from the underside of the top portion 781c. The pillar 781e is inserted into the button support cylinder 774a, thereby guiding the single count button 781 in the vertical direction C. When the single count button 781 is pressed, the lower end of the pillar 781e presses the switch 775a.

[0237] The total count button 782 is a button that accepts a pressing operation for a total count operation (described later). The configuration of the total count button 782 and the configuration of the single count button 781 are almost the same except for their different external shapes. That is, the total count button 782 includes a cylindrical portion 782a, a flange portion 782b, a top portion 782c, and a pillar portion 782e. When viewed from the upper side C2, the shape of the top portion 782c corresponds to the large hole 772L, that is, corresponds to the shape of a circular buttonhole 772a cut out by an arc 772b.

[0238] The top surface of the top portion 782c is flat and is the area operated by the player (second operation area). When viewed from the upper side C2, the top portion 782c of the total count button 782 is positioned within the large hole 772L of the upper case portion 772, and is therefore slightly smaller than the large hole 772L. With the above configuration, the area of ​​the top surface of total count button 782 is sufficiently larger than the area of ​​the top surface of single count button 781. The mark 782d provided in the center of the top surface of the top part 782c is in the shape of "ALL", which is character information corresponding to all counts (information corresponding to all game value numbers). In this way, the top part 782c can display information corresponding to all counts. This allows the player to recognize that the total count button 782 is a button that corresponds to the total count operation. The flange 782b is provided in a flange shape on the cylindrical portion 782a. The pillar 782e is provided so as to protrude from the top portion 782c to the lower side C1, and is capable of pressing the switch 775b.

[0239] 32, when the counting unit 760 is attached to the operation panel 751, the top surface of the single count button 781 and the top surface of the total count button 782 are exposed within the opening 762a of the smoke cover part 762. The top surfaces of both buttons 781, 782 are arranged at the same height and are arranged one step (for example, about 1 mm) lower than the top surface of the smoke cover part 762, which is the top surface of the counting unit 760. This prevents the player from accidentally touching the single count button 781 or the total count button 782 unintentionally while playing a game, thereby preventing erroneous operation of these buttons 781, 782. The top surface of the single count button 781 and the top surface of the total count button 782 are engraved with the letters "1" and "ALL" 781d, 782d, so the player can intuitively recognize whether these buttons 781, 782 correspond to a single count or a total count.

[0240] In addition, in the front-to-back direction B, most of the top portion 782c of the total count button 782 is located on the front side B1 (i.e., closer to the player) than the top portion 781c of the single count button 781, and the area of ​​the top surface of the total count button 782 is sufficiently larger than the area of ​​the top surface of the single count button 781. Therefore, when a player operates the button for counting, the player's finger naturally touches the top surface of the total count button 782 and there is no need to stretch the finger, making the total count operation easy to operate. Also, because the top of the partition 772f is at the same height as the top surfaces of the total count button 782 and the single count button 781, the player's finger is prevented from going beyond the total count button 782 and touching the single count button 781. Therefore, the player can operate the total count button 782 accurately and is prevented from operating the total count button 782 by mistake.

[0241] In addition, the display surface of the game medal count display device 765 is inclined so that it is easy to see even when the player is seated in a chair in front of the gaming machine 701. Therefore, the player can check the display 765d of the game medal count display device 765 while sitting in a normal posture. This eliminates the need for the player to lean forward to peer at the display 765d of the game medal number display device 765. This allows the player to keep their upper body stable, and the position of their fingers will not shift when operating the total count button 782, resulting in even better operability.

[0242] (Counting processing) As mentioned above, the main control unit (transfer means) can transfer a predetermined number of game value numbers among the game value numbers stored in the storage means to the corresponding dedicated unit in response to the operation of the single count button 781 and the total count button 782. In response to receiving an operation of the single count button 781 or the total count button 782, the main control unit performs the following processing.

[0243] (Pressing the single count button 781) In response to the operation of the single count button 781, the main control unit performs the following process. (1) When the single count button 781 is "short pressed" (for example, pressed for less than 500 ms) (predetermined operation), "1" (first game value number) game medal is transferred to the dedicated unit. In other words, in this case, the medal number 1 can be transferred. (2) When the single count button 781 is pressed for a long time (for example, pressed for 500 ms or more) (a specific operation as an operation for a longer period than a predetermined operation), up to 50 game medals are transferred to the dedicated unit. If the number of owned medals is 51 or more, this transfer process is repeated multiple times. If the number of medals owned is "50 or less," the game medals "50 or less" are transferred until the number becomes "0."

[0244] For example, if you have 5 medals, you will transfer them until the number of medals reaches 0. Also, if the number of owned medals is 55, after transferring "50" game medals once, the remaining 5 medals are transferred until the number becomes 0. If the number of owned medals is 205, after transferring "50" game medals four times (multiple times), the remaining five medals are transferred until the number becomes zero.

[0245] (Pressing the total count button 782) In response to the operation of the total count button 782, the main control unit performs the following process. When the total count button 782 is "short pressed" (for example, pressed for less than 500 ms) (predetermined operation), the counting process is performed in the same manner as when the single count button 781 described above is "long pressed." That is, when the total count button 782 is "short pressed", a maximum of "50" (the second game value number greater than the first game value number) game medals are transferred to the dedicated unit. Also, when the owned medals are "50 or less", these "50 or less" game medals are transferred until they reach "0". As a result, the main control unit performs the counting process in the same way when the single count button 781 is "long pressed" and when the total count button 782 is "short pressed." It should be noted that if the total count button 782 is "short pressed" again after the total count button 782 has been "short pressed", the transfer up to that point will be stopped.

[0246] In this way, the player can count small or large amounts of gaming value with a simple operation. Here, when a player finishes playing, he or she generally moves all of the electronic medals he or she owns to the dedicated unit. To move all of the electronic medals he or she owns to the dedicated unit, the player needs to operate the total count button 782 only once. When the total count button 782 is "short pressed" once, the gaming machine 701 continues to transfer the gaming medals to the dedicated unit until the gaming medals reach "0", so the player can count all the gaming medals without having to perform the troublesome operation of "long pressing" the single count button 781. Therefore, when a game is finished, a large amount of game value can be counted at once with a simple operation, which is very convenient.

[0247] If the single count button 781 is "short pressed" during the medal transfer process after the total count button 782 is "short pressed," the transfer process of the game medals to the dedicated unit ends after "1" is transferred based on the "short press" of the single count button 781. In other words, if the total count button 782 and the single count button 781 are operated consecutively in a short time, the process based on the operated single count button 781 is executed later. Furthermore, even if one of the single count button 781 and the total count button 782 malfunctions, the gaming machine 701 can accept operation of the other button and execute the total count process.

[0248] As described above, the gaming machine 701 of this embodiment allows a player to transfer all of the medals owned by the player to a dedicated unit by briefly pressing the total count button 782 only once, so that a large number of gaming medals can be transferred with a simple operation.

[0249] In contrast, conventional gaming machines could only transfer one medal at a time to the dedicated unit by pressing a button only once, and in order to transfer all medals, it was necessary to press and hold the counting button. Therefore, if a user won many medals during a game, it was a hassle to transfer all of the medals.

[0250] Although the preferred embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. Note that the respective configurations of the above-described embodiment and the respective configurations of the modified embodiments described below can be used in appropriate combination, but detailed description thereof will be omitted.

[0251] (Variations) (1) In the embodiment, various processes such as advance notification are performed by a call lamp, HC, etc., but are not limited to this. For example, these processes may be performed by a dedicated unit, a data disclosure machine (a device equipped with a large display device to disclose information about multiple gaming machines in the store to customers), a counter, etc. In addition, a management server may be set up to manage multiple gaming machines, and by connecting to the management server from an information terminal (personal computer, mobile phone, etc.) owned by the player, the information that can be viewed on the HC may also be viewed on the information terminal.

[0252] When the dedicated unit performs the above process, the dedicated unit may display a message on the display unit of the dedicated unit confirming the player's intention to continue playing, such as "Play will soon be over, do you want to play?", and then, when the operation unit of the dedicated unit receives an operation from the player regarding continuing play, the dedicated unit may make it possible to use the game balls stored in the game card received by the card insertion / withdrawal unit. In other words, the dedicated unit may control so that the game balls of the game card inserted in the card insertion / withdrawal unit cannot be used unless the player performs the above operation. Furthermore, the dedicated unit may execute an effect (such as lighting up a lamp provided in the card slot) to encourage the player to eject the game card at the timing of the advance notification of the end of the game. This allows the player to choose whether to end the game by himself at the timing of the advance notification, or to continue playing until the game is controlled to the end state.

[0253] Furthermore, the determination of whether to issue a pre-notification or whether the game has ended may be made only by the HC, and the call lamp may not perform these determination processes. In this case, the HC may transmit the determination result to the call lamp, and the call lamp may receive the determination result and perform predetermined processing (pre-notification, notification that the game has been controlled to the end state, etc.).

[0254] (2) In the embodiment, the control unit of the call lamp executes both a judgment process (also called a game end state judgment process) that judges whether the gaming machine is in a state where it can be controlled to the game end state based on the MY etc. counted by the control unit itself, and an abnormality judgment process that judges whether an abnormal state is present based on the output of an out signal or a safe signal after this game end state judgment process, but the present invention is not limited to this.

[0255] The game end state determination process may be executed by a device separate from the call lamp, and the control unit of the call lamp may acquire the determination result to determine whether or not the game is in an unplayable state, and then execute the abnormality determination process. The device other than the call lamp may be, for example, a dedicated unit that is a device capable of counting MY, an HC, or the like, or may be a camera, microphone, or the like that acquires information about the display screen of the display unit that is displayed when the gaming machine is in the game end state, the sound output from the speaker, etc. In these cases, the gaming device is not limited to a single call lamp, but may be a system concept including a call lamp, a dedicated unit, HC, a camera, a microphone, etc. Similarly, the dedicated unit, HC may acquire the determination result of the game end state determination process from another device, determine whether or not the game is impossible, and then execute the abnormality determination process.

[0256] (3) In the embodiment, various processes such as the game end state and advance notification are performed based on MY, but are not limited to this. For example, these processes may be performed based on the difference in the number of balls or the total number of winning balls.

[0257] (4) In the embodiment, an example was shown in which the gaming machine is of a type that is controlled to a game end state, but this is not limited to this. For example, an arcade may operate a gaming machine of a type that is not controlled to a game end state so that the arcade ends the game or issues a pre-game notification based on the MY counted by the call lamp, HC, etc.

[0258] (5) In the embodiment, an example was shown in which the gaming machine outputs an abnormality signal even in states other than the game end state (such as when fraud is detected), but this is not limited to this. The gaming machine may output an abnormality signal only when it is controlled to the game end state. In this case, the call lamp or the like can accurately determine that the gaming machine has been controlled to the game end state by receiving the abnormality signal. In addition, the gaming machine may output a dedicated signal (game end state signal) corresponding only to the game end state, separate from the "abnormal signal," and the call lamp, HC, etc. may determine that the gaming machine has been controlled to the game end state based on this signal.

[0259] (6) The call lamp, HC, etc. may issue a notice to instruct the gaming machine to be turned off and then on, i.e., to reset the gaming machine, at timings such as after-closing processing and before-opening processing (memory erasure). In other words, since the control of the game end state is executed based on the MY of the day, if the store clerk or the like does not reset the gaming machine after closing, etc., there is a problem that the MY will be carried over to the next day. The call lamp, HC, etc. can solve this problem by instructing the gaming machine to be reset. The call lamp, HC, etc. may be configured to extract gaming machines for which a reset operation is to be instructed from among multiple gaming machines in an arcade based on area configuration conditions such as gaming machine, model, corner, row, island, etc., or data conditions such as a certain amount of operation, sales, MY, etc. For example, the call lamp, HC, etc. may not instruct a reset operation for gaming machines that have not been in operation all day, but may instruct a reset operation only for gaming machines that have operation information.

[0260] (7) The call lamps, etc. may issue an advance warning if the player operates the break button, etc., when the conditions for issuing the advance warning are close to being met (for example, the current MY is within 500 coins of the warning MY value), even before the conditions for issuing the advance warning are met. This allows the call lamps, etc. to notify the player that there is a high possibility that the game will be controlled to an end state in a short period of time, thereby encouraging the player to continue playing without taking a break, etc.

[0261] (8) Some or all of the operations performed by the sub-control board may be performed by the main control board. For example, the sub-control board may control the game medal count display device, and the sub-control board may also be responsible for control according to the operation of the counting button, game medal count clear button, and dedicated unit. In addition, the operation of the counting button lamp and the bet number lamp may be controlled by the main control board.

[0262] (9) In the embodiment, the gaming machine 1 has been shown to have a beneficial zone limiter (such as a difference in number of coins of 2400), but it may also have a configuration that does not have a beneficial zone limiter.

[0263] The gaming machine of the fourth embodiment etc. may be modified as follows. (10) In the embodiment, when the setting is changed (including replaying the same setting), an example is shown in which MY is forcibly reset. This prevents the game from being controlled to the end state immediately after the setting is changed, but is not limited to this. For example, the set value and the MY value may be managed separately. In this case, the MY value can be maintained even after the setting is changed. In this case, for example, an operation such as "changing the setting to set value 6 when MY is 9,000 coins" can be realized, so that too much game value is not awarded after changing to a high setting. In other words, an additional 10,000 coins are awarded and when MY reaches 19,000 coins, the game can be controlled to end, so that an additional 19,000 coins (game value equivalent to the MY upper limit value) is not awarded after changing to a high setting.

[0264] (11) In the embodiment, it is assumed that MY cannot be reset during the setting change, but it may be resettable. In this case, the setting value and MY, which are important information related to the ball output, can be set individually.

[0265] (12) In an embodiment, when MY is reset while the player is in a specific game state (for example, an AT stage, a bonus stage, etc.), a setting change may be required. In this embodiment, for example, if the game of the previous business day ends while the player is in the AT stage, etc., it is possible to prevent a large amount of balls from being awarded to the player on the next business day.

[0266] (13) In an embodiment, if MY reset processes 1 to 4 are executed while a player is in a specific game state (for example, an AT stage, a bonus stage, etc.), MY may not be maintained, i.e., MY may be reset. In this case, for example, if the game of the previous business day ends while the player is in an AT stage, etc., the AT stage, etc. continues on the next business day with MY reset, so that a large amount of balls can be awarded to the player, continuing from the previous business day.

[0267] (14) In the embodiment, when the power is turned on, if the value of MY exceeds a specific value (for example, +14000), MY may be forcibly reset. In this case, the MY upper limit value will not be reached in a game immediately after the power is turned on, so that it is possible to prevent the game from being controlled to an end state immediately after business hours start.

[0268] (15) In the embodiment, the MY reset and maintenance methods may be displayed at a predetermined timing, thereby notifying the store clerk and the like of the operation methods for the MY reset processes 1 to 4. (16) In the embodiment, the timing for resetting MY may be when the power is turned off, rather than when the power is turned on. (17) In the embodiment, the game end state may be controlled not by MY but by the difference in number of coins, the number of payouts, the number of coins inserted, the number of wins of specific small winning combinations, and the like.

[0269] The fifth and sixth embodiments may be modified as follows. (18) In the embodiment, an example was shown in which a settlement sensor and a counting sensor were provided corresponding to the settlement process and the counting process, respectively, but this is not limited to this. If the gaming machine is designed to be able to selectively accept settlement processing and counting processing operations using a single sensor, etc., it may be controlled as follows depending on whether or not there are medals stored in the medal count memory unit (i.e., depending on whether the gaming medal count display device displays 0, 1 or more):

[0270] (b) If there are stored medals, counting of the stored medals may be performed in response to operation of the settlement count button without performing settlement processing for the bet medals. For example, if the number of bet medals is 3 and the number of stored medals is 10 (the display on the gaming medal number display device shows 10), when operation of the settlement count button is accepted, counting processing for the stored medal number of 10 (transfer processing to the dedicated unit) may be performed without performing settlement processing for the bet medal number of 3.

[0271] (a) A state in which there are no stored medals is a state in which the counting process for stored medals cannot be executed. For this reason, the settlement process for bet medals may be executed without executing the counting process for stored medals in response to the operation of the settlement count button. For example, if the number of bet medals is 3 and the number of stored medals is 0 (the display on the gaming medal number display device is 0), when the operation of the settlement count button is accepted, the settlement process for the number of bet medals of 3 may be executed (the display on the gaming medal number display device is updated from 0 to 3) without executing the counting process for the stored medals. In this case, the counting process may be executed after the settlement process in response to a long press of the settlement counting button.

[0272] Furthermore, when performing the above control, a light-emitting element such as a multicolor LED may be provided on the button itself or near the button, and the color of the light-emitting element may indicate whether the counting process (a) or the settlement process (b) is ready to be performed. Furthermore, when performing the above control, the settlement process can be performed when an ON edge is detected (when a rising edge of the digital signal is detected upon touching the settlement counting button) and the counting process can be performed when an OFF edge is detected (when a falling edge of the digital signal is detected upon releasing the settlement counting button), thereby ensuring that the settlement process and the counting process are performed in that order.

[0273] (19) In an embodiment, when both the settlement process and the counting process (specific input process) are performed based on a single button operation, a settlement sound (a sound corresponding to the settlement process) and a counting sound (a sound corresponding to the counting process) may be output from a sound output unit such as a speaker when each process is executed. Furthermore, a light emitting unit such as a multi-color LED may be provided, and light emission may be controlled during execution of each process, with the light color corresponding to the settlement process and the light color corresponding to the counting process.

[0274] (20) In an embodiment, when the display of the game medal count display device is in a state where 1 or more medals are displayed (a state where medals are stored in the medal count memory unit), if the configuration related to the counting button accepts operation alone (if the settlement sensor does not detect the operated finger and only the counting sensor detects a finger), the settlement process (second process) may be controlled not to be performed. In this case, even if the counting button is operated alone, the settlement process can be controlled not to be executed.

[0275] (21) In an embodiment, when the display of the game medal count display device is in a state where 1 or more medals are displayed (a state where medals are stored in the medal count memory unit) and when bet medals exist (a state where bet medals are stored in the main memory unit), and both the configuration related to the counting button (counting operation means) and the configuration related to the counting button (transfer operation means) accept operations, the medals in the medal count memory unit that are counted may include medals that are transferred from the main memory unit to the medal count memory unit as a result of the settlement process being executed. In this case, the counting process can be performed in a manner that reflects the amount of the bet to be settled.

[0276] (22) The shapes, arrangements, etc. of the single count button and total count button in the seventh embodiment may be modified, for example, as follows. The counting button may be rectangular or have any other shape other than circular. The single count button and total count button may be arranged horizontally instead of vertically. The single count button may be placed at the front and the total count button at the rear. The area of ​​the operation area of ​​the single count button may be larger than the area of ​​the operation area of ​​the full count button. Only the total count button may be provided on the operation panel, and the single count button may be provided in an area that is difficult to operate (for example, the bottom tray area or the side of the front of the operation panel), and the layout may be such that operations are basically only accepted from the total count button.

[0277] (23) The process performed when a button operation is accepted in the seventh embodiment may be modified as follows. When the total count button is operated, a maximum of 50 medals are transferred at a time, but other values ​​are also possible. ·Another counting button may be provided in a designated location (for example, behind the single counting button), and when that other counting button is operated, game medals may be transferred in units smaller than the total counting button (for example, 20 at a time). When the total count button is pressed and held, game medals may be transferred in units smaller than 50 (for example, in units of 10). When the total count button is pressed briefly, all medals may be transferred a predetermined number of times, not just multiple times in groups of up to 50. For example, if the number of medals owned is 405, when the total count button is pressed briefly, 200 of the 405 medals may be transferred by transferring 50 medals four times (a predetermined number of times).

[0278] (24) The smoke cover portion of the seventh embodiment may be smoked only in the upper range of the seven-segment display of the game medal number display device, so that the numbers can be recognized in this range only when the seven-segment display is illuminated. [Explanation of symbols]

[0279] 701: Gaming machine 751: Operation panel 760: Counting unit 762: Smoke cover part 765: Game medal count display device 770: Button section 781: Single count button 782: Total count button

Claims

1. a first operation means having a first operation area capable of accepting an operation by an operator; a second operating means having a second operating area wider than the first operating area; a storage means capable of storing the number of game values ​​owned by a player; a transfer means for transferring a predetermined number of game values ​​among the game values ​​stored in the storage means to a corresponding unit; Equipped with The second operation area is At least a part of the first operation area is disposed closer to the player, The transfer means When the first operation area receives a predetermined operation, a first gaming value number can be transferred; When the second operation area receives the predetermined operation, a second number of game values ​​that is greater than the first number of game values ​​can be transferred. A gaming machine characterized by:

2. The transfer means When the first operation area receives the predetermined operation, the first gaming value number can be transferred once; When the second operation area receives the predetermined operation, the second game value number can be transferred multiple times.

2. The gaming machine according to claim 1 .

3. The transfer means When the second operation area receives the predetermined operation, the number of game values ​​stored in the storage means can be transferred until the number of game values ​​becomes 0.

3. The gaming machine according to claim 2.

4. The first operation area is Information corresponding to the first gaming value number can be displayed; The second operation area is Information about all game values ​​can be displayed 4. The gaming machine according to claim 3.

5. The transfer means When the first operation area receives a specific operation as an operation for a longer period than the predetermined operation, the second game value number can be transferred multiple times.

3. The gaming machine according to claim 1 or 2.

6. A partition is provided between the first operation area and the second operation area.

3. The gaming machine according to claim 1 or 2.

7. a game value number display unit that displays a predetermined number of game value numbers among the game value numbers stored in the storage means; an operation panel on which the first operation means, the second operation means, and the game value number display unit are provided, the normal direction of which faces substantially upward; a surface of the first operating means and a surface of the second operating means are parallel to a surface of the operation panel; The normal direction of the display surface of the game value number display unit is inclined forward with respect to the normal direction of the operation panel.

3. The gaming machine according to claim 1 or 2.

Citation Information

Patent Citations

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