Game machine

The gaming machine addresses the need for secure and cost-effective gameplay management in smart pachislot and pachinko machines by using electronic game values and appropriate counting processes to ensure game progression and security.

JP2025182566AActive Publication Date: 2025-12-15HEIWA CORP
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Patent Information

Application Number
JP2024090217
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-03
Publication Date
2025-12-15
Estimated Expiration
2044-06-03

AI Technical Summary

Technical Problem

Smart pachislot and smart pachinko machines eliminate the need for physical gaming media, but there is a need to improve gameplay management and ensure games proceed appropriately without the use of actual medals or balls, while preventing cheating and reducing design and manufacturing costs.

Method used

A gaming machine with a game control means, management control means, and counting operation means that manage electronic game values, allowing for appropriate game progression through single, multiple, and full counting processes, and ensuring secure electronic transactions.

Benefits of technology

Enables appropriate game progression, prevents cheating, reduces manufacturing costs, and enhances security by managing electronic game values effectively.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025182566000001_ABST
    Figure 2025182566000001_ABST
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Abstract

To appropriately advance a game.SOLUTION: Management control means executes a single counting process which is a counting process for transferring a single game value according to an OFF edge when a time during which counting operation means is continuously turned on is less than a first time (500 msec), executes a plurality of counting processes which are counting processes for transferring a predetermined number of game values in a predetermined cycle when the time during which the counting operation means is continuously turned on is equal to or greater than the first time, enters a full counting state in which the plurality of counting processes can be executed even if the counting operation means is turned off when the time during which the counting operation means is continuously turned on is equal to or greater than a second time (4000 msec) longer than the first time, and executes a release process for the full counting state according to an OFF edge when the counting operation means is turned off and operated again in the full counting state.SELECTED DRAWING: Figure 24
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Description

[Technical Field]

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

[0002] Smart pachislot machines are being considered that can play without the use of actual medals while maintaining the playability of slot machines (for example, Patent Document 1).Smart pachinko machines are also being considered that use a sealed circulation system to allow players to play without touching the game balls (for example, Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-134014 [Patent Document 2] Japanese Patent Publication No. 2020-156551 Summary of the Invention [Problem to be solved by the invention]

[0004] Such smart pachislots and smart pachinko machines eliminate the need for a path outside the gaming machine for distributing gaming media such as medals and gaming balls, and physical gaming media are unnecessary in smart pachislots. In this way, smart pachislots do not use gaming media themselves, and smart pachinko machines use non-magnetic gaming balls, making it possible to prevent cheating that requires the use of metallic gaming media. Furthermore, since there is no need to provide a mechanism for inserting and dispensing gaming media within the gaming machine, design and manufacturing costs can be reduced. Furthermore, centralized management of the lending of gaming media to players and the counting of acquired gaming media can prevent fraud and curb gambling.

[0005] It is necessary to improve the gameplay by incorporating new initiatives such as the management of electronic gaming media and by implementing new mechanisms to ensure that games proceed appropriately.

[0006] In view of the above problems, the present invention aims to provide a gaming machine that allows the game to proceed appropriately. [Means for solving the problem]

[0007] In order to solve the above problem, the gaming machine of the present invention comprises a game control means for controlling games played using game values, a management control means for managing the game values, and a counting operation means for accepting a player's operation to perform a counting process for transferring at least a portion of the game values ​​managed by the management control means to an external device, wherein the management control means executes a single counting process, which is the counting process for transferring a single game value, in response to an OFF edge when the time during which the counting operation means is continuously ON is less than a first time, executes a multiple counting process, which is the counting process for transferring a predetermined number of game values ​​at a predetermined period when the time during which the counting operation means is continuously ON is equal to or greater than the first time, and enters a full counting state in which the multiple counting process can be executed even if the counting operation means is turned OFF, and in the full counting state, executes a cancellation process for the full counting state in response to an OFF edge when the counting operation means is turned OFF and then operated again. [Effects of the Invention]

[0008] According to the present invention, it is possible to appropriately progress the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. [Figure 5] 10 is a flowchart showing main processing of the main control board. [Figure 6] 10 is a flowchart showing sub-processing of the sub-control board. [Figure 7] 10 is a flowchart showing medal processing of the medal number control board. [Figure 8] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 10 is a diagram showing a winning type lottery table. [Figure 10] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 11] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 12] 10 is a timing chart for explaining the flow of the counting process when the counting switch is short-pressed. [Figure 13] FIG. 10 is an explanatory diagram for explaining a main control transmission buffer. [Figure 14] 10 is a timing chart for explaining the flow of the counting process when the counting switch is pressed and held. [Figure 15] 10 is a timing chart for explaining another flow of the counting process when the counting switch is pressed and held. [Figure 16] 10 is a timing chart for explaining the flow of the counting process when the counting switch is operated to full count. [Figure 17] 10 is a timing chart for explaining another flow of the counting process when the counting switch is operated to perform full counting. [Figure 18] 10 is a flowchart showing an example of the flow of counting processing in a medal number control board. [Figure 19] 10 is a flowchart showing an example of the flow of a multiple counting process. [Figure 20]10 is a flowchart showing an example of the flow of a single-item counting process. [Figure 21] 10 is a flowchart showing an example of the flow of a command transmission process. [Figure 22] 10 is a flowchart showing an example of the flow of a counting response process in a main control board. [Figure 23] 10 is a flowchart showing an example of the flow of a counting response process in a sub-control board. [Figure 24] 10 is a timing chart for explaining another flow of the counting process when the counting switch is operated to perform full counting. [Figure 25] 10 is a flowchart showing an example of the flow of counting processing in a medal number control board. [Figure 26] FIG. 2 is an external view for explaining the mechanical configuration of the game medal number display device. [Figure 27] 10 is a timing chart for explaining the flow of the counting process when the total counting switch is operated. [Figure 28] 10 is a timing chart for explaining another flow of the counting process when the total counting switch is operated. [Figure 29] 10 is a flowchart showing an example of the flow of counting processing in a medal number control board. DETAILED DESCRIPTION OF THE INVENTION

[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0011] (Mechanical configuration of slot machine 100) There are two types of slot machines 100 as gaming machines: one in which real medals are used to play the game, and one in which the game is played without the use of real medals. The latter is sometimes called a smart pachislot. Here, the slot machine 100 will be described using a smart pachislot as an example. In a smart pachislot, electronic medals are used as electronic game value for playing the game, instead of real medals.

[0012] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, where Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.

[0013] 1 and 2, the slot machine 100 is provided with a cabinet 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the cabinet 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and a left reel 110a, a center reel 110b, and a right reel 110c are provided in the cabinet 102 at positions corresponding to the symbol display window 108 so that they can rotate independently. As shown in the symbol arrangement in Figure 3(a), the outer periphery of the left reel 110a, center reel 110b, and right reel 110c is divided into 20 equal areas, each of which has a plurality of types of symbols arranged in each area, and the player can see a total of nine symbols, three consecutive symbols each located in the upper, middle, and lower rows of the left reel 110a, center reel 110b, and right reel 110c, through the symbol display window 108. The left reel 110a, center reel 110b, and right reel 110c are sometimes collectively referred to simply as reels 110.

[0014] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal number display device 128, a main segment display unit 130, etc.

[0015] The bet switch 116 is a push switch that detects the insertion (betting) of electronic medals available for play that are electronically held in the slot machine 100 (subtracting them from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bets) a specified number of electronic medals required for one game, and a 1 bet switch that inserts one additional electronic medal within the specified number. Here, the total number of electronic medals available for play that are electronically held in the slot machine 100 is referred to as the "number of game medals," and the storage area that stores the number of game medals is sometimes referred to as the "medal holding unit." The term "betting" includes both inserting a specified number of electronic medals from the number of game medals held in the medal holding unit through the operation of the bet switch 116 and automatically inserting electronic medals based on the display of a replay combination (described in more detail below) on a pay line. The entity that places such bets is sometimes referred to as the insertion means.

[0016] The start switch 118 is configured, for example, by a lever that can detect tilting operation, and detects the start operation of a game by the player.

[0017] Stop switches 120a, 120b, and 120c are push-button switches provided at positions corresponding to left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to as stop switches 120. Here, when the stop switch 120 is in a state where it can be stopped, the player's first stop operation of one of stop switches 120a, 120b, or 120c is referred to as a first stop operation. After the first stop operation, the player's second stop operation of one of the two remaining stop switches 120 is referred to as a second stop operation. After the second stop operation, the player's third stop operation of the remaining stop switch 120 is referred to as a third stop operation.

[0018] The settlement switch 122 detects an operation to return all electronic medals bet by operating the bet switch 116 to the medal holding section (adding them to the number of game medals).

[0019] The effect switch 124 is configured, for example, as a push switch or a cross switch, and detects the pressing operation or rotation operation by the player.

[0020] The counting switch 126 is a push switch that detects an operation to transfer (subtract from) a portion or all of the number of gaming medals electronically held in the slot machine 100 to the dedicated unit 300 (described later). An operation in which the counting switch 126 is turned on for less than 500 msec is referred to as a "short press operation," while an operation in which the counting switch 126 is turned on continuously for 500 msec or more is referred to as a "long press operation." A short press of the counting switch 126 counts (transfers) one electronic medal from the number of gaming medals per operation. A long press of the counting switch 126 counts 50 electronic medals (250 electronic gaming balls in a smart pachinko machine) from the number of gaming medals at the timing of the count notification every 300 msec after the switch is turned on for 500 msec. Note that if the number of gaming medals is less than 50 while a long press operation is being performed, all remaining gaming medals will be counted. Furthermore, if the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game status at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a player can borrow electronic medals, play games on the slot machine 100, and perform a series of operations to count the results of the game). Note that if the slot machine 100 is powered on but the dedicated unit 300 is not, or if the slot machine 100 and the dedicated unit 300 are not connected, i.e., if the VL connection signal is OFF, the slot machine 100 may accept the operation of the counting switch 126, but the counted medal count may be lost. Therefore, the operation of the counting switch 126 is invalid, and this period is not included in the "while play is possible." In addition, the "period during which play is possible" does not include the periods during which the slot machine 100 is not (cannot be) played on its own, such as during initialization processing after power-on, while settings are being changed or confirmed, and while in an error state that requires recovery processing such as resetting.

[0021] The medal count display 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of digitized medals held in the medal holding section, i.e., the number of medals held. However, the number of medals bet is not included in the medal count. Therefore, the medal count display 128 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The medal count range is expressed as 0 to 16,382 (16,368 medals + maximum payout number per game (15 medals) - minimum insertion number (1 medal)), taking into account the maximum difference in medal count per day. If the most significant digit is 0, that number is displayed as blank (off). If the number exceeds a predetermined warning value, e.g., 15,000, a medal count warning is issued to prompt the player to count the medals held. The medal lending process (described later) is restricted, and a test count signal is output for approximately 3,500 msec. The warning value is not limited to 15,000 and can be set to various values. However, even if the medal count warning is issued, the player can continue playing. Therefore, the medal count may increase. If the medal count exceeds a predetermined upper limit, e.g., 16,369, an error notification (medal over error notification) is issued and the so-called complete function is activated to limit the progress of the game. Specifically, the bet switch 116, start switch 118, and settlement switch 122 are prohibited from being operated. When the complete function is activated (a play-stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display 132 (described later), and a complete activation sound indicating that the complete function is activated is output from the speaker 134 (described later). The medal count display device 128 reflects the updated medal count and displays it within approximately 300 msec after the number of medals held in the slot machine 100 is updated.

[0022] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that automatically recovers when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the LCD display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0023] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the top of the upper front door 104. Speakers 134 that provide auditory performances using sound effects, musical sounds, etc. are provided at left and right positions on the back surface of the lower front door 106. Also, performance lamps 136 formed, for example, by high-intensity light-emitting diodes (LEDs) and a performance prop device 138 that drives performance props by a motor are provided at the top and left and right of the upper front door 104.

[0024] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, enabling the setting value to be changed (also simply referred to as a setting change) by turning on the power via the power switch 144a of the power supply 144. The setting value indicates the player's advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six levels. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, enabling play. The setting can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.

[0025] Such a slot machine 100 eliminates the need for actual medals, making it possible to prevent cheating by inserting fake medals or using illegally brought medals. Furthermore, since there is no need to install a mechanism for inserting and dispensing gaming media within the gaming machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, centralized data management can curb gambling and ultimately strengthen measures against addiction.

[0026] FIG. 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a gaming ball dispenser connection terminal board 280. The slot machine 100 is provided with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the presentation according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (number of gaming medals) held in the medal holding unit. Note that transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, to prevent fraud, etc. However, transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0027] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.

[0028] The main control board 200 also has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.

[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0030] The initialization means 210 executes initialization processing on the main control board 200. The betting means 212 bets electronic medals to be used in games. The win type lottery means 214, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.

[0031] The reel control means 216 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0032] Furthermore, in response to the operation of the start switch 118, the reel control means 216 may extend the time from when the operation of the stop switch 120 was enabled in the previous game until the operation of the stop switch 120 by the player to display the lottery result of the win type lottery (which was disabled upon completion of the operation of the stop switch 120 in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time.

[0033] In this embodiment, as a reel effect, the basic game is interrupted in response to operation of the start switch 118 in the basic game, and the progress of the basic game is delayed. During this time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a winning type lottery is executed and a one-time payout is received upon the winning combination. The pseudo game ends when the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of a pseudo game, the reel control means 216 can automatically temporarily stop predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. Such a pseudo game can enhance the excitement of the game by implementing effects using rotation control and stop patterns similar to or different from those used in the basic game. Although the temporary stop appears to be stopped at first glance, the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c are continuously changed within 500 msec to indicate that the reels are not completely stopped. The temporary stop control temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in accordance with the operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in accordance with the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0034] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.

[0035] The determining means 218 determines whether a symbol combination corresponding to a winning combination is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning combination on the pay line A may be simply referred to as a win. Here, the pay line A is a line for determining whether a winning combination has been achieved, and in this embodiment, there is only one pay line A. As shown in FIG. 3(b), of the nine symbols (three reels × three rows: top, middle, and bottom) appearing in the symbol display window 108, the pay line A is a line (one line extending upward to the right) connecting the positions corresponding to the symbols stopped on the bottom row of the left reel 110a, the middle row of the center reel 110b, and the top row of the right reel 110c. The inactive lines are lines other than the pay line A that are not used to determine whether a winning combination has been achieved, and display other symbol combinations that make it easier to determine the winning combination when it is difficult to determine the winning combination based on the symbol combination displayed on the pay line A alone. In this embodiment, four inactive lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. The payout control means 220 pays out electronic medals to the medal holding section in the number (value amount) corresponding to the winning role (adds them to the number of game medals) based on the fact that a pattern combination corresponding to the winning role is displayed on the valid line A (a prize is won).

[0036] The gaming state control means 222 refers to the result of the lottery for determining the winning type and the determination result of the determination means 218, and transitions the gaming state to one of a plurality of gaming states. As will be described later, the gaming states include a non-internal gaming state, an internal gaming state to which a game is transitioned by winning a bonus combination in a non-internal gaming state, and a bonus gaming state to which a game is transitioned by displaying a symbol combination corresponding to a bonus combination on an active line in the internal gaming state.

[0037] The presentation state control means 224 transitions the presentation state to one of several presentation states based on the results of the winning type lottery, the determination result of the determination means 218, and the game state transition information. The presentation states include an AT (assist time) presentation state, which executes an auxiliary presentation (assisting the winning of a specific role) when a specific role (correct role) overlaps with another winning role (incorrect role) (selection winning type), to notify the player of the operation mode (correct operation mode) that constitutes the winning condition for the specific role (to assist the winning of the specific role), and a non-AT presentation state, in which no auxiliary presentation is executed. In addition, a so-called ART game state may be executed in which the AT presentation state and the RT (replay time) game state, which has a high probability of winning a replay role, proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, not only in terms of the payout of electronic medals resulting from the winning of the winning role, but also in terms of all game benefits that can be obtained by winning the winning role. Furthermore, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient if they notify the player of an operation mode that is advantageous to the player.

[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, winning type lottery means 214, reel control means 216, judgment means 218, payout control means 220, game status control means 222, presentation status control means 224, etc. to the sub-control board 240 and medal count control board 260.

[0039] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number by extracting a count value from the random number generator 200d at a predetermined time point. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 214. Specific processing in the main control board 200 will be described below with reference to a flowchart.

[0040] (Main processing of the main control board 200) 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described in accordance with the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.

[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change settings. Setting changes involve changing a setting value that indicates a level of advantageousness (e.g., six levels). Setting changes also include replaying to the same setting value (a process of changing (overwriting or maintaining) the current setting value to the same setting value). The initialization means 210 generates backup data as needed while the power is on and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are spinning, the game will start again with each reel 110 spinning after a recovery operation. Therefore, the initialization process does not generally involve initializing the main RAM 200c (RAM clearing). Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Furthermore, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmitting / receiving means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmitting / receiving means 226 transmits the generated game medal insertion command to the medal count control board 260.

[0043] (Step S120) Next, when a predetermined number of electronic medals are bet, the win type lottery means 214 enables a game start operation on the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the win type lottery means 214 obtains one win type lottery random number at the time the start switch 118 is operated from the win type lottery random numbers updated by the random number generator 200d of the main control board 200. Then, the win type lottery means 214 determines one win type lottery table corresponding to the currently set game state from the win type lottery table, determines which winning area in the determined win type lottery table the obtained win type lottery random number corresponds to, and determines the win type or no win for the determined winning area as the lottery result. In addition, when a win type including the winning combination "RBB" is determined in the win type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, center reel 110b, and right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed (wait) from the start of rotation of the left reel 110a, center reel 110b, and right reel 110c in the previous game, the left reel 110a, center reel 110b, and right reel 110c in that game begin to rotate, and when all of the left reel 110a, center reel 110b, and right reel 110c have reached a steady rotation, the process proceeds to step S140.

[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and upon receiving a player's operation of the stop switches 120a, 120b, and 120c, controls the reel to stop one of the left reel 110a, center reel 110b, and right reel 110c corresponding to the operation. Furthermore, upon operation of one of the stop switches 120a, 120b, and 120c, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating information about the operated stop switch 120a, 120b, and 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stop process until all of the stop switches 120a, 120b, and 120c have been operated.

[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying the game depending on the symbol combination. For example, the determination means 218 updates the net increase counter if the game is in a favorable zone and a small winning combination has been achieved. Here, the favorable zone is a game zone that is advantageous to the player, including a game zone that has the capability related to the instruction function, i.e., a game zone that executes an auxiliary effect (instruction function). A game zone that is exclusive to the favorable zone and in which the auxiliary effect cannot be executed is called a non-favorable zone. The favorable zone is a game zone in which, when an auxiliary effect is activated as a result of a lottery or the like related to the activation of the auxiliary effect on the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 240 only when the main control board 200 displays the content of the instruction on the notification means so that it can be identified. Furthermore, the gaming state control means 222 transitions the gaming state from the RBB internal gaming state to the RBB operating gaming state if the symbol combination displayed on the active line A in the RBB internal gaming state is a symbol combination corresponding to the winning combination "RBB." Furthermore, the determination means 218 generates a winning command including the number of electronic medals to be paid out when the symbol combination displayed on the active line A or the symbol combination corresponding to the minor winning combination is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0047] (Step S160) Furthermore, the payout control means 220 executes a payout process of electronic medals corresponding to the minor winning combination based on the symbol combination displayed on the active line A (stopping state of the reels 110). For example, when a symbol combination corresponding to a minor winning combination is displayed on the active line A, the payout control means 220 executes a process for automatically placing a bet for the next game when a symbol combination corresponding to a replay winning combination is displayed on the active line A. Furthermore, when the payout process of electronic medals is executed, the payout control means 220 generates a payout command indicating that the payout process has been executed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout end command including transmission information indicating the number of medals to be paid out, and the command transmission / reception means 226 transmits the generated payout end command to the medal count control board 260.

[0048] (Step S170) When a predetermined number of electronic medals are paid out in the RBB-operated gaming state, the gaming state control means 222 transitions the gaming state from the RBB-operated gaming state to a non-internal gaming state. Furthermore, the presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. Furthermore, when the gaming state or presentation state is changed, a gaming transition command including the changed gaming state or presentation state is generated, and the command transmission / reception means 226 transmits the generated gaming transition command to the sub-control board 240. In this way, the completion of the gaming transition process S170 ends the relevant game.

[0049] One game is executed through a series of processes from step S110 to step S170. Thereafter, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the number of game medals held in the medal holding section is inserted through operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are each controlled to stop in response to the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, 120c, and if a winning role that allows for the payout of electronic medals is achieved, the payout of the electronic medals is executed. Furthermore, if a player does not win a prize type that can be awarded with a digital medal, or if a player wins but does not win, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a digital medal or winning a replay. The number of repetitions of one game is defined as the number of games. Here, whether a basic game, which is a single game in which a prize type lottery is executed and a single payout can be awarded, is played alone, or whether the basic game is played in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not be counted as the number of games, depending on the specifications.

[0050] (Sub-control board 240) Like the main control board 200, the sub-control board 240 has various semiconductor integrated circuits, including a sub-CPU 240a, which is a central processing unit; a sub-ROM 240b storing programs and the like; and a sub-RAM 240c, which functions as a work area. Based on commands from the main control board 200, the sub-control board 240 controls the effects according to the progress of the game, generating, for example, effect patterns that indicate a series of effects. Like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), so data is retained even if the power is cut off. Like the main control board 200, the sub-control board 240 is also equipped with a random number generator 240d. The random number values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are primarily used to determine the type of effect. The sub-control board 240 also has an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can specify image data based on a presentation pattern (data corresponding to an image to be displayed on the LCD display unit 132 among the presentation patterns indicated by the presentation pattern). Upon receiving the image command, the image IC reads the image data specified by the image command from the image ROM to the image RAM and sequentially outputs the image data to the LCD display unit 132. The image RAM has multiple different layers, each of which can store different image data. The image IC then superimposes the image data stored in the multiple layers and outputs the superimposed image data to the LCD display unit 132. Each layer has a priority order. When an image in a higher-priority layer overlaps with an image in a lower-priority layer, the image in the higher-priority layer is superimposed closer to the player than the image in the lower-priority layer and is visible to the player.

[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives a voice command that can identify audio data based on an effect pattern (data corresponding to sounds, including audio, to be output to the speaker 134 from the effects indicated by the effect pattern), it reads the audio data identified by the voice command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the multiple layers and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data at the same time.

[0053] When the performance circuit 240g receives a command indicating an illumination pattern (content indicating a series of lighting modes of the performance lamps 136 in the performance indicated by the performance pattern) and a drive pattern (content indicating a series of drive modes of the performance prop devices 138 in the performance indicated by the performance pattern) based on the performance pattern, it generates information regarding light emission (light emission information) and information regarding motor drive (drive information) in accordance with the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance prop devices 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify handling. In this way, the lighting of each of the multiple performance lamps 136 is independently controlled, and the drive of each of the multiple performance prop devices 138 is independently controlled. Furthermore, the performance circuit 240g acquires input information (whether or not an operation is performed, the timing of operation, the number of operations, the length of operation, etc.) from the performance switches 124 and the like via serial communication.

[0054] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g are integrated into a single integrated circuit as an SoC (System-on-a-Chip). However, it is possible to arbitrarily set which functional units are integrated into the SoC.

[0055] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c based on the program stored in the sub-ROM 240b.

[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards such as the main control board 200 and processes the commands. The performance control means 254 receives a detection signal from the performance switch 124 and determines a performance pattern for the game performance performed by each device of the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance prop device 138 based on the received command.

[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs sound output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.

[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereinafter, the notification means for executing the auxiliary effects, such as the LCD display unit 132, the speaker 134, and the effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state.

[0059] (Sub-processing of the sub-control board 240) 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, the processing related to the features of this embodiment will be described in detail, and a description of the configuration unrelated to the features of this embodiment will be omitted.

[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes initialization processing in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data as needed and stores the backup data in the sub-RAM 240c.

[0061] (Step S210) The command receiving means 252 determines whether or not a submission command has been received. If a submission command has been received, the process proceeds to step S212, and if a submission command has not been received, the process proceeds to step S220.

[0062] (Step S212) If it is determined in step S210 that a throw-in command has been received, the presentation control means 254 determines a presentation pattern based on the throw-in command, assuming that preparations for starting the next game have been completed.

[0063] (Step S220) Next, the command receiving means 252 determines whether or not a win type command has been received. As a result, if a win type command has been received, the process proceeds to step S222, and if a win type command has not been received, the process proceeds to step S240.

[0064] (Step S222) In step S220, if it is determined that a win type command has been received, the effect control means 254 determines an effect pattern based on the win type command. Also, if the effect state is the AT effect state and the win type indicated in the win type command is a selection win type, the effect control means 254 determines an auxiliary effect that notifies the correct operation mode.

[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.

[0066] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, and whether the stop operation indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.

[0067] (Step S250) Next, the command receiving means 252 determines whether or not a winning command has been received. If a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.

[0068] (Step S252) If it is determined in step S250 that a winning command has been received, the effect control means 254 determines an effect pattern based on the winning command.

[0069] (Step S260) Next, the command receiving means 252 determines whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.

[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command, and repeats the process from step S210.

[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and includes various semiconductor integrated circuits, including a medal CPU 260a (central processing unit), a medal ROM 260b (storing programs, etc.), and a medal RAM 260c (functioning as a work area), and manages the electronic medals used in games. Like the main RAM 200c, the medal RAM 260c is also connected to a backup power supply (not shown), allowing data to be retained without being erased even if the power is cut off. A portion of the memory area of ​​the medal RAM 260c serves as a medal holding unit. The medal count control board 260 is also integrally formed with a medal segment display unit 140. The medal segment display unit 140 is composed of a single seven-segment display and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to the dedicated unit 300 via a gaming ball dispenser connection terminal board 280. Here, the gaming ball etc. dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic medals, transmits the results of the dispensing of electronic medals, transmits signals related to the counting of electronic medals, and transmits various information about the slot machine 100. For example, the gaming ball etc. dispensing device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine whether power is being supplied from the dedicated unit 300, in other words, whether the dedicated unit 300 is powered on and properly connected to the dedicated unit 300, based on the ON / OFF state of the VL connection signal.

[0072] In addition, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function in cooperation with the medal RAM 260c based on the program stored in the medal ROM 260b.

[0073] The initialization means 270 executes initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing in response to those commands. In addition, the command transmission / reception means 272 repeatedly transmits and receives gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals after startup is complete. Specifically, the command transmission / reception means 272 transmits a gaming machine information notice to the dedicated unit 300, including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information as gaming machine information, and 100 msec after transmitting the gaming machine information notice, transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time). The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.

[0074] The medal count updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding section in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal count updating means 274 also displays the number of game medals updated in this manner on the game medal number display device 128.

[0075] 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, processing related to the features of this embodiment will be described in detail, and a description of configurations unrelated to the features of this embodiment will be omitted.

[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 enters a powered state, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data as needed while the power is on and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the medal count is being stored in the medal storage unit, the game will start from a state where the electronic medals are stored after the restoration operation. Therefore, the initialization process does not generally involve initialization of the medal RAM 260c (RAM clearing).

[0077] (Step S310) When the initialization process is completed, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding unit has occurred, and if an update event for the number of game medals has occurred, executes an update process to update the number of game medals in accordance with the update event. First, the medal count update means 274 determines whether a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, proceeds to step S312, and if a game medal insertion command has not been received, proceeds to step S320.

[0078] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal count update means 274 determines whether the medal insertion command indicates the insertion of electronic medals, and if so, executes insertion processing to subtract the number of medals from the number of medals. Furthermore, if the medal insertion command indicates the settlement of electronic medals rather than the insertion of electronic medals, the medal count update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operations differ between the settlement processing and the insertion processing, the processing corresponding to the operations is the same. Therefore, in the following, where the insertion processing is used, it is also possible to replace the explanation with the settlement processing, assuming that negative electronic medals are inserted.

[0079] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.

[0080] (Step S322) When the payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the number of game medals.

[0081] (Step S330) Next, the medal count update means 274 determines whether or not a notification of loan of an electronic medal has been received from the dedicated unit 300, and if a notification of loan has been received, the process proceeds to step S332, and if a notification of loan has not been received, the process proceeds to step S340.

[0082] (Step S332) When receiving a loan notification from the dedicated unit 300, the medal count update means 274 determines whether loan processing is possible, and if loan processing is possible, executes loan processing to add the loaned electronic medals to the number of gaming medals, and generates a loan receipt result response including "normal." On the other hand, if loan processing is not possible, i.e., if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the counted medal number in the counting notification is "1" or more, if the number of gaming medals displayed on the gaming medal number display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers in the received loan notification are not consecutive, if the loaned medal number in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control or fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal."

[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player, and if the counting switch 126 has been operated, proceeds to step S342, and if the counting switch 126 has not been operated, repeats the processing from step S310.

[0084] (Step S342) When the player operates the counting switch 126, the medal count update means 274 notifies the dedicated unit 300 of the count and executes a counting process to subtract the counted electronic medals from the number of game medals, and then repeats the process from step S310.

[0085] When a loan notification is received or the count switch 126 is operated, the medal count update means 274 executes the loan process or count process for the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a. The main CPU 200a, upon receiving the command, transmits the command to the sub-CPU 240a. Then, as the electronic medals are actually loaned or counted during the loan process or count process, the sub-CPU 240a outputs a predetermined loan sound or count sound representing the movement of the electronic medals from the speaker 134. In this way, the player can audibly confirm that the loan process or count process is being performed appropriately. The sub-CPU 240a may also notify the player that the loan process or count process is being performed not only through the speaker 134 but also through other devices, such as the LCD display 132 or the performance lamp 136.

[0086] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic medals to players and count the electronic medals that players have won. The dedicated unit 300 is provided with a dedicated unit control board 310 that sends and receives electronic medals to and from the slot machine 100. A cash insertion unit 312, a card insertion unit 314, a lending switch 316, a return switch 318, a game switch 320, a point display unit 322, and an acquired medal count display unit 324 are connected to the dedicated unit control board 310.

[0087] The cash insertion unit 312 functions as an insertion slot for inserting cash. The card insertion unit 314 allows the insertion and withdrawal of card media capable of accumulating electronic medals. The lending switch 316 is a push switch that detects an operation to transfer electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to a card medium and withdraw the card medium from the dedicated unit 300 through the card insertion unit 314. The game switch 320 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to the slot machine 100. The point display unit 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted through the cash insertion unit 312. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held in the dedicated unit 300.

[0088] (Table used in main control board 200) FIG. 8 is an explanatory diagram for explaining the winning combination, and FIG. 9 is an explanatory diagram for explaining the winning type lottery table.

[0089] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 222 in the main ROM 200b. The win type lottery means 214 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting values ​​stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table the win type lottery random number acquired in response to the operation signal of the start switch 118 corresponds to.

[0090] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can transition the gaming state managed by the gaming state control means 222 to a bonus gaming state (a gaming state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A. A replay combination is a combination that allows the player to play the game again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows the player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.

[0091] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination of "RBB." In addition, the replay combinations are "REPLAY 1" to "REPLAY 23." In addition, the small combinations are "SMALL BEAM 1" to "SMALL BEAM 20." In FIG. 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following, the winning combinations "SMALL BEAM 1" to "SMALL BEAM 4" may be abbreviated as "8-coin combination," the winning combinations "SMALL BEAM 5" and "SMALL BEAM 6" as "3-coin combination," and the winning combinations "SMALL BEAM 7" to "SMALL BEAM 20" as "1-coin combination."

[0092] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 216 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is kept rotating for a number of sliding frames so as to reel onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 216 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 216 controls the reels to stop the symbol combination corresponding to the winning combination so as to be displayed on the pay line A according to the player's operation mode.

[0093] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3," "Replay 11" to "Replay 13," "Replay 16," "Replay 18," "Replay 21" to "Replay 23," and the winning roles "Small Role 1" to "Small Role 4," "Small Role 6" to "Small Role 10," and "Small Role 17" are arranged on each reel 110 by the above-mentioned stop control so that they can always be displayed on the activated line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", and the winning combinations "Small combination 5", "Small combination 11" to "Small combination 16", and "Small combination 18" to "Small combination 20" are not necessarily arranged so as to be displayed on the pay line A by the above-mentioned stop control on each reel 110, so that so-called misses may occur. Such winning combinations may be expressed as PB≠1.

[0094] As shown in Figure 9, the win type lottery table divides multiple win areas, and the win types that are the subject of the lottery vary depending on the gaming state, and the presence or absence of non-wins (misses) also varies. In Figure 9, the win areas (win types) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (internal RBB), RBB operating gaming state (operating RBB)) are represented by "◎" or "○", but in reality, win type lottery tables corresponding to each of the multiple gaming states are stored in the main ROM 200b. Note that "◎" indicates a win type that allows the lottery to be drawn for a favorable zone and allows the lottery for auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT performance state, and ending the favorable zone), and "○" indicates a win type that does not allow the lottery to be drawn for a favorable zone, but allows the lottery for auxiliary effects.

[0095] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. The sum of the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is the value obtained by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. The win type lottery means 214 obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number, based on the game state at that time, and subtracts that number from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the win area at that time is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onwards is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.

[0096] Here, we will provide additional information about the winning combination "RBB." A predetermined first-class special device (RB) is a device that increases the number of symbol combinations related to winning per specified number or increases the probability of activating a conditional device related to winning per specified number. It activates in a predetermined case and can continue to operate until a game result not exceeding 12 times is obtained. Here, a conditional device is a device whose operation is a necessary condition for displaying a symbol combination related to winning, replay, activation of a device, or activation of a device continuous activation device, and is activated when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag.

[0097] According to the winning type lottery table in Figure 9, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 8 will not be displayed on the valid line A, and no electronic medals will be paid out, etc.

[0098] 9 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination is to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0099] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120c, 120b that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120b, 120c, 120a that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120c, 120a, 120b that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120c, 120b, 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0100] For example, if the winning type "batting order bell A1" in winning area 5, which is a selected winning type, is won and an operation is performed in the correct operation mode (batting order 3), the symbol combination corresponding to the winning role "small role 1" (winning role "8-piece role"), which is a correct role with a payout of 8 coins (as a result, the symbols "bell", "bell", and "bell" line up in a straight line on the invalid line B1), is stopped by what is called number priority control so that it is preferentially displayed on the valid line A. Also, if an operation is performed in the batting order 1, 2, 4 to 6, the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is stopped by what is called number priority control so that it is preferentially displayed on the valid line A.

[0101] The winning probability (number of places) of the selected winning types in winning areas 5 to 8 (winning types "batting order bell A1" to "batting order bell A4") and the winning probability of the selected winning types in winning areas 9 to 12 (winning types "batting order bell B1" to "batting order bell B4") are set to be equal. Since a player usually does not know which winning type he / she has won, providing the above winning areas makes it difficult to win with a correct combination. Also, as described above, even if the stop switch 120 is operated in an operation mode that prioritizes the display of incorrect combinations, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB≠1). In the following, the eight winning types in winning areas 5 to 12 may be simply referred to as the winning type "batting order bell."

[0102] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. When an internal winning flag corresponding to a winning type including a replay role is established, a symbol combination corresponding to one of the replay roles included in that winning type is always displayed on the valid line A, and after the processing required to play the next game without needing an electronic medal is performed, the internal winning flag is turned off.

[0103] (Game state transition) Here, the transition of the game state will be explained using FIG. 10. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (activation), and ending of the game. The types of wins that can be won in each game state are represented by "◎" or "○" in FIG. 9.

[0104] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the probability of winning a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The gaming state control means 222 transitions the gaming state in response to the winning role "RBB." For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the gaming state control means 222 transitions the gaming state to an RBB operating gaming state (1).

[0105] In the RBB operating gaming state, the probability of winning a replay role is set to 0. In this RBB operating gaming state, the possible winning types are set as "small role ALL" in winning area 1 and "1 coin ALL" in winning area 2. When the winning type "small role ALL" is won, the symbols corresponding to any of the winning roles "small role 1" to "small role 20" are stopped and controlled to be displayed on the active line A. When the winning type "1 coin ALL" is won, the symbols corresponding to any of the winning roles "small role 7" to "small role 20" are stopped and controlled to be displayed on the active line A. Here, the expected number of coins won per unit of play in the RBB operating gaming state is reduced by the configuration of such small roles.

[0106] When the termination condition of the RBB operation gaming state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 222 shifts the gaming state to a non-internal gaming state (2).

[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 shifts the game state to the RBB internal game state (3).

[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.

[0109] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning the correct combination. As a result, for example, auxiliary effects are performed in the AT performance state in the RBB internal game state, making it easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, reducing the chances of winning the correct combination. This reduces the chances of winning the correct combination compared to the AT performance state in other game states, making it more difficult for the player to increase their electronic medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (acceleration RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of electronic medal winning performance.

[0110] (Transition of performance state) FIG. 11 is an explanatory diagram for explaining transitions in presentation states. The following describes in detail the presentation states transitioned by the presentation state control means 224 in the main control board 200. Note that multiple presentation states belong to either advantageous or non-advantageous sections, which are game sections. In this embodiment, almost all presentation states belong to advantageous sections, and non-advantageous sections are realized in some presentation states (non-advantageous presentation states in this case). Note that while staying in an advantageous section, a section indicator (not shown) may be turned on to notify the player of this.

[0111] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.

[0112] Therefore, the presentation state control means 224 manages transitions between non-advantageous zones and advantageous zones in addition to managing transitions between presentation states. Regardless of this management, advantageous zones are forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, advantageous zones are forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (e.g., when the number of games played while staying in a game reaches 4,000 or when MY exceeds 2,400). MY indicates the difference in the number of medals since the advantageous zone began. Therefore, if 1,000 electronic medals are inserted (consumed) after the advantageous zone begins, it is possible to acquire 3,400 electronic medals during the advantageous zone. Since the smart pachislot of this embodiment does not require a limit on the number of games played while staying in a game, there is no need to terminate the advantageous zone even when the number of games played while staying in a game reaches 4,000. Instead, the advantageous zone is forcibly terminated when MY exceeds 2,400 during the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.

[0113] (Non-advantageous section, advantageous section) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.

[0114] In the advantageous zone, by having the auxiliary effect execution means execute an auxiliary effect when a selected winning type is won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous zone, the player can progress through the game more advantageously than in the non-advantageous zone. Here, the advantageous zone has the following effect states, each with different gameplay characteristics: normal effect state, premonition effect state, normal AT effect state, allocation effect state, special premonition effect state, and special effect state. Note that, as shown below, the normal AT effect state and the special effect state can be considered AT effect states in that auxiliary effects are executed. Furthermore, the other effect states, namely, the non-advantageous effect state, normal effect state, premonition effect state, allocation effect state, and special premonition effect state, can be considered non-AT effect states in that auxiliary effects are not executed. Each effect state will be explained individually below.

[0115] (Normal performance state) The normal presentation state belongs to the advantageous zone and is the presentation state that is most likely to be in at the start of play among multiple presentation states. The presentation state control means 224 performs an AT lottery in the normal presentation state. The AT lottery determines whether to transition to the normal AT presentation state, and the presentation state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 224 transitions the presentation state to a premonition presentation state (1), which corresponds to the stage preceding the normal AT presentation state, and causes the presentation control means 254 to execute a premonition presentation that increases the expectation that a transition to the normal AT presentation state has been determined. Furthermore, even if the AT lottery is not won, the presentation state control means 224 may maintain the normal presentation state and cause the presentation control means 254 to execute a premonition presentation, which may cause the player to anticipate that a transition to the normal AT presentation state has been determined. In addition, the presentation state control means 224 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to the premonition presentation state (1).

[0116] (Premonition effect state) The premonition effect state belongs to the advantageous zone and is a presentation state in which a premonition effect is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 or less). The premonition effect executed in the premonition effect state (real premonition effect) and the premonition effect executed in the normal presentation state (false premonition effect) are similar in display mode and number of continuous games. Therefore, a player cannot tell which presentation state he / she is in just by watching the premonition effect. However, the premonition effect executed in the premonition effect state differs from the premonition effect executed in the normal presentation state in that the result that a transition to the normal AT presentation state has been decided is finally announced. Therefore, a player will hope for a premonition effect state in which the result that a transition to the normal AT presentation state has been decided is announced in the premonition effect. Then, when the premonition effect state ends, the presentation state control means 224 always transitions the presentation state to the normal AT presentation state (2). In other words, when the premonition effect is being executed in the premonition effect state, the game will always transition to the normal AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Furthermore, the decision to transition to the premonition effect state is synonymous with the decision to transition to the normal AT effect state thereafter.

[0117] (Normal AT performance state) The normal AT presentation state belongs to the advantageous zone and is a presentation state in which an auxiliary presentation is executed. When the normal AT presentation state starts, the presentation state control means 224 first transitions to a duration determination presentation state, and in the duration determination presentation state, determines the duration of the normal AT presentation state (here, the number of continued plays). The presentation state control means 224 continues the auxiliary presentation until a predetermined termination condition is met, for example, until the number of plays remaining in the normal AT presentation state reaches the determined number of continued plays (e.g., 50 plays). Furthermore, in the normal AT presentation state, the presentation state control means 224 performs a lottery to add the number of continued plays with a probability corresponding to the winning type determined by the winning type lottery. If the additional lottery is won, the presentation state control means 224 adds the number of games won to the number of continued plays, which is the termination condition. In this way, the termination condition of the normal AT presentation state changes. Then, when the predetermined termination condition is met, the presentation state control means 224 transitions the presentation state to the normal presentation state (3).

[0118] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the normal AT presentation state, and when the premonition presentation starts, the player hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the normal AT presentation state is not announced in the premonition presentation, the normal presentation state continues, and if the transition to the normal AT presentation state is announced in the premonition presentation, the normal AT presentation state is executed after the premonition presentation state ends.

[0119] When the normal AT presentation state ends, the presentation state control means 224 transitions the presentation state to the normal presentation state (3), but may transition the presentation state to a non-advantageous presentation state (4) and reset the advantageous zone in order to realize gameplay such as continuing the normal AT presentation state. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, it is possible to make it impossible for the player to know whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.

[0120] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 224 determines a transition to the advantageous section with a probability of about 1 / 2 for each play, and when a transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of plays in the non-advantageous presentation state is often short-term (a few plays).

[0121] (Distribution performance status) The allocation presentation state belongs to the advantageous zone and is always passed through when transitioning from a non-advantageous zone to an advantageous zone, remaining in this state for, for example, one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224 determines a transition to the premonition presentation state with a probability of 7 / 10 (6), or determines a transition to the normal presentation state with a probability of 3 / 10 (7). By using such allocation ratios, the following gameplay can be realized. That is, if the advantageous zone is reset before MY reaches 2,400 coins in the advantageous zone (forced reset), the normal AT presentation state can continue with a probability of 7 / 10. This effectively eliminates the upper limit on MY. However, the allocation ratio is not limited to the premonition presentation state:normal presentation state = 7:3 and can be determined arbitrarily. For example, a transition to the premonition presentation state may occur with a 100% probability.

[0122] If a premonition presentation state is determined in the allocation presentation state, the presentation state will always transition to the normal AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if a premonition presentation state is not determined in the allocation presentation state, the presentation state will become the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery varies depending on the path to the normal presentation state. For example, as described above, if the presentation state transitions directly from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 will conduct an AT lottery with a low probability (e.g., 1 / 4000) in the normal presentation state that transitioned from the normal AT presentation state (not transitioned from the non-advantageous presentation state).

[0123] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the distribution presentation state to the normal presentation state (7) as a result of transitioning from the non-advantageous section to the advantageous section, the presentation state control means 224 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will eventually be won. Note that here, two patterns of winning probability for the AT lottery have been described: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8), but it is also possible to provide three or more patterns for the winning probability, and perform an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., and it is sufficient if the normal presentation state transitioned from a non-advantageous presentation state is easier to determine as a transition to the normal AT presentation state than the normal presentation state not transitioned from a non-advantageous presentation state. For example, if the winning probability of the AT lottery in the normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in the normal presentation state not transitioned from a non-advantageous presentation state, then the winning probability can be set arbitrarily.

[0124] However, even if the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 does not immediately transition to the premonition presentation state. Instead, it remains in the normal presentation state for, for example, a block period of 96 plays after the allocation presentation state ends, and prohibits transition to the normal AT presentation state. Specifically, the presentation state control means 224 turns on the premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The premonition permission flag indicates whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the premonition permission flag is turned on, it remains on until transition to the premonition presentation state. Therefore, even if the AT lottery is subsequently won, the premonition permission flag remains on. Note that, when transitioning from the allocation presentation state to the normal presentation state, the presentation state control means 224 determines the number of plays within 96 plays by lottery, and sets this as the block period. However, the block period is set so that 96 plays are often selected.

[0125] The presentation state control means 224 counts the number of plays since the allocation presentation state ended, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON. Then, when the block period has elapsed (a predetermined number of plays corresponding to the block period has been reached) and the premonition permission flag is ON, the presentation state control means 224 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the presentation state will not transition to the premonition presentation state until at least 96 plays corresponding to the block period have been played.

[0126] In this way, by passing through the non-advantageous presentation state (non-advantageous section), the player can obtain the following benefits. That is, with a 7 / 10 probability, the game immediately transitions to the premonition presentation state, then transitions to the normal AT presentation state via the premonition presentation state, or with a 3 / 10 probability, the game transitions to the normal presentation state, and after the block period has elapsed, the premonition presentation is executed, then transitions to the premonition presentation state, and then transitions to the normal AT presentation state. Then, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game transitions to the normal AT presentation state. Winning the AT lottery with a high probability over a predetermined number of plays is sometimes referred to as "heaven" or "heaven mode." Therefore, players will desire a transition to the non-advantageous presentation state (non-advantageous section), i.e., a reset of the advantageous section.

[0127] Here, when a non-advantageous presentation state is passed, that is, when a non-advantageous section is shifted to an advantageous section, a normal presentation state is adopted, which has a high probability of transitioning to the normal AT presentation state, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the normal AT presentation state ends and the state is demoted to the normal presentation state, there is a high possibility that the normal AT presentation state will be executed again (returned) until 128 games have elapsed. Therefore, the player will continue playing in the hope of returning to the normal AT presentation state after the end of the normal AT presentation state, and the operating rate of the slot machine 100 can be improved.

[0128] Furthermore, even in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 executes a chance zone, which increases the probability of winning the AT lottery, across multiple plays each time a predetermined number of plays are played, just as in the normal presentation state transitioned from the normal AT presentation state. If the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to the premonition presentation state, regardless of whether the block period is in effect. Note that in the normal presentation state transitioned from the non-advantageous presentation state, transition to the premonition presentation state should normally be possible after the block period has elapsed. In this case, by independently deciding to transition to the normal AT presentation state, the normal AT presentation state that would have been achieved is lost, which may reduce the player's motivation to play. Therefore, if the player independently wins the AT lottery in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 again transitions the presentation state to the non-advantageous presentation state after the normal AT presentation state ends (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous presentation state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the normal AT presentation state to be executed at least twice.

[0129] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly transition the presentation state to the normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is winning the AT lottery to transition to a normal AT presentation state with a predetermined gaming profit. For example, the normal AT presentation state includes multiple types of normal AT presentation states with different probabilities of adding the number of continued plays or the difference in the number of coins. When a specific normal AT presentation state is selected, the presentation state control means 224 always transitions the presentation state to a non-advantageous presentation state after the normal AT presentation state ends (4). Furthermore, even if a specific normal AT presentation state is not selected, the presentation state control means 224 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the normal AT presentation state ends (4).

[0130] Furthermore, in this embodiment, as described above, after the normal AT presentation state ends, if the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to an indication presentation state (1). However, without transitioning to the normal AT presentation state via the indication presentation state, if the number of games played in the normal presentation state reaches a predetermined number of games (for example, 1000 games), and the AT lottery is won in the normal presentation state, the presentation state control means 224 ultimately decides to transition to a non-advantageous presentation state, and, without transitioning the presentation state to the indication presentation state, performs an indication presentation (false indication presentation) to notify that the presentation state has not been directly transitioned to the normal AT presentation state, and then first transitions to a special indication presentation state (9). Here, the predetermined transition condition for determining a transition to a non-advantageous presentation state (non-advantageous zone) has been described as winning the AT lottery in the normal presentation state after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 1000 games), but this is not limited to this case. The predetermined transition condition may also be winning the AT lottery in the normal presentation state after the number of games played while in the advantageous zone reaches a predetermined number of games. Furthermore, instead of or in addition to the above, the predetermined transition condition may also be winning the AT lottery again after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the AT lottery again after not winning the AT lottery in the chance zone (CZ).

[0131] (Special premonition effect state) The special premonition effect state belongs to a favorable zone and is an effect state that lasts for a predetermined number of plays (e.g., 10 plays). A special effect state lottery is conducted, and premonition effects indicating the expected probability of transition to the special effect state are executed. Here, the special effect state lottery is a lottery for adding the number of continued plays, and transition to the special effect state is determined when the number of plays is added one or more times. The effect state control means 224 conducts the special effect state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special effect state lottery is designed so that the gaming profit varies steadily and gradually depending on the setting value. For example, among two arbitrarily selected setting values, the higher setting value is designed to have a higher probability of adding the number of plays through the special effect state lottery than the lower setting value. Therefore, for example, the number of added plays is 30 plays at setting 1 and 60 plays at setting 6, creating a gameplay in which the higher setting value makes it easier to obtain gaming profits. When the special effect state lottery is won, the effect state control means 224 sets the cumulative number of added plays (number of continued plays) as the condition for ending the special effect state, and transitions the effect state to the special effect state (10). Furthermore, if the special effect state lottery is not won, the effect state control means 224 transitions the effect state directly to the non-advantageous effect state (11). While an example of adding the number of continued plays in the special effect state by the special effect state lottery has been described here, it is not limited to this case; a predetermined number of continued plays may be added, or the number of continued plays may be added by a lottery when a so-called rare combination, such as a "reach eye" or "cherry" win, is won. Furthermore, while an example of adding the number of continued plays in the special effect state has been described here, it is not limited to this case; it is also possible to add the number of acquired coins (number of paid out coins) or the difference between the number of inserted electronic medals (number of bets) and the number of paid out coins.

[0132] (Special performance state) The special effect state belongs to the advantageous zone, and auxiliary effects are executed until a predetermined termination condition is met. Such a termination condition is, for example, that the awarding of the game profit determined before the start of the special effect state is completed during the special effect state, such as the number of games remaining in the special effect state reaching the number of continued games. For example, at the end of the special premonition effect state (the start of the special effect state), the number of continued games is determined by a special effect state lottery in the special premonition effect state. Then, when the number of games remaining in the special effect state reaches the number of continued games in the special effect state, the termination condition is satisfied, and the special effect state ends. Here, the termination condition is not changed in the special effect state, and no additional lottery is executed. Then, when the predetermined termination condition is met, the effect state control means 224 transitions the effect state to a non-advantageous effect state (12).

[0133] If the player wins the AT lottery after the number of plays during the normal presentation state exceeds a predetermined number of plays (for example, 1000 plays), the player will always transition to a non-advantageous presentation state via a special precursor presentation state (11), (12), and as a result, the player can transition to the normal AT presentation state.

[0134] In addition, in the normal presentation state that has passed through the special presentation state, non-advantageous presentation state, and distribution presentation state, the probability of winning the AT lottery is higher than in the normal presentation state that has been transitioned to directly from the normal AT presentation state, so that the player can understand this, a predetermined display is made on the liquid crystal display unit 132 to indicate that there is a high possibility of transitioning to the normal AT presentation state.

[0135] However, even though the advantageous zone is reset, the gaming profit is not significantly different between winning the AT lottery after the number of games played in the normal presentation state exceeds a predetermined number of games (e.g., 1,000 games) and winning the AT lottery before the predetermined number of games, given that the normal AT presentation state can be executed once. Furthermore, in the latter case, the normal AT presentation state begins after the end of the premonition presentation state, i.e., within 32 games, while in the former case, the normal AT presentation state may begin after a further block period has elapsed. In this case, it can be said that the gaming profit is smaller in the former case, since electronic medals are consumed in the normal presentation state until the transition to the normal AT presentation state. Therefore, if the AT lottery is won after the number of games played in the normal presentation state exceeds the predetermined number of games, the game transitions to a special premonition presentation state, and a special presentation state lottery is executed. If the special presentation state is won, additional gaming profits are awarded through the special presentation state. In this way, if the player wins the AT lottery after the number of stay-time games in the normal presentation state exceeds the predetermined number of games, the gaming profit will be larger than if the player wins the AT lottery before the number of stay-time games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay-time games in the normal presentation state increases, the player can expect the gaming profit to increase and will continue playing. In this way, the operating rate of the slot machine 100 can be improved.

[0136] In the special effect state executed here, as mentioned above, the higher the set value, the easier it is to obtain stable gaming profits. Also, only the gaming profit determined before the special effect state is started is awarded in the special effect state, and gaming profits are not added (topped up) during the special effect state. Therefore, in the special effect state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the normal AT effect state.

[0137] In addition, since the special effect state is entered after the number of games played in the normal effect state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the normal AT effect state, and it is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins in the normal AT effect state becomes large, the special effect state can absorb the fluctuation, and the fluctuation range of the expected number of coins in the normal AT effect state can be further suppressed according to the set value, while the design value of the expected number of coins in the normal AT effect state can be increased.

[0138] Furthermore, after the normal AT presentation state ends, the game transitions directly to the normal presentation state (3). If the number of plays remaining in the normal presentation state reaches a predetermined number of plays (e.g., 1,500 plays) without transitioning to the normal AT presentation state via the premonition presentation state, the presentation state control means 224 resets the advantageous zone and transitions the presentation state to the non-premonition presentation state (13). As described above, after the non-premonition presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-premonition presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game can transition to the normal AT presentation state. Therefore, if play continues in the normal presentation state without transitioning to the normal AT presentation state, the game will transition to the normal AT presentation state within a predetermined number of plays (e.g., 1,628 plays). This ceiling function allows players to feel secure knowing that they can receive relief even if they are unlucky enough to consume a large number of electronic medals. In addition, once the normal presentation state has been exhausted to a certain extent, the number of coins that can be expected to be won if the game is continued increases, and the game will continue up to the ceiling (for example, 1628 games), thereby improving the operating rate of the slot machine 100.

[0139] The predetermined number of plays (e.g., 96 to 1628 plays) for such a ceiling function is determined at the following timing. For example, when a normal AT presentation state is directly transitioned to a normal presentation state (3), the presentation state control means 224 determines the predetermined number of plays (e.g., 96 to 1628 plays) for the ceiling function in the normal presentation state when transitioning from the normal AT presentation state to the normal presentation state. Also, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state (7), the presentation state control means 224 determines the predetermined number of plays (e.g., 96 to 1628 plays) for the ceiling function in the normal presentation state when transitioning from the distribution presentation state to the normal presentation state. However, unlike when transitioning from the normal AT presentation state to the normal presentation state, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state, there is a high probability of winning the AT lottery, so the transition to the premonition presentation state often occurs after the block period has elapsed, and the ceiling function is rarely executed.

[0140] Furthermore, in the above-described embodiment, an example was given in which the probability of winning the AT lottery in the normal presentation state is high (for example, 1 / 8) when transitioning from a non-advantageous presentation state to a normal presentation state, and low (for example, 1 / 4000) when transitioning directly from the normal AT presentation state to the normal presentation state, but this is not limited to such a case. For example, when transitioning directly from the normal AT presentation state to the normal presentation state, the probability of winning the AT lottery at the start of the normal presentation state is low, but may transition to a high probability through a promotion lottery, or may transition to a low probability through a demotion lottery. Furthermore, when transitioning directly from the normal AT presentation state to the normal presentation state, the probability of winning the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.

[0141] (Example of operation of counting switch 126) As described above, by operating the counting switch 126, the player can transfer (transmit) some or all of the digitized medals (number of game medals) held in the slot machine 100 to the dedicated unit 300. The counting switch 126 can be operated in two ways: a short press operation, in which the switch is turned on for less than 500 msec, and a long press operation, in which the switch is turned on continuously for 500 msec or more. With a short press operation of the counting switch 126, only one digitized medal is counted (transferred) from the number of game medals per operation. With a long press operation, 50 digitized medals are counted from the number of game medals at the timing of the count notification every 300 msec (hereinafter simply referred to as the "counting timing") after the switch has been turned on for 500 msec. Therefore, by performing a long press operation, the player can transfer many digitized medals to the dedicated unit 300.

[0142] With this type of long press operation, the number of electronic medals that can be transferred per unit time is limited. This is because if a large number of electronic medals could be transferred at once, the impact of any malfunction would be greater, and the damage would be greater if fraudulent activity (cheating) were to occur. In the counting process based on the long press operation, the number of game medals is divided into groups of 50 and counted repeatedly at 300 msec intervals, so that the hall staff can easily see that the counting process is being performed, making it possible to prevent fraudulent activity.

[0143] However, if the number of electronic medals that can be transferred per unit time is fixed in this way, the more game medals that are attempted to be transferred, the longer the counting process will take. For example, if the number of game medals is 5,000, the counting notification will be repeated 100 times (5,000 medals / 50 medals) every 300 msec, so it will take 30 seconds to complete the counting process. To maintain the long press operation, the player must keep the counting switch 126 ON continuously during this time. If the counting switch 126 is turned OFF during the counting process based on the long press operation, the counting process itself will stop.

[0144] Therefore, in addition to the short press operation and the long press operation, a "total counting operation" is provided as an operation mode. The total counting operation is functionally equivalent to the long press operation in that the counting process is performed continuously at a predetermined cycle, but is more convenient than the long press operation in that the counting process can be continued without continuously operating the counting switch 126. Below, the flow of the counting process based on each of the short press operation, the long press operation, and the total counting operation will be explained. Note that the counting process based on the short press operation is referred to as the "single counting process," the counting process based on the long press operation is referred to as the "continuous counting process," and the counting process based on the total counting operation is referred to as the "total counting process." Furthermore, the continuous counting process and the total counting process are sometimes collectively referred to as the "multiple counting process" because they allow multiple counting processes every 300 msec.

[0145] FIG. 12 is a timing chart for explaining the flow of the counting process when the counting switch 126 is short-pressed. The medal count updating means 274 in the medal count control board 260 determines (monitors) the operation state of the counting switch 126 at a predetermined cycle (for example, at 1 msec intervals) and executes the counting process based on whether the counting switch 126 is ON or OFF and the duration for which the ON state has continued. Note that, in order to prevent chattering of the counting switch 126, if the counting switch 126 is in the OFF state, the medal count updating means 274 measures the duration for which the ON state has continued after detecting a physical ON edge, and determines that the counting switch 126 has only turned ON (ON edge in control) if the ON state has continued for 16 msec or more. Also, if the counting switch 126 is in the ON state, the medal count updating means 274 measures the duration for which the ON state has continued, and determines that the counting switch 126 has only turned OFF (OFF edge in control) if the ON state has continued for 16 msec or more when detecting a physical OFF edge. Therefore, even if the medal count update means 274 detects a physical OFF edge, if the previous ON state has not continued for 16 msec or more, it determines that no operation has been performed on the counting switch 126. Here, an ON edge refers to the rising edge from OFF to ON, and an OFF edge refers to the falling edge from ON to OFF.

[0146] As shown in Figure 12, when a player turns on the counting switch 126, the medal number updating means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126. Here, the operation status flag is a flag that indicates the operation status of the counting switch 126 by the player, with 0 indicating that the operation status is "non-operation", 1 indicating that the operation status corresponds to "short press", 2 indicating that the operation status corresponds to "long press", 3 indicating that the operation status corresponds to "total count", and 4 indicating that the operation status corresponds to "total count release", which is an operation status in which the total counting operation is released and the counting switch 126 is on standby for turning OFF. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.

[0147] Then, when the player turns OFF the counting switch 126, the medal count updating means 274 refers to the counting timer in response to the OFF edge of the counting switch 126, and if the time from the ON edge of the counting switch 126 has not reached 500 msec, it determines that the player's operation is a short press operation and executes a single counting process. Specifically, the medal count updating means 274 sets the counting reservation flag to 1 (single) in response to the OFF edge of the counting switch 126. Here, the counting reservation flag is a flag for reserving the first counting process at the first time, with 0 indicating that the counting process is not reserved, 1 indicating that the first single counting process is reserved, 2 indicating that the first continuous counting process is reserved, and 3 indicating that the first full counting process is reserved. In this way, by setting the counting reservation flag, the first counting process at the first time is executed in response to the arrival of the counting timing. Next, the medal number updating means 274 sets the operation status flag to 0 (non-operation) and cancels the short press operation.

[0148] As will be described later, in this embodiment, the medal count updating means 274 switches the operation status flag from 1 (short press) to 2 (long press) at the timing when the time from the ON edge of the counting switch 126 reaches 500 msec. Therefore, instead of referring to the counting timer, the medal count updating means 274 can also determine that the time from the ON edge of the counting switch 126 has not reached 500 msec by confirming that the operation status flag is 1 (short press).

[0149] When the counting timing arrives after the OFF edge of the counting switch 126 due to such a short press operation by the player, the medal count updating means 274 sets the count medal number in the counting notification to "1" based on the count reservation flag being set to 1 (single counting process), resets the count reservation flag to 0, and, for example, subtracts 1 from the current number of game medals "171" to update the number of game medals to "170". The command transmitting / receiving means 272 transmits the counting notification in which the count medal number has been set to the dedicated unit 300. In this way, the single counting process is executed. As a result, the number of game medals "170" is displayed on the game medal number display device 128.

[0150] Here, the timing of the OFF edge of the counting switch 126, which is determined to be a short press operation, differs from the counting timing. Therefore, in a short press operation, the counting reservation flag is set to 1 in response to the OFF edge of the counting switch 126, reserving the transfer of one electronic medal. Then, when the counting timing arrives, counting processing for one medal is performed based on the counting reservation flag being 1. With this configuration, even if the timing of the OFF edge of the counting switch 126, which is determined to be a short press operation, differs from the counting timing, it is possible to reliably execute single counting processing at the counting timing. Furthermore, for example, even if multiple short press operations are detected between counting timings due to chattering of the counting switch 126, the counting reservation flag does not change from 1, which was once set, so it is possible to reliably execute counting processing for only one medal.

[0151] Also, here, the single counting process is executed at the counting timing after the OFF edge of the counting switch 126 during the short press operation. Therefore, not only when the short press operation is completed within 300 msec between the counting timings illustrated in Fig. 12, but also when the counting timing arrives during the short press operation, the single counting process is not executed at that counting timing, but is executed at the first counting timing that arrives after the OFF edge of the counting switch 126 during the short press operation.

[0152] In addition, when the counting timing arrives and the counting process is executed, the medal count update means 274 sets the value of the main control transmission buffer, which is a storage area of ​​the medal RAM 260c, and causes the command transmission / reception means 272 to transmit a command in order to notify the main CPU 200a that the counting process has been executed.

[0153] Figure 13 is an explanatory diagram for explaining the main control transmission buffer. As shown in Figure 13, the main control transmission buffer consists of 8 bits (1 byte) and is used to manage the status of the number of gaming medals. Bits 1 and 0 of the main control transmission buffer are assigned the number of inserted medals, which is the total number of electronic medals that have already been inserted. If the number of inserted medals is 0, the value of bits 1 and 0 is 00b; if it is 1, the value of bits 1 and 0 is 01b; if it is 2, the value of bits 1 and 0 is 10b; and if it is 3, the value of bits 1 and 0 is 11b. Bit 2 of the main control transmission buffer is assigned to "total counting process." Therefore, while the total counting process is being executed, bit 2 is set to 1b. Bit 3 of the main control transmission buffer is assigned to "continuous counting process." Therefore, while the continuous counting process is being executed, bit 3 is set to 1b. Note that since this operation is the same as the continuous counting process, both bit 2 and bit 3 are set to 1b during the execution of the total counting process. Bit 4 of the main control transmission buffer is assigned "single counting process." Therefore, when the single counting process is being executed, bit 4 becomes 1b. Bit 5 of the main control transmission buffer is assigned "lending process." Therefore, while the lending process is being executed, bit 5 becomes 1b. Bit 6 of the main control transmission buffer is assigned "ACK," which, when the medal CPU 260a receives a command from the main CPU 200a, returns to the main CPU 200a acknowledging that the command was received successfully. Bit 7 of the main control transmission buffer is assigned whether or not the number of game medals has been cleared. For example, if the device is started with the number of game medals backed up (not cleared), bit 7 becomes 0b, and if the device is started with the number of game medals cleared, bit 7 becomes 1b. The information in bit 7 is maintained after power-on until the command transmission / reception means 272 transmits a command to the main CPU 200a, and is set to 0b after the command is transmitted. The information in bit 7 is used to notify the main CPU 200a that the number of game medals has been cleared to 0.

[0154] The medal count update means 274 updates the main control transmission buffer in response to, for example, the execution of a counting process or a lending process. Then, when a value is set in the main control transmission buffer in response to the counting process or the lending process, that is, when 1b is set in any of bits 5 to 2 of the main control transmission buffer, the command transmission / reception means 272 transmits a medal status command to the main CPU 200a. Such a medal status command is represented by four bytes. The value in the main control transmission buffer is set as is in the first byte of the medal status command. The number of game medals is set in the second and third bytes of the command. The checksum result is set in the fourth byte of the command. Then, after transmitting the medal status command, the command transmission / reception means 272 resets bits 5 to 2 of the main control transmission buffer (overwriting them with 0000b).

[0155] Here, we will refer to bits 4 to 2 of the main control transmission buffer, which are related to the counting process, and the number of game medals, and will omit explanations of the other bits 7 to 5, 1, and 0 of the main control transmission buffer, as they have little relevance to this embodiment.

[0156] Therefore, as shown in FIG. 12, when the counting timing arrives, the medal count update means 274 sets bit 4 (single counting process) of the main control transmission buffer to 1b based on the fact that the count reservation flag is set to 1 (single counting process), and sets the values ​​of bits 4 to 2 to 100b. When setting a specific bit (for example, bit 4) to 1b, it simply calculates the logical sum of the value of the main control transmission buffer and an 8-bit value (for example, 00010000b) in which a specific bit is 1b and the other bits are 0b, and overwrites the main control transmission buffer with the result of this calculation. When setting a specific bit (for example, bit 4) to 0b, it simply calculates the logical AND of the value of the main control transmission buffer and an 8-bit value (for example, 11101111b) in which a specific bit is 0b and the other bits are 1b, and overwrites the main control transmission buffer with the result of this calculation.

[0157] The command transmitting / receiving means 272 generates a medal status command in response to the setting of 1b to any of bits 4 to 2 of the main control transmission buffer. Here, the command transmitting / receiving means 272 directly copies the value of the main control transmission buffer, in which at least the values ​​of bits 4 to 2 are 100b, into the first byte of the medal status command as data in the main control transmission buffer (hereinafter simply referred to as "main control transmission data"). The command transmitting / receiving means 272 also copies the number of game medals after counting into the second and third bytes of the medal status command. The command transmitting / receiving means 272 also executes a checksum on bytes 1 to 3 of the medal status command and sets the check result in the fourth byte of the medal status command. The command transmitting / receiving means 272 then transmits the generated medal status command to the main CPU 200a and resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, the fact that the single-game medal counting process has been executed and the number of game medals after counting are communicated to the main CPU 200a.

[0158] The main CPU 200a, which has received this command, sends to the sub-CPU 240a a command indicating that the single counting process has been executed and the number of game medals after counting, along with information that enables the sub-CPU 240a to recognize that the command (medal status command) has been sent from the medal count control board 260. Then, in response to receiving the command, the sub-CPU 240a notifies the player via the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the single counting process.

[0159] Specifically, the effect control means 254 of the sub-CPU 240a displays, for example, a message "single counting completed" and the number of game medals "170" after the single counting process is completed on the liquid crystal display unit 132 in response to bit 4 (single counting process) of the main control transmission data in the command being 1b, and deletes the display after a predetermined time has passed since receiving the command or in response to a switch operation by the player. Also, the effect control means 254 outputs, for example, a predetermined counting sound (for example, a short "beep") from the speaker 134 for a predetermined period of time in response to bit 4 (single counting process) of the main control transmission data in the command being 1b. Also, the effect control means 254 causes the effect lamp 136 to emit light in a predetermined color for a predetermined period of time in response to bit 4 (single counting process) of the main control transmission data in the command being 1b.

[0160] As shown in FIG. 12, the medal count updating means 274 determines whether a short press operation has occurred based on the OFF edge of the counting switch 126, not the ON edge of the counting switch 126. Therefore, if the OFF edge of the counting switch 126 is not detected until 500 msec or more has elapsed since the ON edge of the counting switch 126, the single counting process is not executed. However, this is not the only case, and the medal count updating means 274 may also determine whether a short press operation has occurred based on the ON edge of the counting switch 126. In this case, in response to the ON edge of the counting switch 126, the single counting process is first executed based on the short press operation, and then, when 500 msec or more has elapsed since the ON edge of the counting switch 126, the continuous counting process is executed based on the long press operation.

[0161] FIG. 14 is a timing chart for explaining the flow of the counting process when the counting switch 126 is pressed and held.

[0162] 14, when a player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.

[0163] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number updating means 274 determines that the player's operation is a long press operation and executes the continuous counting process. Specifically, the medal number updating means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal number updating means 274 sets the count reservation flag to 2 (continuous counting process) to reserve the continuous counting process.

[0164] The medal count update means 274 then references the operation status flag at the counting timing, and if the operation status flag is set to 2, sets the counted medal count in the counting notification to "50." The medal count update means 274 also subtracts 50 from the current game medal count of "170," for example, and updates the game medal count to "120." Accordingly, the game medal count display device 128 displays the game medal count of "120." The command transmission / reception means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. Note that once the initial continuous counting process is executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count update means 274 resets the counting reservation flag to 0. Thereafter, the medal count update means 274 executes the continuous counting process at each counting timing. Therefore, the game medal count is subtracted by 50, changing from "70" to "20," for example. Then, when the number of game medals falls below 50, for example, becomes "20," the medal number update means 274 sets the number of counted medals in the count notification at the counting timing to the number of all remaining game medals, "20." Therefore, the number of game medals becomes 0, and the continuous counting process by the long press operation ends.

[0165] Then, if the player turns OFF the counting switch 126 before the time from the ON edge of the counting switch 126 reaches 4000 msec, the medal number update means 274 sets the operation status flag to 0 (not operated) in response to the OFF edge of the counting switch 126.

[0166] Here, the timing at which it is determined that a long press operation has occurred (500 msec from the ON edge) differs from the counting timing. Therefore, the medal count updating means 274 sets the operation status flag to 2 at the timing at which it determines that a long press operation has occurred, and performs a continuous counting process for 50 medals at each counting timing based on the operation status flag being 2. With this configuration, even if the timing at which it is determined that a long press operation has occurred differs from the counting timing, the medal count updating means 274 can reliably perform the counting process at the counting timing.

[0167] Furthermore, here, the medal count update means 274 sets the count reservation flag to 2 when 500 msec has elapsed since the ON edge of the count switch 126, reserving the continuous counting process for 50 medals. Then, when the counting timing arrives, the continuous counting process for 50 medals is carried out based on the fact that the count reservation flag is 2. With this configuration, even if the counting switch 126 is turned OFF before the next counting timing arrives after 500 msec has elapsed since the ON edge, the continuous counting process will be carried out at least once at the subsequent counting timing, thereby making it possible to avoid an incident in which the counting process is not carried out even though the counting switch 126 is pressed and held.

[0168] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting process) of the main control transmission buffer to 1b and sets the values ​​of bits 4 to 2 to 010b. In response to the setting of 1b to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in FIG. 14, while the counting switch 126 is ON, each time the counting timing arrives, the fact that the continuous counting process has been executed and the number of game medals after counting are transmitted to the main CPU 200a via the medal status command.

[0169] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0170] Specifically, when bit 3 (continuous counting process) of the main control transmission data in the command is 1b, the presentation control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game medals "120" after the first continuous counting process is completed on the liquid crystal display unit 132, and updates the display of the number of game medals from "70" to "20" each time a command is received. Furthermore, when the number of game medals reaches 0 as a result of the continuous counting process, the presentation control means 254 displays the message "Counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time has elapsed since receiving the command or in response to a switch operation by the player. Furthermore, when bit 3 (continuous counting process) of the main control transmission data in the command is 1b, the presentation control means 254 outputs, for example, a predetermined counting sound from the speaker 134 until the number of game medals reaches 0 as a result of the continuous counting process. Furthermore, when the number of game medals reaches 0 through the continuous counting process, the presentation control means 254 determines that the game has ended, and outputs an ending sound such as "Thank you for your hard work" from the speaker 134. Furthermore, in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the presentation control means 254 causes the presentation lamp 136 to emit light in a predetermined light color until the number of game medals reaches 0 through the continuous counting process, for example.

[0171] The presentation control means 254 can identify the number of game medals counted by subtracting the number of game medals after counting included in the current command from the number of game medals after counting included in the previous command. Therefore, based on the subtracted value, the presentation control means 254 can confirm that the counting process is being performed correctly by confirming that the subtracted value is 1 in the case of single counting process, or that the subtracted value is 50 in the case of continuous counting process or total counting process (excluding the case where the number of game medals after counting is 0).

[0172] In the above-described embodiment, the medal count update means 274 terminates the counting process when the number of game medals reaches zero during the continuous counting process. Furthermore, the medal count update means 274 stops the counting process when the "playable period" is no longer in effect, such as when the VL connection signal turns OFF (rental device connection error) as described above. In this case, the main segment display unit 130 displays the error code "EL," and the LCD display unit 132 displays a message indicating that a connection error with the dedicated unit 300 has occurred. Furthermore, if the player turns OFF the counting switch 126 during a long press operation, the medal count update means 274 also stops the continuous counting process, assuming that the player intentionally interrupted the counting process. Below, the flow of the counting process when the player turns OFF the counting switch 126 while the continuous counting process is being executed by a long press operation will be described.

[0173] FIG. 15 is a timing chart for explaining another flow of the counting process when the counting switch 126 is pressed and held.

[0174] 15, when a player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.

[0175] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number updating means 274 determines that the player's operation is a long press operation and executes the continuous counting process. Specifically, the medal number updating means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal number updating means 274 sets the count reservation flag to 2 (continuous counting process) to reserve the continuous counting process.

[0176] The medal count updating means 274 then references the operation status flag at the counting timing, and if the operation status flag is set to 2, sets the counted medal count in the counting notification to "50." The medal count updating means 274 also subtracts 50 from the current medal count of "170," for example, and updates the medal count to "120." Accordingly, the medal count display device 128 displays the medal count of "120." The command transmitting / receiving means 272 transmits a counting notification in which the medal count has been set to the dedicated unit 300. Note that once the initial continuous counting process is executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count updating means 274 resets the counting reservation flag to 0. Thereafter, the medal count updating means 274 executes the continuous counting process at each counting timing. Therefore, the medal count is decremented by 50 and updated to "70." Accordingly, the medal count display device 128 displays the medal count of "70."

[0177] Here, if the player turns off the counting switch 126 before the time from the ON edge of the counting switch 126 reaches 4000 msec, the medal number updating means 274 sets the operation status flag to 0 (non-operation) and cancels the long press operation in response to the OFF edge of the counting switch 126. In this way, the continuous counting process stops.

[0178] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting process) of the main control transmission buffer to 1b and sets the values ​​of bits 4 to 2 to 010b. In response to the setting of 1b to any of bits 4 to 2 of the main control transmission buffer, the command sending / receiving means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and sends the medal status command to the main CPU 200a. The command sending / receiving means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in FIG. 15, from the time the counting switch 126 is turned ON until the ON state is released, each time a counting timing arrives, the fact that the continuous counting process has been executed and the number of game medals after counting are transmitted to the main CPU 200a via the medal status command.

[0179] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0180] Specifically, the effect control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game medals "120" after the first continuous counting process is completed on the liquid crystal display unit 132 when bit 3 (continuous counting process) of the main control transmission data in the command is 1b, updates the display of the number of game medals to "70" when bit 3 (continuous counting process) of the main control transmission data in the next command is 1b, and deletes the display after a predetermined time has passed since receiving the command or when the player operates a switch. Also, when bit 3 (continuous counting process) of the main control transmission data in the command is 1b, the effect control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the continuous counting process stops. Also, when bit 3 (continuous counting process) of the main control transmission data in the command is 1b, the effect control means 254 lights up the effect lamp 136 in a predetermined light color, for example, until the continuous counting process stops.

[0181] Here, the performance control means 254 can determine that the continuous counting process has been interrupted (ended) based on the fact that a command indicating that the continuous counting process has been executed has not been received from the main CPU 200a at the timing when the command indicating that the continuous counting process has been executed is normally received (for example, no command has been received for 400 msec). Here, the timing for determining that a command has not been received is set to 400 msec after the previous command has been received. However, this is not limited to this case, and the timing can be set to any value, for example, 310 msec or more, which is obtained by adding a transmission delay to the 300 msec interval at which the medal CPU 260a transmits commands to the main CPU 200a. Furthermore, if the counting switch 126 is turned ON / OFF continuously, there is a possibility that a command indicating that the continuous counting process has been executed will be received at intervals of 600 msec. Therefore, the timing for determining that a command has not been received may be set to less than 600 msec, for example, 590 msec, after the previous command has been received. Furthermore, even if the counting switch 126 is turned ON / OFF consecutively, if the second operation is determined to be a short press operation, it does not result in a command indicating that the continuous counting process has been executed being received consecutively, so no problem occurs.

[0182] FIG. 16 is a timing chart for explaining the flow of the counting process when the counting switch 126 is operated for full counting.

[0183] 16, when a player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.

[0184] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number updating means 274 determines that the player's operation is a long press operation and executes the continuous counting process. Specifically, the medal number updating means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal number updating means 274 sets the count reservation flag to 2 (continuous counting process) to reserve the continuous counting process.

[0185] The medal count updating means 274 then refers to the operation status flag at the timing of counting, and if the operation status flag is set to 2, sets the counted medal count in the counting notification to "50." Furthermore, the medal count updating means 274, for example, subtracts 50 from the current number of game medals, "1020," and updates the number of game medals to "970." Accordingly, the number of game medals, "970," is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. Note that once the initial continuous counting process has been executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count updating means 274 resets the counting reservation flag to 0. Thereafter, the medal count updating means 274 executes the relevant continuous counting process at each timing of counting. Therefore, the number of medals played is reduced by 50 each time, and changes as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".

[0186] Then, if the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 reaches 4000 msec or more, the medal number updating means 274 determines that the player's operation is a full count operation and executes full count processing. Specifically, the medal number updating means 274 switches the operation status flag from 2 (long press) to 3 (full count).

[0187] Here, the condition for switching to the full counting operation is described as the time from the ON edge of the counting switch 126 being 4000 msec or more, but this time is not limited to 4000 msec and can be determined arbitrarily as long as it can be determined that the counting switch 126 has been kept ON for a certain period of time. Also, the medal number updating means 274 may determine whether the condition for switching to the full counting operation is met based on another trigger equivalent to 4000 msec (for example, the number of times the counting timing described below occurs).

[0188] The medal count updating means 274 then refers to the operation status flag at the timing of counting, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50," just as it does when the operation status flag is set to 2. The medal count updating means 274 also subtracts 50 from the current number of game medals, "470," to update the number of game medals to "420." Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count is set to the dedicated unit 300. The medal count updating means 274 executes the relevant counting process at each timing of counting. Therefore, the number of game medals is subtracted by 50 at a time, changing as follows: "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20." Then, when the number of game medals falls below 50, for example, becomes "20," the medal number update means 274 sets the counted medal number to the number of all remaining game medals, "20," at the counting timing. Therefore, the number of game medals becomes 0, and the counting process by the total counting operation ends. When the counting process by the total counting operation ends, the medal number update means 274 sets the operation status flag to 0 (no operation) and cancels the total counting operation.

[0189] In this way, when the operation state is determined to be a total counting operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in Fig. 16, even if the player turns off the counting switch 126 after the operation state flag has switched to 3, the counting process continues without interruption, and counting continues until the number of game medals reaches 0.

[0190] Here, the timing at which it is determined that a full count operation has occurred (the time from the ON edge is 4000 msec) differs from the count timing. Therefore, the medal number update means 274 sets the operation status flag to 3 at the timing at which it determines that a full count operation has occurred, and performs counting processing for 50 medals at each count timing based on the operation status flag being 3. With this configuration, even if the timing at which it is determined that a full count operation has occurred differs from the count timing, the medal number update means 274 can reliably perform counting processing at the count timing.

[0191] Furthermore, the medal count update means 274 refers to the operation status flag at the timing of counting, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting process) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 010b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer into the first byte of the medal status command as main control transmission data, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.

[0192] Furthermore, when the operation status flag changes from 2 (long press) to 3 (full count), the medal count updating means 274 sets bit 2 (full count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmitting / receiving means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. Then, the command transmitting / receiving means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, the medal count updating means 274 refers to the operation status flag at the counting timing, and when the operation status flag is set to 3 (full count), it sets bit 2 (full count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to the setting of 1b to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. As shown in FIG. 16, when the time from the ON edge of the counting switch 126 reaches 4000 msec or more and the operation status flag changes from 2 (long press) to 3 (full count), the start of the full counting process is transmitted to the main CPU 200a via the medal status command. Also, as shown in FIG. 16, from the time the counting switch 126 is turned ON until the counting process is completed, the execution of the continuous counting process and the full counting process, as well as the number of game medals after counting, are transmitted to the main CPU 200a via the medal status command each time a counting timing arrives.

[0193] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0194] In response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, the presentation control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the LCD display unit 132, and updates the display of the number of game medals as follows each time a command is received: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470." In addition, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is 1b, the presentation control means 254 updates the display of the message "Counting" to the message "Total counting" (it is also possible to display an additional message such as "You can turn off the counting switch"). The presentation control means 254 continues to update the display of the number of game medals as follows each time it receives a command: "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20." Furthermore, when the number of game medals reaches 0 as a result of the total counting process, the presentation control means 254 displays the message "Total counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time has elapsed since receiving the command, or in response to a switch operation by the player. Furthermore, when bit 3 (continuous counting process) of the main control transmission data in the command is 1b, the presentation control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the number of game medals reaches 0 as a result of the continuous counting process. Furthermore, when the number of game medals reaches 0 through the continuous counting process, the effect control means 254 determines that the game has ended and outputs an ending sound such as "Thank you for your hard work" from the speaker 134. Here, the effect control means 254 may change the sound being output from the speaker 134 or execute a specific effect that outputs a specific sound notifying that the game has moved to the full counting process in response to bit 2 (continuous counting process) of the main control transmission data in the command becoming 1b. Furthermore, the effect control means 254 may, for example, light up the effect lamp 136 in a predetermined light color until the number of game medals reaches 0 through the continuous counting process in response to bit 3 (continuous counting process) of the main control transmission data in the command becoming 1b.Here, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 1b, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color that notifies that the process has been shifted to total counting process, or execute a specific performance that notifies that the process has been shifted to total counting process by changing the lighting pattern. Also, in a situation where a performance based on total counting process is being continuously executed, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 0b, the performance control means 254 may determine that total counting process has ended and execute a dedicated performance (such as an ending sound) from the speaker 134 and the performance lamp 136.

[0195] In order to notify the player of the progress of the multiple counting process, the presentation control means 254 may change the counting sound output from the speaker 134, for example, every time a command is received or every time a command is received a predetermined number of times (for example, twice). For example, the presentation control means 254 can appeal to the player that a large number of electronic medals are being counted by repeating step-by-step counting sounds such as "Do," "Re," "Mi," "Fa," "So," "La," "Si," and "Do."

[0196] The player can understand from these changes in the display on the LCD display unit 132, the change in the sound output from the speaker 134, and the change in the light emission mode of the performance lamp 136 that the full counting process has begun and that the counting process can continue even if the counting switch 126 is turned off.

[0197] In the above-described embodiment, the counting process is terminated when the number of game medals in the entire counting process reaches 0. Furthermore, as described above, when the VL connection signal is turned OFF, or when the period during which play is no longer possible is over, the medal number update means 274 stops the counting process.

[0198] As described above, the total counting operation is an operation in which the total counting process continues even if the counting switch 126 is turned OFF. Therefore, unlike the long press operation, the counting process is not stopped by turning the counting switch 126 OFF. However, if the continuous counting process can be stopped with the long press operation, but the total counting process cannot be stopped with the total counting process, this would be less convenient. Therefore, in the total counting process, a function has been added in which the player turns the counting switch 126 OFF once, and then turns the counting switch 126 ON again, and the ON edge stops the total counting process. Below, we will explain the flow of the counting process when the player turns the counting switch 126 ON again while the total counting process is being executed by the total counting operation.

[0199] FIG. 17 is a timing chart for explaining another flow of the counting process when the counting switch 126 is operated for full counting.

[0200] 17, when a player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.

[0201] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number updating means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal number updating means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal number updating means 274 sets the count reservation flag to 2 to reserve continuous counting processing.

[0202] The medal count updating means 274 then refers to the operation status flag at the timing of counting, and if the operation status flag is set to 2, sets the counted medal count in the counting notification to "50." Furthermore, the medal count updating means 274, for example, subtracts 50 from the current number of game medals, "1020," and updates the number of game medals to "970." Accordingly, the number of game medals, "970," is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. Note that once the initial continuous counting process has been executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count updating means 274 resets the counting reservation flag to 0. Thereafter, the medal count updating means 274 executes the relevant continuous counting process at each timing of counting. Therefore, the number of medals played is reduced by 50 each time, and changes as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".

[0203] Then, if the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 reaches 4000 msec or more, the medal number updating means 274 determines that the player's operation is a full count operation and executes full count processing. Specifically, the medal number updating means 274 switches the operation status flag from 2 (long press) to 3 (full count).

[0204] The medal count updating means 274 then refers to the operation status flag at the timing of counting, and if the operation status flag is set to 3, sets the counted medal count in the counting notification to "50." The medal count updating means 274 also subtracts 50 from the current number of game medals, "470," for example, and updates the number of game medals to "420." Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. The medal count updating means 274 executes the relevant counting process at each timing of counting. Accordingly, the number of game medals is subtracted by 50 at a time, changing from "370" to "320" to "270" to "220," for example.

[0205] In this way, when the operation state is determined to be a total counting operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in Fig. 17, even if the player turns off the counting switch 126 after the operation state flag has switched to 3, the counting process continues without interruption, and counting continues until the number of game medals reaches 0.

[0206] Now, let us assume that the player turns the counting switch 126 OFF and then ON again. The medal number updating means 274 sets the operation status flag to 4 (all counting canceled) in response to the ON edge of the counting switch 126. Therefore, the counting process stops at the ON edge of the counting switch 126, and the number of game medals stops at "220" at the counting timing before the ON edge of the counting switch 126.

[0207] In such a total counting process, when the counting switch 126 is turned ON again, it is sufficient that the total counting process be stopped in response to the operation of the counting switch 126. Therefore, it is not necessary to determine that the counting switch 126 being turned ON again is a short press operation, a long press operation, or a new total counting operation. Here, when the counting switch 126 is turned ON to stop the counting process in the total counting process, the medal number update means 274 does not determine that this is a short press operation, a long press operation, or a new total counting operation, even if the ON state of the counting switch 126 continues. Therefore, even if the time from the ON edge of the counting switch 126 is 500 msec or more, the continuous counting process will not be started, and even if the counting switch 126 is turned OFF thereafter, the single counting process will not be executed in response to the OFF edge.

[0208] Furthermore, the medal count update means 274 refers to the operation status flag at the timing of counting, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting process) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 010b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer into the first byte of the medal status command as main control transmission data, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.

[0209] Furthermore, when the operation status flag changes from 2 (long press) to 3 (full count), the medal count updating means 274 sets bit 2 (full count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmitting / receiving means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. Then, the command transmitting / receiving means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, the medal count updating means 274 refers to the operation status flag at the counting timing, and when the operation status flag is set to 3 (full count), it sets bit 2 (full count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. When any of bits 4 to 2 of the main control transmission buffer is set to 1b, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, when the counting switch 126 is turned ON again, the medal number update means 274 sets bits 4 to 2 of the main control transmission buffer to 000b as command information notifying the end of the total counting process, and transmits a medal status command. When the total counting process is completed (when none of the single counting process, continuous counting process, or total counting process has been performed), bits 4 to 2 of the main control transmission buffer all become 0b, meaning there is no data to trigger the transmission of the medal status command. However, a medal status command with bits 4 to 2 of the main control transmission data set to 000b is transmitted by special processing at the end of the total counting process, which will be described later. Then, the command transmitting / receiving means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.Thus, as shown in Fig. 17, when the time from the ON edge of the counting switch 126 reaches 4000 msec or more and the operation status flag changes from 2 (long press) to 3 (full count), the start of the full counting process is transmitted to the main CPU 200a via a medal status command. Also, as shown in Fig. 17, the counting switch 126 is turned ON, and after 4000 msec, the ON state is released. Until the counting switch 126 is turned ON again and the full counting process is released, each time a counting timing arrives, the execution of the continuous counting process and the full counting process, as well as the number of game medals after counting, are transmitted to the main CPU 200a via a medal status command. Also, as shown in Fig. 17, when the counting switch 126 is turned ON again, the end of the full counting process is transmitted to the main CPU 200a via a medal status command.

[0210] Here, an example has been described in which the medal count updating means 274 sets 1b not only to bit 2 (total counting process) of the main control transmission buffer but also to bit 3 (continuous counting process) while the total counting process is being performed, and sets the values ​​of bits 4 to 2 to 011b. However, this is not the only case, and it is sufficient to communicate that the total counting process is being performed, and the medal count updating means 274 may set 1b to bit 2 (total counting process) of the main control transmission buffer while the total counting process is being performed, and set the values ​​of bits 4 to 2 to 001b.

[0211] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0212] The presentation control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the LCD display unit 132 in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b. Each time a command is received, the presentation control means 254 updates the display of the number of game medals as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470." Furthermore, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is 1b, the presentation control means 254 updates the display of the message "Counting" to the message "Total counting." Each time a command is received, the presentation control means 254 subsequently updates the display of the number of game medals as follows: "420" → "370" → "320" → "270" → "220." Furthermore, in response to receiving a command in which bit 2 (total counting processing) of the main control transmission data has become 0b, the presentation control means 254 updates the display of the message "Total counting in progress" to the message "Total counting completed," and deletes the display after a predetermined time has passed since receiving the command, or in response to the player operating a switch. In addition, in response to bit 3 (continuous counting processing) of the main control transmission data in the command being 1b, the presentation control means 254 causes the speaker 134 to output a predetermined counting sound, for example, until the total counting processing has stopped. Here, in response to bit 2 (total counting processing) of the main control transmission data in the command becoming 1b, the presentation control means 254 may change the sound being output from the speaker 134, or may execute a specific presentation in which a specific sound is output to notify that the processing has shifted to the total counting processing. Furthermore, the performance control means 254 may change the sound output from the speaker 134 or execute an end performance in which a specific sound is output to notify that all counting processes have stopped in response to bit 2 (total counting processes) of the main control transmission data in the command becoming 0b. In response to bit 3 (continuous counting processes) of the main control transmission data in the command being 1b, the performance control means 254 may, for example, cause the performance lamp 136 to emit light in a predetermined light color until all counting processes have stopped.Here, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 1b, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color notifying that the process has been shifted to total counting process, or execute a specific performance notifying that the process has been shifted to total counting process by blinking. Also, in a situation where a performance based on total counting process is being continuously executed, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 0b, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color notifying that the process has been stopped, or execute an end performance notifying that the process has been stopped by blinking.

[0213] The player can understand that the process has shifted to the full counting process and that the counting process can be continued even if the counting switch 126 is turned OFF, by such changes in the display on the liquid crystal display unit 132, the changes in the sound output from the speaker 134, and the changes in the light emission mode of the performance lamp 136. Furthermore, the player can understand that, following the shift to the full counting process, the full counting process will stop if the counting switch 126 is turned OFF and then turned ON again.

[0214] Since the timing at which it is determined that all counting has been canceled (the timing at which the counting switch 126 is turned ON again) is independent of the counting timing, it is unlikely that the timing at which the sub-CPU 240a receives a command in which bit 2 (all counting processing) of the main control transmission data becomes 0b will overlap with the timing at which it receives a command according to the counting timing. However, if the timing at which both commands are received is close, the notification that all counting processing has stopped and the notification that counting processing has been executed may overlap, making it difficult for the player to recognize one notification. Therefore, here, the notification that all counting processing has stopped is executed with priority over the notification that counting processing has been executed. For example, on the liquid crystal display 132, the message "All counting completed" may be placed in a layer above the display of the number of game medals played, a sound indicating that all counting processing has stopped may be output from the speaker 134 at a higher volume than a sound indicating that counting processing has been executed, or the effect lamp 136 may be illuminated in a lighting pattern indicating that all counting processing has stopped. With this configuration, the player can be sure that the counting process has stopped. Also, a message informing the player that the counting process has finished or that the counting process has finished may be displayed for a predetermined period of time, and when the message display has finished, a demo screen may be displayed to invite the next player.

[0215] 18 is a flowchart showing an example of the flow of the counting process in the medal count control board 260. The counting process is executed at a predetermined timer interrupt period (for example, every 1 msec).

[0216] (Step S400) The medal count update means 274 refers to the operation status flag and determines whether the operation status flag is 3 (total count). If the operation status flag is not 3, the process proceeds to step S401, and if the operation status flag is 3, the process proceeds to step S425.

[0217] (Step S401) The medal number updating means 274 determines whether or not the counting switch 126 is turned on. As a result, if the counting switch 126 is turned on, the process proceeds to step S402, and if the counting switch 126 is not turned on, the process proceeds to step S415.

[0218] (Step S402) The medal number update means 274 determines whether or not the counting switch 126 is on edge. If the counting switch 126 is on edge, the process proceeds to step S403, and if the counting switch 126 is not on edge, the process proceeds to step S404.

[0219] (Step S403) If the counting switch 126 is at the ON edge, the medal number updating means 274 temporarily sets the operation status flag to 1, determining that the player's operation is a short press operation, and moves the process to step S429.

[0220] (Step S404) If the counting switch 126 is turned on but is determined not to be an ON edge in step S402, the medal number update means 274 determines whether the operation status flag is 4 (all counts canceled). If the operation status flag is not 4, the process proceeds to step S405, and if the operation status flag is 4, the process proceeds to step S429 so that all counting operations are canceled and no counting process is performed.

[0221] (Step S405) Next, the medal count update means 274 determines whether the operation status flag is 2 (long press). As a result, if the operation status flag is not 2, the process proceeds to step S406, and if the operation status flag is 2, the process proceeds to step S410.

[0222] (Step S406) The medal count update means 274 refers to the count timer and determines whether 500 msec has passed since the ON edge of the count switch 126. If 500 msec has passed, the process proceeds to step S407, and if 500 msec has not passed, the operation is determined to still correspond to a short press operation, and the process proceeds to step S409 without changing the operation status flag.

[0223] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal number updating means 274 determines that the operation is a long press operation and sets the operation status flag to 2 (long press).

[0224] (Step S408) Subsequently, the medal number updating means 274 sets the count reservation flag to 2 (continuous counting process) in order to execute the continuous counting process at least once.

[0225] (Step S409) The medal count update means 274 increments the count timer by 1 to count the time from the ON edge of the count switch 126, and moves the process to step S429. Here, since the timer interrupt period is set to 1 msec, incrementing by 1 counts 1 msec at a time.

[0226] (Step S410) When 500 msec has elapsed since the ON edge of the counting switch 126 and it is determined in step S405 that the operation status flag is 2 (long press), the medal number update means 274 refers to the count timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. If 4000 msec has elapsed, the process proceeds to step S411, and if 4000 msec has not elapsed, it is determined that the operation still corresponds to a long press operation, and the process proceeds to step S412 without changing the operation status flag.

[0227] (Step S411) If 4000 msec has elapsed since the ON edge of the count switch 126, the medal number updating means 274 determines that the operation is a full count operation and sets the operation status flag to 3 (full count).

[0228] (Step S412) Next, the medal number update means 274 determines whether or not it is time to count. If it is time to count, the process proceeds to step S413, and if it is not time to count, the process proceeds to step S409 without performing the counting process.

[0229] (Step S413) If it is counting time, the medal number update means 274 performs multiple counting processing (continuous counting processing) based on the long press operation. In this multiple counting processing, the values ​​of bits 4 to 2 of the main control transmission buffer are set to 010b or 011b. This multiple counting processing will be described in detail later.

[0230] (Step S414) The medal number updating means 274 resets the count reservation flag to 0 (no reservation) assuming that the continuous counting process based on the long press operation has been executed at least once.

[0231] (Step S415) If it is determined in step S401 that the count switch 126 is turned off, the medal number update means 274 determines whether the count reservation flag is 1 (reservation of single count processing) and whether it is count timing. If the count reservation flag is 1 and it is count timing, the process proceeds to step S416, and if the count reservation flag is not 1 or it is not count timing, the process proceeds to step S418 without performing single count processing.

[0232] (Step S416) If the count reservation flag is 1 and it is counting time, the medal number update means 274 performs single counting processing based on the short push operation. In this single counting processing, the values ​​of bits 4 to 2 of the main control transmission buffer are set to 100b. This single counting processing will be described in detail later.

[0233] (Step S417) The medal number updating means 274 resets the count reservation flag to 0 (no reservation) on the assumption that a single medal counting process based on a short press operation has been executed.

[0234] (Step S418) Next, the medal number update means 274 determines whether the count reservation flag is 2 (a long press operation was performed, but the count switch 126 was turned OFF before the count timing arrived) and whether the count timing has arrived. As a result, if the count reservation flag is 2 and it is the count timing, the multiple count processing of step S413 is executed, and if the count reservation flag is not 2 or it is not the count timing, the multiple count processing is not executed and the process proceeds to step S420. The multiple count processing of step S413 will be described in detail later.

[0235] (Step S419) The medal number updating means 274 resets the count reservation flag to 0 (no reservation) assuming that multiple counting processing based on the long press operation has been executed.

[0236] (Step S420) The medal number update means 274 determines whether or not the counting switch 126 is at the OFF edge. If the counting switch 126 is at the OFF edge, the process proceeds to step S421, and if the counting switch 126 is not at the OFF edge, the process proceeds to step S429.

[0237] (Step S421) If the counting switch 126 is turned off and is at the OFF edge, the medal number updating means 274 determines whether the operation status flag is 1 (short press). If the operation status flag is 1, the process proceeds to step S422, and if the operation status flag is not 1, the process proceeds to step S423.

[0238] (Step S422) Subsequently, the medal number update means 274 sets the counting reservation flag to 1 (single counting process) in order to execute the single counting process. In this way, in step S415, when the counting reservation flag is 1 and the counting timing arrives, the single counting process of step S416 is executed.

[0239] (Step S423) The medal number updating means 274 sets the operation status flag to 0 (non-operation) in order to reset the short press operation or the long press operation in response to the OFF edge of the counting switch 126.

[0240] (Step S424) The medal number update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126, and also resets the multiple count counter to 0, and moves the process to step S429. The multiple count counter is a counter that counts the number of times the multiple count process has been executed.

[0241] (Step S425) If it is determined in step S400 that the operation status flag is 3, that is, if it is determined that all counting operations have been performed, the medal number update means 274 determines whether or not it is counting time without determining the ON / OFF of the counting switch 126 in step S401. If it is counting time, the medal number update means 274 executes the multiple counting process of step S413, and if it is not counting time, the counting process is not executed and the process proceeds to step S426.

[0242] (Step S426) The medal number update means 274 determines whether or not the counting switch 126 is at an ON edge. If the counting switch 126 is at an ON edge, the process proceeds to step S427, and if the counting switch 126 is not at an ON edge, the process proceeds to step S429.

[0243] (Step S427) If the counting switch 126 is at an ON edge, the medal count updating means 274 sets the operation status flag to 4 (all counts canceled), assuming that all counting operations have been canceled. In addition, the medal count updating means 274 also sets the values ​​of bits 4 to 2 of the main control transmission buffer in response to setting the operation status flag to 4. The values ​​to be set in bits 4 to 2 of the main control transmission buffer will be described in detail later. Here, even if the counting switch 126 is turned ON to cancel all counting processing by setting the operation status flag to 4, a skip is made to the command transmission processing S429 in step S404, and therefore the operation of the counting switch 126 is not newly determined to be, for example, a short press operation.

[0244] (Step S428) The medal number updating means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126. The medal number updating means 274 also resets the multiple counting number counter to 0, and moves the process to step S429.

[0245] (Step S429) The command transmission / reception means 272 transmits a medal status command to the main CPU 200a in response to the setting of 1b in any of bits 4 to 2 of the main control transmission buffer, and ends the counting process. This command transmission process will be described in detail later.

[0246] FIG. 19 is a flowchart showing an example of the flow of the multiple counting process (S413).

[0247] (Step S413-1) The medal count update means 274 determines whether the number of game medals at that time is equal to or greater than 50. If the number of game medals is equal to or greater than 50, the process proceeds to step S413-2, and if the number of game medals is less than 50, the process proceeds to step S413-4.

[0248] (Step S413-2) If the number of game medals is 50 or more, the medal number update means 274 sets 50 in the count notification.

[0249] (Step S413-3) The medal number updating means 274 increments the multiple counting number counter by 1. The value of the multiple counting number counter can be used to change the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the light color of the performance lamp 136, for example, depending on the number of counting processes.

[0250] (Step S413-4) If the number of game medals is less than 50, the medal number updating means 274 sets the total number of game medals at that time in the count notification.

[0251] (Step S413-5) The medal count update means 274 determines whether the operation status flag is 3 (total count) and the count switch 126 is OFF. If the operation status flag is 3 and the count switch 126 is OFF, the process proceeds to step S413-6, and if the operation status flag is not 3 or the count switch 126 is ON, the process proceeds to step S413-7.

[0252] (Step S413-6) If the operation status flag is 3 and the count switch 126 is OFF, the medal count update means 274 resets the operation status flag to 0 (non-operation), assuming that all counting processes have been completed. In addition, the medal count update means 274 also sets the values ​​of bits 4 to 2 of the main control transmission buffer in response to setting the operation status flag to 0. The values ​​to be set in bits 4 to 2 of the main control transmission buffer will be described in detail later.

[0253] (Step S413-7) The command transmitting / receiving means 272 transmits to the dedicated unit 300 a count notification in which the counted medal number is set.

[0254] (Step S413-8) The medal count update means 274 determines whether the operation status flag is 2 (long press). As a result, if the operation status flag is 2, the process proceeds to step S413-9, and if the operation status flag is not 2, that is, if the operation status flag is 3 (total count), the process proceeds to step S413-10.

[0255] (Step S413-9) If the operation status flag is 2 (long press), the medal count update means 274 sets bit 3 (continuous counting process) of the main control transmission buffer to 1b, sets the values ​​of bits 4 to 2 to 010b, and terminates the multiple counting process.

[0256] (Step S413-10) If the operation status flag is 3 (full counting), the medal count update means 274 sets bit 2 (full counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, sets the values ​​of bits 4 to 2 to 011b, and terminates the multiple counting processing.

[0257] FIG. 20 is a flowchart showing an example of the flow of the single counting process (S415).

[0258] (Step S415-1) The medal count update means 274 determines whether the number of game medals at that time is 1 or more. If the result is that the number of game medals is 1 or more, the process proceeds to step S415-2, and if the number of game medals is less than 1, i.e., 0, the single medal counting process ends.

[0259] (Step S415-2) If the number of game medals is one or more, the medal number update means 274 sets one medal in the count notification.

[0260] (Step S415-3) The command transmitting / receiving means 272 transmits to the dedicated unit 300 a count notification in which the counted medal number is set.

[0261] (Step S415-4) The medal number update means 274 sets 1b to bit 4 (single counting process) of the main control transmission buffer, sets the values ​​of bits 4 to 2 to 100b, and ends the single counting process.

[0262] Next, the command transmission process of step S429 will be described in detail. As described above, the medal count update means 274 updates the main control transmission buffer in accordance with the execution of the counting process. When 1b is set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 transmits a medal status command to the main CPU 200a. Then, after transmitting the medal status command, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer (overwrites them with 000b). In this way, the command transmission / reception means 272 transmits the medal status command using the change in the values ​​of bits 4 to 2 of the main control transmission buffer as a transmission trigger (transmission opportunity).

[0263] For example, in the single counting process described using Fig. 12, the medal count updating means 274 sets the values ​​of bits 4 to 2 of the main control transmission buffer to 100b based on the counting reservation flag being set to 1 (single counting process) at the counting timing. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmitting / receiving means 272 transmits a medal status command to the main CPU 200a and resets the main control transmission buffer.

[0264] 14 and 15, the medal count update means 274 sets the values ​​of bits 4 to 2 of the main control transmission buffer to 010b based on whether the count reservation flag is set to 2 (continuous count process) or the operation status flag is set to 2 (long press) at the counting timing. The command sending / receiving means 272 sends a medal status command to the main CPU 200a and resets the main control transmission buffer in response to whether any of bits 4 to 2 of the main control transmission buffer is set to 1b.

[0265] Furthermore, in the total counting process described using Figures 16 and 17, as shown in Figure 17, when the time from the ON edge of the counting switch 126 becomes 4000 msec or more and the operation status flag changes from 2 (long press) to 3 (total count), the medal count updating means 274 sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b. The command sending / receiving means 272 sends a medal status command to the main CPU 200a and resets the main control transmission buffer. Also, as shown in Figure 17, after the continuous counting process, the medal count updating means 274 sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b based on the fact that the operation status flag is set to 3 (total counting process) at the counting timing. The command sending / receiving means 272 sends a medal status command to the main CPU 200a and resets the main control transmission buffer in response to the setting of 1b in any of bits 4 to 2 of the main control transmission buffer. 17, the medal count update means 274 ends the total counting process when the counting switch 126 is turned ON again. At the end of the total counting process, none of the single counting process, continuous counting process, or total counting process has been performed, and bits 4 to 2 of the main control transmission buffer become 000b, so special processing is required for sending medal status commands. This special processing for sending medal status commands at the end of the total counting process will be described in detail later.

[0266] In this way, when the continuous counting process switches to the total counting process, or when the player turns on the counting switch 126 again to stop the total counting process while the total counting process is being executed, the command transmitting / receiving means 272 transmits a medal status command asynchronously with the counting timing. For example, when the time from the ON edge of the counting switch 126 reaches 4000 msec or more, the medal count updating means 274 immediately sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b, and the command transmitting / receiving means 272 transmits a medal status command to the main CPU 200a in accordance with the change in the main control transmission buffer. Also, at the ON edge of the counting switch 126, the medal count updating means 274 immediately sets the values ​​of bits 4 to 2 of the main control transmission buffer to 000b, and the command transmitting / receiving means 272 transmits a medal status command to the main CPU 200a in accordance with the change in the main control transmission buffer. This is for the following reason.

[0267] In other words, once the continuous counting process is switched to the total counting process, the player can continue the counting process even if he turns off the counting switch 126. In other words, the player waits for the timing to switch to the total counting process, at which point the operation of the counting switch 126 can be released. In this case, the command transmitting / receiving means 272 should immediately notify the main CPU 200a that the process has been switched to the total counting process. Therefore, here, the command transmitting / receiving means 272 transmits a medal status command at the timing when the continuous counting process is switched to the total counting process.

[0268] Furthermore, when a player attempts to stop the total counting process, the player turns on the counting switch 126 at a strict timing so that the number of counted electronic medals reaches the desired number, or so that the number of game medals remaining in the slot machine 100 when the counting process is stopped reaches the desired number. Therefore, the medal number update means 274 should immediately stop the total counting process in response to the ON edge of the counting switch 126. Furthermore, when the total counting process stops, the command transmission / reception means 272 should also immediately notify the main CPU 200a that the total counting process has stopped. Therefore, here, the command transmission / reception means 272 transmits a medal status command in response to the ON edge of the counting switch 126 by the player.

[0269] However, as described above, the command transmitting / receiving means 272 transmits a medal status command to the main CPU 200a in response to 1b being set in any of bits 4 to 2 of the main control transmission buffer. However, if the player attempts to stop all counting processes and the values ​​of bits 4 to 2 of the main control transmission buffer are set to 000b in response to the stop of all counting processes, 1b will not be set in any of bits 4 to 2 of the main control transmission buffer. In this case, the command transmitting / receiving means 272 will not be able to obtain a transmission trigger to transmit a medal status command.

[0270] 17, when the player turns on the counting switch 126 again during the execution of the total counting process, the values ​​of bits 4 to 2 of the main control transmission buffer are already 000b, and even if the medal count updating means 274 updates the values ​​of bits 4 to 2 of the main control transmission buffer to 000b, the state of the main control transmission buffer does not change. Therefore, the command transmitting / receiving means 272 is still unable to obtain a transmission trigger.

[0271] Therefore, here, as a special process, a total count flag is provided in addition to the operation status flag to determine the start and end of the total count process, and the total count flag is used to trigger the transmission of a medal status command to the command transmission / reception means 272. The total count flag is made up of 1 byte, indicates whether or not the total count process is in progress, and is a flag that is set to 1 when the total count process starts and to 0 when the total count process ends.

[0272] For example, (1) the medal count update means 274 sets the total count flag to 0 at the end of the total counting process, and provisionally sets one of bits 4 to 2 of the main control transmission buffer, which should originally be 000b, to 1b, thereby generating a transmission trigger for the command transmission / reception means 272. (2) The command transmission / reception means 272 performs transmission processing of a medal status command in response to the setting of one of bits 4 to 2 of the main control transmission buffer to 1b (transmission trigger). However, bits 4 to 2 of the main control transmission buffer are at the provisionally set value. Therefore, (3) the command transmission / reception means 272 changes bits 4 to 2 of the main control transmission buffer to 000b, which should originally be sent, during the transmission processing of the medal status command. In this way, when the value of the main control transmission buffer returns to the original value, (4) the command transmission / reception means 272 transmits a medal status command that reflects the changed values ​​of bits 4 to 2 of the main control transmission buffer. In this embodiment, bit 2 of the main control transmission buffer is allocated for all counting processes, so in the processes (1) to (4) above, the value of at least bit 2 is provisionally set to 1b, which is used as a transmission trigger for the medal status command. Specific processes of (1) to (4) above are shown below.

[0273] 18, if 4000 msec has elapsed since the ON edge of the count switch 126, the medal number update means 274 determines that the operation is a full count operation and sets the operation status flag to 3 (full count). In addition, the medal number update means 274 sets the full count flag to 1 (full count processing in progress) and provisionally sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b.

[0274] Furthermore, in step S427 of FIG. 18, if the counting switch 126 is at an ON edge, the medal count updating means 274 determines that the total counting operation has been released and sets the operation status flag to 4 (total counting released). In addition, the medal count updating means 274 sets the total counting flag to 0 (total counting completed), and provisionally sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b. Similarly, in step S413-6 of FIG. 19, if the operation status flag is 3 and the counting switch 126 is OFF, the medal count updating means 274 determines that the total counting process has been completed and resets the operation status flag to 0 (not operated). In addition, the medal number updating means 274 sets the total counting flag to 0 (total counting completed), and provisionally sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b. Through this processing, (1) the medal count update means 274 sets the total count flag to 0 at the end of the total counting process, and temporarily sets one of bits 4 to 2 of the main control transmission buffer, which should originally be 000b, to 1b, thereby generating a transmission trigger for the command transmission / reception means 272.

[0275] FIG. 21 is a flowchart showing an example of the flow of a command transmission process.

[0276] (Step S429-1) The command sending / receiving means 272 refers to the main control transmission buffer and determines whether any of bits 4 to 2 of the main control transmission buffer is set to 1. If any of bits 4 to 2 of the main control transmission buffer is set to 1, the process proceeds to step S429-2, and if none of bits 4 to 2 of the main control transmission buffer is set to 1, the command sending process ends.

[0277] (Step S429-2) If 1b is set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 determines whether the operation status flag is 3 (all counts) or 4 (all counts canceled). If the operation status flag is 3 or 4, the process proceeds to step S429-3, and if the operation status flag is not 3 or 4, that is, if it is 1 (short press) or 2 (long press), the process proceeds to step S429-6.

[0278] (Step S429-3) If the operation status flag is 3 or 4, the command transmitting / receiving means 272 determines whether the total counting flag is 1 (total counting in progress). If the total counting flag is 1 (total counting in progress), the process proceeds to step S429-4, and if the total counting flag is not 1, i.e., 0 (total counting completed), the process proceeds to step S429-5.

[0279] (Step S429-4) The command transmitting / receiving means 272 changes the values ​​of bits 4 to 2 of the main control transmission buffer from the provisionally set values ​​to 011b.

[0280] (Step S429-5) The command transmitting / receiving means 272 changes the values ​​of bits 4 to 2 of the main control transmission buffer from the provisionally set values ​​to 000b.

[0281] (Step S429-6) The command transmission / reception means 272 copies the value of the main control transmission buffer into the first byte of the medal status command and transmits the medal status command to the main CPU 200a.

[0282] (Step S429-7) The command transmitting / receiving means 272 resets the values ​​of bits 4 to 2 of the main control transmission buffer to 000b, and ends the command transmission process.

[0283] Here, since the medal count update means 274 provisionally sets 1b to one of bits 4 to 2 of the main control transmission buffer at the end of the total counting process, in step S429-1, the (2) command transmission / reception means 272 can start the transmission process of the medal status command in response to the setting of 1b to one of bits 4 to 2 of the main control transmission buffer. Then, in step S429-5, in response to the total count flag not being 1 (being 0), the (3) command transmission / reception means 272 can change bits 4 to 2 of the main control transmission buffer to the value that should have been sent (000b) in preparation for the transmission process of the medal status command. Thus, in step S429-6, the (4) command transmission / reception means 272 can transmit a medal status command that reflects the changed values ​​of bits 4 to 2 of the main control transmission buffer.

[0284] Note that, since the total count flag is synchronized with the operation status flag, the operation status flag may be used instead of the total count flag. For example, instead of determining that the total count flag is 1, the medal count update means 274 may determine that the operation status flag is 3. Also, instead of determining that the total count flag is 0, the medal count update means 274 may determine that the operation status flag is other than 3 (0, 1, 2, 4). In this way, by substituting the operation status flag for the total count flag, it is possible to reduce the storage area occupied by flags in the medal RAM 260c.

[0285] Also, in the above description, an example has been given in which, if the total counting flag is 1 (total counting processing in progress) in steps S429-3 and S429-4, the command sending / receiving means 272 changes the values ​​of bits 4 to 2 of the main control transmission buffer to 011b. However, if the operation status flag is 3 (total counting processing in progress), the values ​​of bits 4 to 2 of the main control transmission buffer should already be 011b, and there is no need to overwrite 011b. Therefore, the processing of step S429-4 can be omitted.

[0286] In this way, the medal number update means 274 temporarily sets 1b (first value) to bit 2 of the main control transmission buffer in response to the completion of all counting processes to create a transmission trigger for the value of the main control transmission buffer, and the command transmission / reception means 272 changes the value of bit 2 of the main control transmission buffer from 1b to 0b (second value) and transmits the changed main control transmission buffer to the main CPU 200a. This configuration allows the command transmission / reception means 272 to immediately transmit a medal status command to the main CPU 200a in response to the completion (stop) of all counting processes. Therefore, the player can quickly grasp the completion (stop) of all counting processes.

[0287] Furthermore, the medal count updating means 274 sets a total counting flag in response to the start of the total counting process, unsets the flag in response to the end of the total counting process, and sets 1b (a specific value) to bit 2 of the main control transmission buffer in response to the start of the total counting process. The command sending / receiving means 272 sends the value of the main control transmission buffer to the main CPU 200a. Furthermore, while the total counting flag is set, the medal count updating means 274 sets the same 1b (a specific value) to bit 2 of the main control transmission buffer. The command sending / receiving means 272 sends the value of the main control transmission buffer to the main CPU 200a in response to a transmission trigger. With this configuration, the command sending / receiving means 272 can continuously send medal status commands to the main CPU 200a while the total counting process is being executed, allowing the player to reliably understand that the total counting process is being executed.

[0288] FIG. 22 is a flowchart showing an example of the flow of the counting response process in the main control board 200.

[0289] (Step S450) The command transmitting / receiving means 226 in the main CPU 200a determines whether or not it has received a command from the command transmitting / receiving means 272 in the medal CPU 260a indicating that the counting process has been executed and the number of game medals after counting. If a command has been received, the process proceeds to step S451, and if a command has not been received, the counting process ends.

[0290] (Step S451) The command transmitting / receiving means 226 determines whether the command received this time is different from the command it has stored. If the command is different, the process proceeds to step S452, and if the command is not different, the counting process ends.

[0291] (Step S452) If the commands are different, the command transmitting / receiving means 226 transmits at least the main control transmission data of the received command as is to the sub-CPU 240a. In this way, the sub-CPU 240a can notify the player through the liquid crystal display unit 132, speaker 134, and performance lamp 136 that the electronic medals are being transferred to the dedicated unit 300 by the counting process.

[0292] (Step S453) The command transmitting / receiving means 226 stores the received command in the main RAM 200c for use in the next comparison, and ends the counting response process.

[0293] FIG. 23 is a flowchart showing an example of the flow of the counting response process in the sub-control board 240.

[0294] (Step S470) The command receiving means 252 in the sub CPU 240a determines whether or not a command indicating that the counting process has been executed and the number of game medals after counting has been received from the command transmitting / receiving means 226 in the main CPU 200a. If a command has been received, the process proceeds to step S471, and if a command has not been received, the process proceeds to step S478.

[0295] (Step S471) The presentation control means 254 of the sub-CPU 240a determines whether the number of game medals after counting indicated in the received command is 0. As a result, if the number of game medals after counting is not 0, the process proceeds to step S472, and if the number of game medals after counting is 0, the process proceeds to step S477.

[0296] (Step S472) The performance control means 254 determines whether bit 2 of the main control transmission data in the received command is 1b. If bit 2 of the main control transmission data is 1b, the process proceeds to step S473, and if bit 2 of the main control transmission data is not 1b, the process proceeds to step S474.

[0297] (Step S473) If bit 2 of the main control transmission data is 1b, the performance control means 254 determines that the total counting process has started, and performs a performance of the total counting process, for example, by displaying the message "Total counting in progress" on the liquid crystal display 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.

[0298] (Step S474) The performance control means 254 determines whether bit 2 of the main control transmission data in the received command is 0b. If bit 2 of the main control transmission data is 0b, the process proceeds to step S475. If bit 2 of the main control transmission data is not 0b, the process proceeds to step S476.

[0299] (Step S475) If bit 2 of the main control transmission data is 0b, the performance control means 254 determines that all counting processes have been completed (stopped), and performs a performance to indicate the end of all counting processes, for example, by displaying the message "All counting completed" on the liquid crystal display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.

[0300] (Step S476) The presentation control means 254 displays the number of game medals after counting on the liquid crystal display unit 132, and ends the counting process.

[0301] (Step S477) In step S471, when it is determined that the number of game medals after counting is 0, the effect control means 254 ends the effect related to the counting process, and ends the counting process.

[0302] (Step S478) If it is determined in step S470 that a command has not been received, the performance control means 254 determines whether or not 400 msec or more has elapsed since the previous command was received. If 400 msec or more has elapsed, the process proceeds to step S479, and if 400 msec has not yet been reached, the counting process is terminated.

[0303] (Step S479) If it is determined in step S478 that 400 msec or more has elapsed since the previous command was received, the performance control means 254 ends the performance related to the counting process and terminates the counting response process. Note that if the performance data set as the performance related to the counting process is performance data of 400 msec or more, such as image data, audio data, or light emission data that is not loop data, for example, the audio of "Thank you for your hard work" when all counting is completed, and the accompanying image display, lamp emission, etc., the performance data may be continued beyond 400 msec without terminating midway.

[0304] (Modification of total counting process) 17 to 23, the flow of the counting process when the counting switch 126 is operated for full counting has been described above. Specifically, when the medal number updating means 274 determines that the player's operation of the counting switch 126 is a full counting operation and executes the full counting process, the medal number updating means 274 continues the counting process without interruption even if the player turns off the counting switch 126. Then, when the player turns the counting switch 126 on / off again after turning off the counting switch 126, the medal number updating means 274 stops the full counting process in response to the ON edge of the counting switch 126.

[0305] 17 to 23, when a player attempts to stop the total counting process, the medal number updating means 274 immediately stops the total counting process in response to the ON edge of the counting switch 126, on the premise that the counting switch 126 is turned ON at a strict timing so that the number of counted electronic medals becomes the desired number, or so that the number of game medals remaining in the slot machine 100 becomes the desired number when the counting process is stopped. However, this is not limited to such an example. Some players, when attempting to stop the total counting process, first start operating the counting switch 126 (turn ON) and then release the operation of the counting switch 126 (turn OFF) at a strict timing to immediately stop the total counting process. In this case, if the player turns OFF the counting switch 126 during the total counting process, and then turns ON the counting switch 126 again and then turns OFF the counting switch 126 again, the medal number updating means 274 stops the total counting process in response to the OFF edge of the counting switch 126. An example in which all counting processes are stopped by an OFF edge will be described below.

[0306] FIG. 24 is a timing chart for explaining another flow of the counting process when the counting switch 126 is operated to count all, and FIG. 25 is a flowchart showing an example of the flow of the counting process in the medal count control board 260. FIG. 24 corresponds to FIG. 17, and FIG. 25 corresponds to FIG. 18. FIGS. 24 and 25 differ from FIGS. 17 and 18 in that the player turns OFF the counting switch 126 after the medal number updating means 274 determines that a counting operation has been performed, and then the player turns ON / OFF the counting switch 126 again, and the medal number updating means 274 stops the counting process with an OFF edge. Note that the processes in FIGS. 19 to 23 also correspond to FIGS. 24 and 25, just like in FIGS. 17 and 18.

[0307] In the examples of FIGS. 24 and 25, in addition to the operation status flag and the count reservation flag, a "long press flag" is used. The long press flag indicates that the count switch 126 has been operated for a long time, i.e., the count switch 126 is ON and has been in the ON state for 500 msec or more. Therefore, the long press flag is set to 1 when the count switch 126 has been in the ON state for 500 msec or more, and is set to 0 when the count switch 126 is turned OFF in that state. Note that if the player turns OFF the count switch 126 after the medal count update means 274 determines that a full count operation has been performed, the long press flag will not be set thereafter until the full counting process is completed. Therefore, here, depending on the state of the long press flag when the count switch 126 is turned OFF, it can be determined whether the count switch 126 is OFF after the medal count update means 274 determines that a full count operation has been performed or whether the count switch 126 is OFF to stop the full counting process.

[0308] 24, when a player turns on the counting switch 126, the medal number updating means 274 temporarily sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126. In addition, the medal number updating means 274 measures the time from the ON edge of the counting switch 126 using a counting timer.

[0309] Then, when the time from the ON edge of the counting switch 126 becomes 500 msec or more, the medal number updating means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal number updating means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal number updating means 274 sets the count reservation flag to 2 to reserve the continuous counting processing. In addition, the medal number updating means 274 determines that a long press operation has started and switches the long press flag from 0 to 1.

[0310] The medal count updating means 274 then refers to the operation status flag at the timing of counting, and if the operation status flag is set to 2, sets the counted medal count in the counting notification to "50." Furthermore, the medal count updating means 274, for example, subtracts 50 from the current number of game medals, "1020," and updates the number of game medals to "970." Accordingly, the number of game medals, "970," is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. Note that once the initial continuous counting process has been executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count updating means 274 resets the counting reservation flag to 0. Thereafter, the medal count updating means 274 executes the relevant continuous counting process at each timing of counting. Therefore, the number of medals played is reduced by 50 each time, and changes as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".

[0311] Then, if the player keeps the counting switch 126 ON and the time from the ON edge of the counting switch 126 reaches 4000 msec or more, the medal number updating means 274 determines that the player's operation is a full count operation and executes full count processing. Specifically, the medal number updating means 274 switches the operation status flag from 2 (long press) to 3 (full count). However, since the counting switch 126 continues to be ON, the long press flag is maintained at 1.

[0312] The medal count updating means 274 then refers to the operation status flag at the timing of counting, and if the operation status flag is set to 3, sets the counted medal count in the counting notification to "50." The medal count updating means 274 also subtracts 50 from the current number of game medals, "470," for example, and updates the number of game medals to "420." Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. The medal count updating means 274 executes the relevant counting process at each timing of counting. Therefore, the number of game medals is subtracted by 50 at a time, changing as follows: "370" → "320" → "270" → "220" → "170."

[0313] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as with a long press operation without continuing to operate the counting switch 126. For example, as shown in FIG. 24, suppose the player turns off the counting switch 126 after the operation state flag has switched to 3. This causes an OFF edge of the counting switch 126. However, even if an OFF edge of the counting switch 126 occurs, the medal count updating means 274 maintains 3 (total count) without changing the operation state flag, provided that the long press flag is 1. Therefore, even if the counting switch 126 is turned off, the counting process continues without interruption. The medal count updating means 274 switches the long press flag from 1 to 0 in response to the OFF edge of the counting switch 126.

[0314] Now, let's say that the player turns the counting switch 126 OFF and then turns it ON again. This causes an ON edge of the counting switch 126. However, even if an ON edge of the counting switch 126 occurs, the medal number updating means 274 maintains 3 (total count) without changing the operation status flag. Therefore, even if the counting switch 126 is turned ON, the counting process continues without interruption.

[0315] Also, suppose that while the total counting process is being executed, the player turns the counting switch 126 OFF once, and then turns the counting switch 126 ON / OFF again. This causes the counting switch 126 to go OFF. The medal count update means 274 resets the operation status flag in response to the OFF edge of the counting switch 126, provided that the long press flag is 0, and stops the total counting process. Therefore, the counting process stops at the OFF edge of the counting switch 126, and the number of game medals stops at "170" at the counting timing before the OFF edge of the counting switch 126.

[0316] In such a total counting process, when the counting switch 126 is turned ON / OFF again, it is sufficient that the total counting process stops in response to the operation of the counting switch 126. Therefore, there is no need to determine that the repeated ON / OFF operation of the counting switch 126 is a short press operation, a long press operation, or a new total counting operation. Here, when the counting switch 126 is turned ON / OFF to stop the counting process in the total counting process, the medal number update means 274 does not determine that this is a short press operation, a long press operation, or a new total counting operation, even if the ON state of the counting switch 126 continues. Therefore, even if the time from the ON edge of the counting switch 126 is 500 msec or more, the continuous counting process does not start, and even if the counting switch 126 is subsequently turned OFF, the total counting process simply stops, and the single counting process is not executed in response to the OFF edge.

[0317] Furthermore, the medal count update means 274 refers to the operation status flag at the timing of counting, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting process) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 010b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer into the first byte of the medal status command as main control transmission data, and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.

[0318] Furthermore, when the operation status flag changes from 2 (long press) to 3 (full count), the medal count updating means 274 sets bit 2 (full count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmitting / receiving means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. Then, the command transmitting / receiving means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, the medal count updating means 274 refers to the operation status flag at the counting timing, and when the operation status flag is set to 3 (full count), it sets bit 2 (full count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. When any of bits 4 to 2 of the main control transmission buffer is set to 1b, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, when the counting switch 126 is turned ON and then OFF again, the medal number update means 274 sets bits 4 to 2 of the main control transmission buffer to 000b as command information notifying the end of the total counting process, and transmits a medal status command. When the total counting process is completed (when none of the single counting process, continuous counting process, or total counting process has been performed), bits 4 to 2 of the main control transmission buffer all become 0b, meaning there is no data to trigger the transmission of the medal status command. However, due to the special processing at the end of the total counting process described above, a medal status command in which bits 4 to 2 of the main control transmission data are 000b is transmitted. Then, the command transmitting / receiving means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.Thus, as shown in Fig. 24, when the time from the ON edge of the counting switch 126 reaches 4000 msec or more and the operation status flag changes from 2 (long press) to 3 (full count), the start of the full counting process is transmitted to the main CPU 200a via a medal status command. Also, as shown in Fig. 24, the counting switch 126 is turned ON, and after 4000 msec, the ON state is released. Until the counting switch 126 is again turned ON / OFF and the full counting process is released, each time a counting timing arrives, the execution of the continuous counting process and the full counting process, as well as the number of game medals after counting, are transmitted to the main CPU 200a via a medal status command. Also, as shown in Fig. 24, when the counting switch 126 is again turned OFF, the end of the full counting process is transmitted to the main CPU 200a via a medal status command.

[0319] Here, an example has been described in which the medal count updating means 274 sets 1b not only to bit 2 (total counting process) of the main control transmission buffer but also to bit 3 (continuous counting process) while the total counting process is being performed, and sets the values ​​of bits 4 to 2 to 011b. However, this is not the only case, and it is sufficient to communicate that the total counting process is being performed, and the medal count updating means 274 may set 1b to bit 2 (total counting process) of the main control transmission buffer while the total counting process is being performed, and set the values ​​of bits 4 to 2 to 001b.

[0320] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0321] The presentation control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game medals "970" after the first continuous counting process is completed on the liquid crystal display unit 132 in response to bit 3 (continuous counting process) of the main control transmission data in the command being 1b, and updates the display of the number of game medals as follows each time a command is received: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470." Furthermore, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is 1b, the presentation control means 254 updates the display of the message "Counting" to the message "Total counting." The presentation control means 254 continues to update the display of the number of game medals as follows each time it receives a command: "420" → "370" → "320" → "270" → "220" → "170." Furthermore, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data is set to 0b, the presentation control means 254 updates the display of the message "Total counting in progress" to the message "Total counting completed," and deletes the display after a predetermined time has elapsed since receiving the command, or in response to a switch operation by the player. Furthermore, in response to bit 3 (continuous counting process) of the main control transmission data in the command being set to 1b, the presentation control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the total counting process stops. Here, the performance control means 254 may change the sound output from the speaker 134 or execute a specific performance of outputting a specific sound notifying that the process has shifted to the full counting process in response to bit 2 (full counting process) of the main control transmission data in the command becoming 1b. Also, the performance control means 254 may change the sound output from the speaker 134 or execute an end performance of outputting a specific sound notifying that the full counting process has stopped in response to bit 2 (full counting process) of the main control transmission data in the command becoming 0b. For example, the performance control means 254 causes the performance lamp 136 to emit light in a predetermined light color until the full counting process stops in response to bit 3 (continuous counting process) of the main control transmission data in the command becoming 1b.Here, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 1b, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color notifying that the process has been shifted to total counting process, or execute a specific performance notifying that the process has been shifted to total counting process by blinking. Also, in a situation where a performance based on total counting process is being continuously executed, in response to bit 2 (total counting process) of the main control transmission data in the command becoming 0b, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color notifying that the process has been stopped, or execute an end performance notifying that the process has been stopped by blinking.

[0322] The player can understand that the process has shifted to the full counting process and that the counting process can be continued even if the counting switch 126 is turned OFF, by such changes in the display on the liquid crystal display unit 132, the changes in the sound output from the speaker 134, and the changes in the light emission mode of the performance lamp 136. Furthermore, the player can understand that, following the shift to the full counting process, the full counting process will be stopped by turning the counting switch 126 OFF again, after turning the counting switch 126 OFF.

[0323] Since the timing at which it is determined that all counting has been canceled (the timing at which the counting switch 126 is turned OFF again) is independent of the counting timing, it is unlikely that the timing at which the sub-CPU 240a receives a command in which bit 2 (all counting processing) of the main control transmission data becomes 0b will overlap with the timing at which it receives a command according to the counting timing. However, if the timing at which both commands are received is close, the notification that all counting processing has stopped and the notification that counting processing has been executed may overlap, making it difficult for the player to recognize one notification. Therefore, here, the notification that all counting processing has stopped is executed with priority over the notification that counting processing has been executed. For example, on the liquid crystal display 132, the message "All counting completed" may be placed in a layer above the display of the number of game medals played, a sound indicating that all counting processing has stopped may be output from the speaker 134 at a higher volume than a sound indicating that counting processing has been executed, or the effect lamp 136 may be illuminated in a lighting pattern indicating that all counting processing has stopped. With this configuration, the player can be sure that the counting process has stopped. Also, a message informing the player that the counting process has finished or that the counting process has finished may be displayed for a predetermined period of time, and when the message display has finished, a demo screen may be displayed to invite the next player.

[0324] Next, an example of the flow of the counting process in the medal count control board 260 will be described with reference to Fig. 25. The counting process is executed at a predetermined timer interruption period (for example, every 1 msec).

[0325] In the example of FIG. 18, the medal count update means 274 realizes a short press of the counting switch 126 in response to the OFF edge of the counting switch 126 (step S420). Also in the example of FIG. 18, the medal count update means 274 realizes a player's operation to stop the full counting process after determining that a full counting operation has been performed in response to the ON edge of the counting switch 126 (step 426). In this way, in the example of FIG. 18, independent processing is performed based on two independent determination criteria, such as the ON edge and OFF edge of the counting switch 126. This requires programs corresponding to multiple determinations and processes, which may occupy memory space and potentially strain the memory space of the medal ROM 260b. Therefore, as described above, the medal count update means 274 realizes a player's operation to stop the full counting process in response to the OFF edge of the counting switch 126 after determining that a full counting operation has been performed. Specifically, the medal count update means 274 realizes the player's operation to stop the full counting process after it has determined that the operation is a full counting operation, in response to the OFF edge of the counting switch 126 (step S420 in Figure 25), just like a short press of the counting switch 126.

[0326] With this configuration, it is possible to omit the processing after the operation status flag changes to 3 (total count), i.e., the processing after transition to total count processing, steps S400, S413, and S425 to S428 in the example of Fig. 18. Therefore, in the example of Fig. 25, the storage area for steps S400 and S425 to S428 in Fig. 18 is not required, and it is possible to appropriately secure the capacity of the storage area for other processing.

[0327] (Step S401) The medal number updating means 274 determines whether or not the counting switch 126 is turned on. As a result, if the counting switch 126 is turned on, the process proceeds to step S440, and if the counting switch 126 is not turned on, the process proceeds to step S415.

[0328] (Step S440) The medal count update means 274 determines whether the operation status flag is 0 and whether the counting switch 126 is at an ON edge. If the operation status flag is 0 and the counting switch 126 is at an ON edge, the process proceeds to step S403. If the operation status flag is not 0 or the counting switch 126 is not at an ON edge, the process proceeds to step S441. Here, the reason for determining whether the operation status flag is 0 in addition to whether the counting switch 126 is at an ON edge is to distinguish between an ON edge at the start of operation of the counting switch 126 and an ON edge of the counting switch 126 for stopping the total counting process after determining that a total counting operation has been performed. As shown in FIG. 24, even if the counting switch 126 is turned ON after determining that a total counting operation has been performed, the operation status flag remains at 3 (total counting). Therefore, even if the counting switch 126 is at the ON edge, if the operation status flag is 3, the medal number updating means 274 does not proceed to step S403, and only if the operation status flag is 0, does it proceed to step S403.

[0329] (Step S403) If the counting switch 126 is at the ON edge, the medal number updating means 274 temporarily sets the operation status flag to 1, determining that the player's operation is a short press operation, and moves the process to step S429.

[0330] (Step S441) Next, the medal count update means 274 determines whether the operation status flag is 2 (long press) or 3 (total count). As a result, if the operation status flag is not 2 or 3, the process proceeds to step S406, and if the operation status flag is 2 or 3, the process proceeds to step S410. Here, by adding operation status flag = 3 to the determination of the operation status flag, the multiple counting process S413 executed when the operation status flag is 3 in the example of FIG. 18 is standardized.

[0331] (Step S406) The medal count update means 274 refers to the count timer and determines whether 500 msec has passed since the ON edge of the count switch 126. If 500 msec has passed, the process proceeds to step S407, and if 500 msec has not passed, the operation is determined to still correspond to a short press operation, and the process proceeds to step S409 without changing the operation status flag.

[0332] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal number updating means 274 determines that the operation is a long press operation and sets the operation status flag to 2 (long press).

[0333] (Step S408) Subsequently, the medal number updating means 274 sets the count reservation flag to 2 (continuous counting process) in order to execute the continuous counting process at least once.

[0334] (Step S442) Next, the medal count updating means 274 sets the long press flag to 1, since it determines that a long press operation has started.

[0335] (Step S409) The medal count update means 274 increments the count timer by 1 to count the time from the ON edge of the count switch 126, and moves the process to step S429. Here, since the timer interrupt period is set to 1 msec, incrementing by 1 counts 1 msec at a time.

[0336] (Step S410) When 500 msec has elapsed since the ON edge of the counting switch 126 and it is determined in step S405 that the operation status flag is 2 (long press), the medal number update means 274 refers to the count timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. If 4000 msec has elapsed, the process proceeds to step S411, and if 4000 msec has not elapsed, it is determined that the operation still corresponds to a long press operation, and the process proceeds to step S412 without changing the operation status flag.

[0337] (Step S411) If 4000 msec has elapsed since the ON edge of the count switch 126, the medal number updating means 274 determines that the operation is a full count operation and sets the operation status flag to 3 (full count).

[0338] (Step S412) Next, the medal number update means 274 determines whether or not it is time to count. If it is time to count, the process proceeds to step S413, and if it is not time to count, the process proceeds to step S409 without performing the counting process.

[0339] (Step S413) If it is counting time, the medal number update means 274 performs multiple counting processing (continuous counting processing) based on the long press operation. In this multiple counting processing, the values ​​of bits 4 to 2 of the main control transmission buffer are set to 010b or 011b. This multiple counting processing will be described in detail later.

[0340] (Step S414) The medal number updating means 274 resets the count reservation flag to 0 (no reservation) assuming that the continuous counting process based on the long press operation has been executed at least once.

[0341] (Step S415) If it is determined in step S401 that the count switch 126 is turned off, the medal number update means 274 determines whether the count reservation flag is 1 (reservation of single count processing) and whether it is count timing. If the count reservation flag is 1 and it is count timing, the process proceeds to step S416, and if the count reservation flag is not 1 or it is not count timing, the process proceeds to step S443 without performing single count processing.

[0342] (Step S416) If the count reservation flag is 1 and it is counting time, the medal number update means 274 performs single counting processing based on the short push operation. In this single counting processing, the values ​​of bits 4 to 2 of the main control transmission buffer are set to 100b. This single counting processing will be described in detail later.

[0343] (Step S417) The medal number updating means 274 resets the count reservation flag to 0 (no reservation) on the assumption that a single medal counting process based on a short press operation has been executed.

[0344] (Step S443) Next, the medal count update means 274 determines whether the count reservation flag is 2 (a long press operation was performed, but the count switch 126 was turned off before the count timing arrived) or whether the operation status flag is 3 (total count) and it is time to count. As a result, if the count reservation flag is 2 or the operation status flag is 3 (total count) and it is time to count, the multiple count process of step S413 is executed, and if the count reservation flag is not 2 and the operation status flag is not 3, or it is not time to count, the multiple count process is not executed and the process proceeds to step S420. Here, by adding the operation status flag = 3 to the count process determination, the multiple count process S413 executed when the operation status flag is 3 in the example of FIG. 18 is standardized.

[0345] (Step S419) The medal number updating means 274 resets the count reservation flag to 0 (no reservation) assuming that multiple counting processing based on the long press operation has been executed.

[0346] (Step S420) The medal number update means 274 determines whether or not the counting switch 126 is at the OFF edge. If the counting switch 126 is at the OFF edge, the process proceeds to step S421, and if the counting switch 126 is not at the OFF edge, the process proceeds to step S429.

[0347] (Step S421) If the counting switch 126 is turned off and is at the OFF edge, the medal number updating means 274 determines whether the operation status flag is 1 (short press). If the operation status flag is 1, the process proceeds to step S422, and if the operation status flag is not 1, the process proceeds to step S444.

[0348] (Step S422) Next, the medal number update means 274 sets the count reservation flag to 1 (single count process) in order to execute the single count process, and moves the process to step S444. Thus, in step S415, when the count reservation flag is 1 and the counting timing arrives, the single count process of step S416 is executed.

[0349] (Step S444) Next, the medal count update means 274 determines whether the counting status flag is 3 and the long press flag is 1. As a result, if the counting status flag is not 3 or the long press flag is 0, the process proceeds to step S423. If the counting status flag is 3 and the long press flag is 1, the process proceeds to step S445 without performing the processes of steps S423 and S424. Here, the reason for determining the long press flag is to distinguish between the OFF edge of the counting switch 126 after determining that a full counting operation has been performed and the OFF edge for stopping the full counting process. As shown in FIG. 24, even if the counting switch 126 is turned OFF after determining that a full counting operation has been performed, the operation status flag remains 3 (full counting). Therefore, even if the counting switch 126 is at the OFF edge, if the operation status flag is 3 and the long press flag is 1, the medal count update means 274 does not proceed to step S423, but if the long press flag is 0, or if the long press flag is 1 but the operation status flag is 2 (not 3), the medal count update means 274 transfers processing to step S423.

[0350] (Step S423) The medal number updating means 274 sets the operation status flag to 0 (non-operation) in order to reset the short press operation or the long press operation in response to the OFF edge of the counting switch 126.

[0351] (Step S424) The medal number update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126, and also resets the multiple count counter to 0, and moves the process to step S429. The multiple count counter is a counter that counts the number of times the multiple count process has been executed.

[0352] (Step S445) The medal number updating means 274 sets the long press flag to 0 in response to the OFF edge of the counting switch 126, and moves the process to step S429.

[0353] (Step S429) Then, in response to 1b being set to any one of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 transmits a medal status command to the main CPU 200a, and terminates the counting response process.

[0354] 24 and 25, here, the medal number updating means 274 determines that the operation of the counting switch 126 is a full counting operation, and when the player turns the counting switch 126 OFF and then turns the counting switch 126 ON / OFF again, the medal number updating means 274 stops the full counting process in response to the OFF edge of the counting switch 126. Therefore, with the counting switch 126 OFF during the full counting process, the player can first turn the counting switch 126 ON, and then stop the full counting process at the strict timing of releasing (turning OFF) the operation of the counting switch 126.

[0355] Furthermore, the medal count update means 274 uses the OFF edge of the count switch 126 as a trigger to stop the full counting process by the player after determining that the medal count operation has been performed. Specifically, in the example of FIG. 25, the medal count update means 274 uses the OFF edge of the count switch 126 in step S420 as a trigger, similar to a short press of the count switch 126, to stop the full counting process by the player after determining that the medal count operation has been performed. With this configuration, it is possible to omit the processing after the operation status flag changes to 3 (full count) in the example of FIG. 18, i.e., the processing after transition to the full counting process, steps S400, S413, and S425 to S428. Therefore, in the example of FIG. 25, the storage area for steps S400 and S425 to S428 in FIG. 18 is not required, making it possible to appropriately secure storage area capacity for other processing. In this way, in this embodiment, by providing variation to all counting operations, it is possible to improve convenience for the player.

[0356] (Another example of operation of the counting switch 126) In the above-described embodiment, a short press operation, a long press operation, and a full count operation were realized according to the operation mode of the count switch 126. However, with such an operation mode, for example, it takes 4000 msec to continue the counting process (full counting process) without turning on the count switch 126. Therefore, a full counting switch 142 is provided separately from the count switch 126, and full counting process can be realized with a simple operation.

[0357] 26 is an external view for explaining the mechanical configuration of the game medal count display device 128. In FIG. 26, the direction of arrow F indicates the front direction of the slot machine 100, and the direction of arrow B indicates the rear direction of the slot machine 100.

[0358] As shown in FIG. 26, the game medal number display device 128 is housed in a housing 128a together with the light-emitting element group L1 to L5, the counting switch 126, and the total counting switch 142. The housing 128a is located in the upper right portion of the operation unit installation base 112 of the slot machine 100 shown in FIG. 1. That is, the game medal number display device 128 is provided in a position corresponding to the position of a medal insertion slot in a slot machine in which games are played using actual medals. This allows for effective use of the space of the medal insertion slot that becomes unnecessary due to the introduction of the slot machine 100. Furthermore, the game medal number display device 128 displays the number of game medals through the light-emitting element group L1 to L5, which is a 7-segment LED having seven light-emitting elements. Therefore, the game medal number display device 128 has the same use as the medal insertion slot used for adding medals, in that it handles medals (digitized medals), and the player does not feel uncomfortable with the presence of the game medal number display device 128.

[0359] The counting switch 126 and the total counting switch 142 detect the player's operations to perform the counting process. The player can perform the above-mentioned short press operation, long press operation, and total counting process through the counting switch 126. The player can also perform the total counting operation through the total counting switch 142. Here, it is assumed that the total counting operation can be realized with either the counting switch 126 or the total counting switch 142. However, when the total counting switch 142 is provided and the total counting operation is realized with the total counting switch 142, the total counting operation may be restricted depending on the counting switch 126, and only short press operation and long press operation may be realized.

[0360] As described above, when performing the total counting process, the counting switch 126 must be kept ON for 4000 msec or more, but the total counting switch 142 only needs to be ON for a short time. It should be noted that a player is likely to operate the total counting switch 142 when counting a large number of game medals, such as at the end of a game. Therefore, as in the example of FIG. 26 , the area of ​​the depression portion of the total counting switch 142 may be made larger so that it is easier to press than the counting switch 126. Furthermore, as in the example of FIG. 26 , by positioning the total counting switch 142 to the right of the counting switch 126 in the housing 128a, when a player attempts to operate the total counting switch 142, the total counting switch 142 becomes easier to operate with the player's right hand than the counting switch 126. Also, as in the example of Figure 26, by positioning the center of the total counting switch 142 closer to the player (toward the player) than the center of the counting switch 126 in the housing 128a, when the player attempts to operate the total counting switch 142, the total counting switch 142 becomes easier for the player to operate than the counting switch 126. Also, the total counting switch 142 may be easily turned ON with a relatively shallow depression, while the counting switch 126 must be pressed deeper to turn ON. However, if the total counting switch 142 is easily turned ON with a very shallow depression, there is a risk that the total counting process will be unintentionally started simply by the player touching the total counting switch 142. Therefore, the total counting switch 142 may be turned ON only when pressed deeper than the bet switch 116 (particularly the max bet switch) and the effect switch 124 (particularly the cross key for changing the volume, the menu screen transition switch for switching to the menu screen, and the effect switch used during effects). Also, in the example of Figure 26, both the total counting switch 142 and the counting switch 126 are marked with their switch indicators ("total count", "count"), but this is not limited to this case; only the total counting switch 142 may be marked with an indicator ("total count"), and the counting switch 126 may not be marked with an indicator.26, the indicator "total count" of the total count switch 142 and the indicator "count" of the count switch 126 are displayed in the same size (points), but this is not limited to this case, and the indicator "total count" may be displayed larger than the indicator "count" so that the player can easily grasp the position of the total count switch 142. Also, in the example of FIG. 26, the indicator "possessed number", which indicates the display position of the number of game medals, is displayed in the same size as the indicator "total count" of the total count switch 142 and the indicator "count" of the count switch 126. However, this is not limited to this case, and the indicator "possessed number" may be displayed larger than the indicator "total count", or the indicator "possessed number" may be displayed larger than the indicator "count" so that the player can easily grasp the display position of the number of game medals. 26, the operation method of neither the total counting switch 142 nor the counting switch 126 is indicated, but this is not limiting; the operation method may be indicated only for the total counting switch 142, and the operation method of the counting switch 126 may be understood only through a demo screen or a menu screen. Also, the sound (SE) when the total counting switch 142 is turned ON may be different from the sound (SE) when the counting switch 126 is turned ON, and the sound when the total counting switch 142 is turned ON may be emphasized, for example, by being louder than the sound when the counting switch 126 is turned ON.

[0361] The operation of the count switch 126 has already been described in detail, so here we will explain the flow of the counting process by the total counting operation using the total count switch 142.

[0362] FIG. 27 is a timing chart for explaining the flow of the counting process when the total counting switch 142 is operated.

[0363] 27, when the player turns on the total count switch 142, the medal number update means 274 determines that the player's operation is a total count operation and executes the total count process. Specifically, the medal number update means 274 sets the operation status flag to 3 (total count) in response to the ON edge of the total count switch 142, and sets the count reservation flag to 3 (total count process) to reserve the total count process.

[0364] The medal count updating means 274 then references the operation status flag at the timing of counting, and if the operation status flag is set to 3, sets the counted medal count in the counting notification to "50." Furthermore, the medal count updating means 274, for example, subtracts 50 from the current number of game medals, "1020," and updates the number of game medals to "970." Accordingly, the number of game medals, "970," is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. Note that once the initial full counting process has been executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count updating means 274 resets the counting reservation flag to 0. Thereafter, the medal count updating means 274 executes the relevant full counting process at each counting timing. Therefore, the number of game medals is subtracted by 50 at a time, and changes as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20." Then, when the number of game medals falls below 50, for example, to "20," the medal number update means 274 sets the counted medal number to "20," the number of all remaining game medals, at the counting timing. Therefore, the number of game medals becomes 0, and the counting process by the total counting operation ends. When the counting process by the total counting operation ends, the medal number update means 274 sets the operation status flag to 0 (not operated) and cancels the total counting operation.

[0365] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as with a long press operation without continuing to operate the total count switch 142. For example, as shown in Figure 27, even if the player turns off the total count switch 142 after the operation state flag has switched to 3, the counting process continues without interruption, and counting continues until the number of game medals reaches 0.

[0366] Here, the timing at which it is determined that a total count operation has occurred (the ON edge of the total count switch 142) differs from the count timing. Therefore, the medal number update means 274 sets the operation status flag to 3 at the timing at which it determines that a total count operation has occurred, and performs counting processing for 50 medals at each count timing based on the operation status flag being 3. With this configuration, even if the timing at which it is determined that a total count operation has occurred differs from the count timing, the medal number update means 274 can reliably perform counting processing at the count timing.

[0367] Furthermore, the medal count update means 274 sets the count reservation flag to 3 (full count processing) at the ON edge of the total count switch 142, reserving the full count processing for 50 medals. Then, when the counting timing arrives, the full counting processing for 50 medals is performed based on the count reservation flag being 3. With this configuration, even if the total counting switch 142 is turned OFF and ON after the ON edge and before the next counting timing arrives, the full counting processing is performed at least once at the subsequent counting timing, thereby preventing an event from occurring in which the full counting processing is not performed despite the operation of the total counting switch 142. Furthermore, for example, even if multiple ON / OFFs are detected between counting timings due to chattering of the total counting switch 142, the count reservation flag does not change from the set value of 3, so the full counting processing can be reliably performed once.

[0368] When the total count switch 142 is turned ON, the medal count update means 274 sets bit 2 (total count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 3 (total count), it sets bit 2 (total count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to the setting of 1b to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Thus, as shown in FIG. 27, when the total counting switch 142 is turned ON, the start of the total counting process is transmitted to the main CPU 200a via the medal status command. Also, as shown in FIG. 27, each time the counting timing arrives between the time the total counting switch 142 is turned ON and the time the counting process is completed, the execution of the continuous counting process and the total counting process, as well as the number of game medals after counting, are transmitted to the main CPU 200a via the medal status command.

[0369] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0370] Specifically, the main CPU 200a that receives the command refers to the command and transmits a command indicating that all counting processes have been executed to the sub-CPU 240a. At this time, the main CPU 200a may transmit at least the main control transmission data of the command transmitted from the medal count control board 260 as part of the command to the sub-CPU 240a, thereby communicating that all counting processes have been executed. Note that the main CPU 200a may transmit a command to the sub-CPU 240a only when the command transmitted from the medal count control board 260 changes, for example, only when bit 2 (all counting processes) of the main control transmission data changes from OFF to ON.

[0371] In response to receiving a command in which bit 2 (total counting processing) of the main control transmission data is set to 1b, the presentation control means 254 of the sub-CPU 240a displays, for example, the message "Total counting in progress" and the current number of game medals "1020" on the liquid crystal display unit 132. Then, each time the presentation control means 254 receives a command, it updates the display of the number of game medals as follows: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Furthermore, when the number of game medals reaches 0 as a result of the total counting process, the presentation control means 254 displays the message "Total counting completed" and the number of game medals "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time has passed since receiving the command or in response to a switch operation by the player. Furthermore, in response to bit 2 (total counting process) of the main control transmission data in the command being 1b, the presentation control means 254 causes the speaker 134 to output a predetermined counting sound, for example, until the number of game medals reaches 0 as a result of the total counting process. Furthermore, in response to bit 2 (total counting process) of the main control transmission data in the command being 1b, the presentation control means 254 determines that the game has ended and causes the speaker 134 to output an ending sound such as "Thank you for your hard work." Furthermore, in response to bit 2 (total counting process) of the main control transmission data in the command being 1b, the presentation control means 254 causes the presentation lamp 136 to emit light in a predetermined light color, for example, until the number of game medals reaches 0 as a result of the total counting process.

[0372] The player can understand from the display on the LCD display unit 132, the sound output from the speaker 134, and the lighting state of the performance lamp 136 that the total counting process is being carried out and that the counting process can continue even if the total counting switch 142 is turned off.

[0373] In the above-described embodiment, the counting process is terminated when the number of game medals in all counting processes reaches 0. Furthermore, for example, when the VL connection signal is turned OFF as described above, and the period during which play is no longer possible, the medal number update means 274 stops the counting process.

[0374] In the total counting process, a function has been added in which the player turns off the total counting switch 142 once, and then turns on the total counting switch 142 again, thereby stopping the total counting process at the ON edge. Below, we will explain the flow of the counting process when the player turns on the total counting switch 142 again while the total counting process is being executed by the total counting operation.

[0375] FIG. 28 is a timing chart for explaining another flow of the counting process when the total counting switch 142 is operated.

[0376] 28, when the player turns on the total count switch 142, the medal number update means 274 determines that the player's operation is a total count operation and executes the total count process. Specifically, the medal number update means 274 sets the operation status flag to 3 (total count) in response to the ON edge of the total count switch 142, and sets the count reservation flag to 3 (total count process) to reserve the total count process.

[0377] The medal count updating means 274 then references the operation status flag at the timing of counting, and if the operation status flag is set to 3, sets the counted medal count in the counting notification to "50." Furthermore, the medal count updating means 274, for example, subtracts 50 from the current number of game medals, "1020," and updates the number of game medals to "970." Accordingly, the number of game medals, "970," is displayed on the game medal count display device 128. The command transmitting / receiving means 272 transmits a counting notification in which the counted medal count has been set to the dedicated unit 300. Note that once the initial full counting process has been executed, there is no longer any need to leave the counting reservation flag, and therefore the medal count updating means 274 resets the counting reservation flag to 0. Thereafter, the medal count updating means 274 executes the relevant full counting process at each counting timing. Therefore, the number of play medals is reduced by 50 each time, and changes as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220".

[0378] In this way, when the operation state is determined to be a total count operation, the player can perform the same counting process as with a long press operation without continuing to operate the total count switch 142. For example, as shown in Figure 28, even if the player turns off the total count switch 142 after the operation state flag has switched to 3, the counting process continues without interruption, and counting continues until the number of game medals reaches 0.

[0379] Here, suppose that the player turns the total count switch 142 OFF and then turns it ON again. The medal number update means 274 sets the operation status flag to 4 (total count canceled) in response to the ON edge of the total count switch 142, thereby canceling the total count operation. Therefore, the counting process stops at the ON edge of the total count switch 142, and the number of game medals stops at "220" at the counting timing before the ON edge of the total count switch 142. The command sending / receiving means 272 sends a command to the main CPU 200a indicating that the total counting process has stopped and the number of game medals after counting. Note that even if the counting switch 126 is turned ON instead of the total count switch 142 during the total counting process, the total counting process stops at that ON edge, just as when the total counting switch 142 is turned ON. Although an example in which all counting processes are stopped at an ON edge has been described here, the present invention is not limited to this example, and all counting processes may be stopped at an OFF edge as shown in FIGS.

[0380] In such total counting processing, when the total counting switch 142 is turned ON again, it is only necessary that the total counting processing be stopped in response to the operation of the total counting switch 142. Therefore, it is not necessary to judge the re-ON of the total counting switch 142 as a new total counting operation. Here, in the total counting processing, when the total counting switch 142 is turned ON to stop the counting processing, the medal number updating means 274 does not judge this as a new total counting operation even if the ON state of the total counting switch 142 continues.

[0381] When the total count switch 142 is turned ON, the medal count update means 274 sets bit 2 (total count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to 1b being set to any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 3 (total count), it sets bit 2 (total count processing) and bit 3 (continuous count processing) of the main control transmission buffer to 1b, and sets the values ​​of bits 4 to 2 to 011b. In response to 1b being set in any of bits 4 to 2 of the main control transmission buffer, the command transmission / reception means 272 copies the value of the main control transmission buffer into the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, when the total count switch 142 is turned ON again, the medal number update means 274 sets bits 4 to 2 of the main control transmission buffer to 000b, changing the values ​​of bits 4 to 2 to 000b. The command transmission / reception means 272 copies the value of the main control transmission buffer into the first byte of the medal status command as main control transmission data and transmits the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in Fig. 28, at the timing when the total count switch 142 is turned on, the start of the total counting process is transmitted to the main CPU 200a through a medal status command. Also, as shown in Fig. 28, from the time when the total counting switch 142 is turned on until the counting process is finished, each time the counting timing arrives, the execution of the continuous counting process and the total counting process, as well as the number of game medals after counting, is transmitted to the main CPU 200a through a medal status command.Also, as shown in FIG. 28, when the total counting switch 142 is turned ON again, the fact that the total counting process has been completed is transmitted to the main CPU 200a via a medal state command.

[0382] The main CPU 200a, which has received the command, sends a command to that effect to the sub-CPU 240a. Then, the sub-CPU 240a notifies the player through the liquid crystal display unit 132, the speaker 134, and the performance lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.

[0383] Specifically, the main CPU 200a, having received the command, refers to the command and transmits a command to the sub-CPU 240a indicating that all counting processes have been executed. The main CPU 200a may transmit a command to the sub-CPU 240a only when the command transmitted from the medal count control board 260 changes, for example, when bit 2 (all counting processes) of the main control transmission data changes from OFF to ON. Also, here, when all counting processes are stopped, this fact is communicated to the main CPU 200a and the sub-CPU 240a. The main CPU 200a, having received the command, refers to the command and transmits a command to the sub-CPU 240a indicating that all counting processes have been stopped.

[0384] In response to receiving a command in which bit 2 (total counting processing) of the main control transmission data is set to 1b, the presentation control means 254 of the sub-CPU 240a displays, for example, the message "Total counting in progress" and the current number of game medals "1020" on the liquid crystal display unit 132. Then, each time the presentation control means 254 receives a command, it updates the display of the number of game medals as follows: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220." Furthermore, in response to receiving a command in which bit 2 (total counting process) of the main control transmission data has become 0b, the presentation control means 254 updates the display of the message "Total counting in progress" to the message "Total counting completed," and deletes the display after a predetermined time has elapsed since receiving the command or in response to the player's operation of a switch. In response to bit 2 (total counting process) of the main control transmission data in the command being 1b, the presentation control means 254 causes the speaker 134 to output a predetermined counting sound, for example, until the total counting process has stopped. In response to bit 2 (total counting process) of the main control transmission data in the command being 0b, the presentation control means 254 may change the sound output from the speaker 134 or execute a termination presentation in which a specific sound is output to notify that the total counting process has stopped. In response to bit 2 (total counting process) of the main control transmission data in the command being 1b, the presentation control means 254 causes the presentation lamp 136 to emit light in a predetermined light color, for example, until the total counting process has stopped. In addition, when bit 2 (total counting processing) of the main control transmission data in the command becomes 0b, the performance control means 254 may change the color of light emitted by the performance lamp 136, output a specific color of light to indicate that all counting processing has stopped, or execute an end performance that flashes to indicate that all counting processing has stopped.

[0385] The player can understand that the total counting process is being executed and that the counting process can be continued even if the total counting switch 142 is turned OFF, from the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the light emission mode of the performance lamp 136. In addition, the player can understand that once the total counting process has started, the total counting process will stop by turning the total counting switch 142 OFF and then ON again.

[0386] FIG. 29 is a flowchart showing an example of the flow of the counting process in the medal number control board 260.

[0387] (Step S500) The medal number update means 274 determines whether or not the total count switch 142 is on edge. If the total count switch 142 is on edge, the process proceeds to step S501. If the total count switch 142 is not on edge, the process proceeds to step S504 without changing the operation status flag.

[0388] (Step S501) The medal count update means 274 refers to the operation status flag and determines whether the operation status flag is 3 (total count). If the operation status flag is not 3, the process proceeds to step S502, and if the operation status flag is 3, the process proceeds to step S508.

[0389] (Step S502) If the operation status flag is not 3, the medal number update means 274 determines that the operation is a full count operation and sets the operation status flag to 3 (full count). In addition, the medal number update means 274 sets the full count flag to 1 (full count processing in progress) and sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b.

[0390] (Step S503) Subsequently, the medal number updating means 274 sets the counting reservation flag to 3 (full counting process) in order to execute the full counting process at least once.

[0391] (Step S504) The medal number update means 274 determines whether the total count switch 142 is at the OFF edge and the operation status flag is 4 (total count canceled). If the total count switch 142 is not at the OFF edge or the operation status flag is not 4, the process proceeds to step S505, and if the total count switch 142 is at the OFF edge and the operation status flag is 4, the process proceeds to step S509.

[0392] (Step S505) The medal count update means 274 determines whether the operation status flag is 3 (total count) or whether the counting reservation flag is 3. As a result, if the operation status flag is 3 or the counting reservation flag is 3, the process proceeds to step S506, and if the operation status flag is not 3 and the counting reservation flag is not 3, the command transmission process S429 shown in Fig. 21 is executed, and the counting response process ends.

[0393] (Step S506) Next, the medal count update means 274 determines whether or not it is time to count. If it is time to count, the multiple counting process S413 shown in Fig. 19 is executed, and if it is not time to count, the counting process is not executed, and the command sending process S429 shown in Fig. 21 is executed, and the counting process is terminated.

[0394] (Step S507) The medal count update means 274 resets the count reservation flag to 0 (no reservation) assuming that the full counting process based on the full counting operation has been executed at least once, executes the command sending process S429 shown in Figure 21, and terminates the counting response process.

[0395] (Step S508) When it is determined in step S501 that the operation status flag is 3, the medal number update means 274 sets the operation status flag to 4 (all counting canceled), assuming that all counting operations have been canceled. In addition, the medal number update means 274 sets the all counting flag to 0 (all counting completed), and sets the values ​​of bits 4 to 2 of the main control transmission buffer to 011b.

[0396] (Step S509) In step S504, if it is determined that the total counting switch 142 is at the OFF edge and the operation status flag is 4, the medal number updating means 274 sets the operation status flag to 0 (not operated) to reset the total counting operation.

[0397] In this way, the slot machine 100 includes a game control means (e.g., the main CPU 200a) that controls a game that is played using game values ​​(e.g., electronic medals), a management control means (e.g., the medal CPU 260a, the medal number update means 274) that manages the game values, and a counting operation means (e.g., the counting switch 126) that accepts a player's operation to perform a counting process that transfers at least a part of the game values ​​managed by the management control means to an external device (e.g., the dedicated unit 300). The management control means performs a single counting process, which is a counting process that transfers a single game value, in response to an OFF edge when the counting operation means is continuously ON for less than a first time (e.g., 500 msec). When the time that the counting operation means is continuously ON reaches or exceeds a first time, a multiple counting process is executed, which is a counting process that transfers a predetermined number (e.g., 50) of game values ​​at a predetermined cycle (e.g., 300 msec cycle), and when the time that the counting operation means is continuously ON reaches or exceeds a second time (e.g., 4000 msec) that is longer than the first time, a total counting state (e.g., a state in which the total counting process is being executed) is entered in which the multiple counting process can be executed even if the counting operation means is turned OFF, and in the total counting state, when the counting operation means is turned OFF and then operated again (e.g., ON / OFF operation), a process to cancel the total counting state (e.g., resetting the operation state flag to 0) is executed according to the OFF edge.

[0398] With this configuration, if the player keeps the counting switch 126 ON for a predetermined time, the counting process continues even if the player turns the counting switch 126 OFF thereafter. Also, in the full counting state, the player can stop the full counting process by turning the counting switch 126 ON / OFF again. Here, the player can stop the full counting process at the strict timing by first turning the counting switch 126 ON while the counting switch 126 is OFF, and then releasing (turning OFF) the operation of the counting switch 126.

[0399] The slot machine 100 also includes a game control means (e.g., the main CPU 200a) that controls games played using game values ​​(e.g., electronic medals), a management control means (e.g., the medal CPU 260a) that is connected to the game control means and manages the game values, a presentation control means (e.g., the sub-CPU 240a) that controls presentations based on receiving predetermined control information (e.g., a command) from the game control means, and a counting operation means (e.g., the counting switch 126, the total counting switch 142) that receives a player's operation to perform a counting process for transferring at least a part of the game values ​​managed by the management control means to an external device, and the management control means periodically transfers all or a part of the game values ​​(e.g., when the total counting process is stopped) to an external device (e.g., the dedicated unit 300) in units of a predetermined number based on a first operation (e.g., a total counting operation) on the counting operation means. and when all game values ​​have been transferred in the total counting process, or when a second operation (for example, an operation to stop the total counting process) is performed on the counting operation means, the total counting process is terminated, and when management information (for example, bit 2 of the main control transmission buffer), which is information related to the start or end of the total counting process, becomes a first value (for example, 1b), the management information is sent to the game control means as a transmission trigger (for example, a transmission trigger), and the game control means sends control information including the management information to the presentation control means, and the presentation control means is configured to be able to identify the start or end of the total counting process according to the management information included in the control information, and the management control means, ...

Claims

[Claim 1] a game control means for controlling a game performed using a game value; a management control means for managing the gaming value; a counting operation means for receiving an operation by a player to perform a counting process for transferring at least a part of the game value managed by the management control means to an external device; Equipped with The management control means executes a single counting process, which is the counting process for transferring a single game value, in response to an OFF edge when the time during which the counting operation means is continuously turned ON is less than a first time; When the time during which the counting operation means is continuously turned on reaches or exceeds the first time, a multiple counting process is executed, which is the counting process for transferring a predetermined number of the game values ​​at a predetermined cycle; When the time during which the counting operation means is continuously turned on reaches or exceeds a second time period that is longer than the first time period, a full counting state is established in which the multiple counting process can be executed even if the counting operation means is turned off, In the full counting state, the counting operation means is turned OFF, and when it is operated again, the gaming machine executes a process to cancel the full counting state in response to the OFF edge.

Citation Information

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