Gaming machine
The gaming machine addresses the lack of effective management in smart pachislots and pachinko machines by implementing a system for electronic gaming value management, preventing fraud and reducing costs while enhancing the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2026-03-12
- Publication Date
- 2026-05-19
AI Technical Summary
Smart pachislots and smart pachinko machines lack effective management systems for electronic gaming media, leading to potential fraud, reduced design and manufacturing costs, and a need for improved gaming experience.
A gaming machine with a gaming control means, management control means, and notification means, including a counting operation that manages electronic gaming value, performs multiple counting processes at predetermined intervals, and notifies when conditions are met.
Enables appropriate game management, prevents fraud, reduces costs, and enhances gaming experience by managing electronic gaming media effectively.
Smart Images

Figure 2026083346000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Smart pachislots that can progress the game without the intervention of physical medals while maintaining the gaming performance of slot machines are being considered (for example, Patent Document 1). In addition, smart pachinko machines that are enclosed and circulated so that players can progress the game without touching the game balls are being considered (for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such smart pachislots and smart pachinko machines, there is no need to provide a path for circulating gaming media such as medals and game balls outside the gaming machine. In smart pachislots, the physical gaming media itself becomes unnecessary. Thus, in smart pachislots, the gaming media itself is not used, and in smart pachinko machines, by using non-magnetic game balls, it becomes possible to prevent illegal acts premised on the use of metallic gaming media. In addition, since there is no need to provide a mechanism for inserting and paying out gaming media inside the gaming machine, design costs and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, etc., it becomes possible to prevent fraud and suppress the element of chance.
[0005] It is necessary to improve the gaming experience by incorporating new approaches, such as the management of electronic gaming media, and by implementing new systems that ensure the game progresses appropriately.
[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]
[0007] To solve the above problems, the gaming machine of the present invention comprises: a gaming control means for controlling a game played using gaming value; a management control means for managing the gaming value; a counting operation means for receiving an operation from a player to perform a counting process that transfers at least a portion of the gaming value managed by the management control means to an external device; and a notification means. The management control means executes a multiple counting process, which is the counting process that transfers a predetermined number of the gaming value at predetermined intervals, when the time the counting operation means is continuously ON becomes 1 hour or longer, and when the time the counting operation means is continuously ON becomes 2 hours or longer than the 1 hour... As a result, even if the counting operation means is turned OFF, the entire counting process, which involves multiple counting processes, becomes executable. If the counting operation means is turned ON while the multiple counting process is being executed with the counting operation means OFF, the multiple counting process is stopped. The ON state of the counting operation means related to the stopping of the multiple counting process is maintained, and even if the time spent continuously ON exceeds the first hour, the multiple counting process is not executed. The notification means notifies that the entire counting process has started when the number of times the counting process has been executed under the conditions that the multiple counting process is being executed exceeds a predetermined number of times. [Effects of the Invention]
[0008] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]
[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 5] This is a flowchart showing the main processing of the main control board. [Figure 6] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 7] This is a flowchart illustrating the medal processing of the medal count control board. [Figure 8] This is an explanatory diagram to explain the winning roles. [Figure 9] This diagram shows the draw table for the winning categories. [Figure 10] This is an explanatory diagram to illustrate the transitions between game states. [Figure 11] This is an explanatory diagram to show the transitions between different performance states. [Figure 12] This is a timing chart to explain the counting process when the counting switch is briefly pressed. [Figure 13] This is a timing chart to explain the counting process when the counting switch is pressed and held. [Figure 14] This timing chart explains the other steps in the counting process when the counting switch is pressed and held. [Figure 15] This is a timing chart to explain the counting process when all counting operations are performed using the counting switch. [Figure 16] This timing chart explains the other steps in the counting process when all counting switches are operated. [Figure 17] This flowchart shows an example of the counting process flow in a medal count control board. [Figure 18]It is a flowchart showing an example of the flow of multiple counting processes. [Figure 19] It is a flowchart showing an example of the flow of single counting processes. [Figure 20] It is a flowchart showing an example of the flow of counting corresponding processes in the main control board. [Figure 21] It is a flowchart showing an example of the flow of counting corresponding processes in the sub-control board. [Figure 22] It is a timing chart for explaining the flow of counting processes when the counting switch is fully counted. [Figure 23] It is a timing chart for explaining another flow of counting processes when the counting switch is fully counted. [Figure 24] It is a flowchart showing an example of the flow of counting corresponding processes in the medal number control board. [Figure 25] It is a flowchart showing an example of the flow of multiple counting processes. [Figure 26] It is a flowchart showing an example of the flow of counting corresponding processes in the sub-control board. [Figure 27] It is an external view for explaining the mechanical configuration of the game medal number display device. [Figure 28] It is a timing chart for explaining the flow of counting processes when the full counting switch is operated. [Figure 29] It is a timing chart for explaining another flow of counting processes when the full counting switch is operated. [Figure 30] It is a flowchart showing an example of the flow of counting corresponding processes in the medal number control board.
Embodiments for Carrying Out the Invention
[0010] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustrations.
[0011] (Mechanical configuration of slot machine 100) Slot machines 100, as a form of amusement, can be divided into two types: those that use physical tokens to advance the game, and those that do not. The latter is sometimes called a smart pachislo. Here, we will explain using a smart pachislo as an example of a slot machine 100. In a smart pachislo, instead of physical tokens, electronic tokens are used as electronic game value for the game.
[0012] Figure 1 is an external view illustrating the general mechanical configuration of slot machine 100. Figure 2 is an external view of slot machine 100 with the front door open, illustrating the general mechanical configuration of slot machine 100. Figure 2(a) shows the front door viewed from the rear, and Figure 2(b) shows the casing viewed from the player's side.
[0013] As shown in the external views of Figures 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the housing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and the left reel 110a, middle reel 110b, and right reel 110c are independently rotatable at positions corresponding to the symbol display window 108 inside the housing 102. On the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement in Figure 3(a), multiple types of symbols are arranged in each of the 20 equally divided areas. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108. Note that the left reel 110a, middle reel 110b, and right reel 110c are sometimes collectively referred to simply as reel 110.
[0014] An operating panel mounting base 112 is formed above the front lower door 106, and the operating panel mounting base 112 is equipped 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 token count display device 128, a main segment display unit 130, and the like.
[0015] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional 1 electronic token within the predetermined range. Here, the total number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game, which is the game value number, is sometimes referred to as the "number of game tokens," and the memory area that holds the number of game tokens is sometimes referred to as the "token holding unit." Betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding unit through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, which will be described in more detail later. The entity that performs betting in this way is sometimes referred to as the inserting means.
[0016] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.
[0017] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.
[0018] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holder (adds them to the number of game tokens).
[0019] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.
[0020] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. Here, operations of the counting switch 126 where it is ON for less than 500 msec are called "short press operations," and operations where it is ON continuously for 500 msec or more are called "long press operations." With a short press operation of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press operation, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after the ON time has been 500 msec. If the number of game tokens is less than 50 while a long press operation is in progress, all of the remaining game tokens will be counted. Also, if the counting switch 126 is operated while gameplay is possible, the counting process will always be executed regardless of the game state at that time. Here, "while play is possible" refers to the 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 tokens, play a game on the slot machine 100, and count the results of the game). However, if the power of the slot machine 100 is ON but the power of the dedicated unit 300 is OFF, or if the slot machine 100 and the dedicated unit 300 are not connected, that is, if the VL connection signal is OFF, even if the slot machine 100 accepts operation of the counting switch 126, there is a risk that the counted tokens will be lost, so operation of the counting switch 126 is disabled, and that period is not included in "while play is possible". In addition, the periods in which the slot machine 100 does not (cannot) proceed with gameplay as a standalone unit, such as during the initialization process after power-on, during setting changes and setting confirmation, and during error states that require recovery processing such as reset, are also not included in "while play is possible".
[0021] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum number of tokens inserted (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If the value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the dispensing process for electronic tokens (described later), and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined upper limit, for example, 16369, an error notification (total over error notification) is issued, and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are prohibited from being pressed. When such a complete function is activated (a stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display unit 132, which will be described later, and a complete activation sound indicating that the complete function is activated is output from the speaker 134, which will be described later. The token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.
[0022] The main segment display unit 130 consists 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") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).
[0023] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.
[0024] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (machine payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting change is possible, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.
[0025] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.
[0026] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped 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 effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holder. Note that the 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, from the viewpoint of preventing fraud. On the other hand, the 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 a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.
[0028] Furthermore, the main control board 200 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 state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating 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 the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.
[0031] The reel control means 216 controls the rotation of the left reel 110a, middle 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, middle 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, middle reel 110b, and right reel 110c, respectively.
[0032] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.
[0033] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.
[0034] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.
[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one line rising to the right) connecting the positions corresponding to the symbols that stop on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 dispenses a number of electronic tokens (value) corresponding to the winning combination to the token holder (added to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).
[0036] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.
[0037] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.
[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.
[0039] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.
[0040] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.
[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. 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. Also, the initialization means 210 generates a startup command that includes the transmission information necessary 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 places a bet with electronic tokens. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated game token insertion command to the token count control board 260.
[0043] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for 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 winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.
[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, 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 stopping 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 the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win 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, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, 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 completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.
[0048] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.
[0049] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holder is inserted via the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle 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 electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of the simulated game does not affect the counting of the number of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be included in the count of games, depending on the specifications.
[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with 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 identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-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 an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.
[0053] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.
[0054] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.
[0055] Furthermore, 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 through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a 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 detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.
[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 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.
[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and 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 auxiliary effects when the AT effect state is active.
[0059] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.
[0061] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.
[0062] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.
[0063] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.
[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.
[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.
[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.
[0067] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.
[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.
[0069] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves 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 has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of the medal RAM 260c is used as a medal holding area. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit 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 a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball 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 tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that 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 token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.
[0072] Furthermore, 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 through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.
[0073] The initialization means 270 performs 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 for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.
[0074] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holder in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.
[0075] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. The initialization means 270 continuously generates backup data while the power is on and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding unit, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.
[0077] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holder has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.
[0078] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.
[0079] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.
[0080] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.
[0081] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.
[0082] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".
[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.
[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.
[0085] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.
[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.
[0087] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section 312. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.
[0088] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.
[0089] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.
[0090] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.
[0091] In this embodiment, as shown in Figure 8, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 23," and minor combinations "Minor Combination 1" to "Minor Combination 20." In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 4" may be abbreviated as "8-coin combination," winning combinations "Minor Combination 5" and "Minor Combination 6" as "3-coin combination," and winning combinations "Minor Combination 7" to "Minor Combination 20" as "1-coin combination."
[0092] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.
[0093] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning combinations "Small Win 1" to "Small Win 4", "Small Win 6" to "Small Win 10", and "Small Win 17" are arranged on each reel 110 so that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", "Small Win 5", "Small Win 11" to "Small Win 16", and "Small Win 18" to "Small Win 20" are not necessarily arranged on the active line A in each reel 110 due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.
[0094] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section.
[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.
[0096] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.
[0097] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.
[0098] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.
[0099] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".
[0100] For example, if the winning type "Bat Order Bell A1" in winning area 5, which is a selected winning type, is won, and the correct operation method (batting order 3) is performed, the symbol combination corresponding to the winning role "Small Role 1" (winning role "8-coin role"), which is the correct role with a payout of 8 coins (resulting in the symbols "Bell", "Bell", and "Bell" aligning in a straight line on invalid line B1), is stopped so that it is preferentially displayed on the active line A due to so-called coin-priority control. Also, if the operation is performed in batting order 1, 2, 4-6, the symbol combination corresponding to the winning role "1-coin role", which is the incorrect role with a payout of 1 coin, is stopped so that it is preferentially displayed on the active line A due to so-called number-priority control.
[0101] Furthermore, the probability of winning (number of wins) for the selected winning types in winning areas 5-8 (winning types "Batting Order Bell A1" to "Batting Order Bell A4") and the probability of winning for the selected winning types in winning areas 9-12 (winning types "Batting Order Bell B1" to "Batting Order Bell B4") are set to be equal. Since players usually cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult to win the correct combination. Also, as described above, even if the stop switch 120 is operated in a manner in which incorrect combinations are displayed preferentially, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on the active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the eight winning types in winning areas 5-12 may be simply abbreviated as the winning type "Batting Order Bell".
[0102] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.
[0103] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.
[0104] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).
[0105] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "All Small Wins" in Winning Area 1 and "All 1-Coin Wins" in Winning Area 2. When "All Small Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 20" is displayed on active line A. When "All 1-Coin Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 7" to "Small Win 20" is displayed on active line A. Here, the expected number of coins won per game during RBB operation is low due to the configuration of the small wins.
[0106] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game 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 transitions 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. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.
[0109] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.
[0110] (Transition of performance state) Figure 11 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).
[0111] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.
[0112] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of such management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games, or when MY exceeds 2400 coins). MY represents the difference in coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate the advantageous period, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated during the advantageous period (all variables that affect the performance related to the instruction function) by transitioning the game period from the advantageous period to the non-advantageous period.
[0113] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.
[0114] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, normal AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. As shown below, the normal AT performance state and special performance state can be called AT performance states in that auxiliary performances are executed. On the other hand, the other performance states, non-advantageous performance state, normal performance state, pre-announcement performance state, distribution performance state, and special pre-announcement performance state, can be called non-AT performance states in that auxiliary performances are not executed. Each performance state will be explained individually below.
[0115] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the normal AT performance state, and the performance state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the normal AT performance state (1), and causes the performance control means 254 to execute a pre-announcement performance that increases the expectation that the transition to the normal AT performance state has been decided. Furthermore, even if the AT lottery is not won, the performance state control means 224 may cause the performance control means 254 to execute a pre-announcement performance while maintaining the normal performance state, so that the player may expect that the transition to the normal AT performance state has been decided. Furthermore, the performance state control means 224 executes a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 also transitions the performance state to a pre-announcement performance state (1).
[0116] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the normal AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the normal AT performance state has been decided. The performance state control means 224 then always transitions the performance state to the normal AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement sequence is being performed while the game is in the pre-announcement sequence state, it will inevitably transition to the normal AT sequence state. In this respect, the pre-announcement sequence state is more advantageous to the player than the normal sequence state. Furthermore, the decision to transition to the pre-announcement sequence state is equivalent to the decision to transition to the normal AT sequence state afterward.
[0117] (Normal AT performance state) The normal AT performance state is a performance state in which auxiliary performances are executed, and which belongs to the advantageous section. When the normal AT performance state is started, the performance state control means 224 first transitions to the continuation period determination performance state, and in the continuation period determination performance state, it determines the continuation period of the normal AT performance state (in this case, the number of continuous games). The performance state control means 224 continues the auxiliary performances until a predetermined termination condition is met, for example, until the number of games played in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). In addition, in the normal AT performance state, the performance state control means 224 conducts a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the normal AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 224 transitions the performance state to the normal performance state (3).
[0118] Thus, in this embodiment, the player remains in the normal performance state and expects to transition to the normal AT performance state. When a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance within the pre-announcement performance state. Here, if the transition to the normal AT performance state is not announced during the pre-announcement performance, the normal performance state continues. If the transition to the normal AT performance state is announced during the pre-announcement performance, the normal AT performance state is executed after the pre-announcement performance state ends.
[0119] When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (3). However, in order to realize gameplay such as continuing the normal AT performance state, it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.
[0120] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).
[0121] (Distribution and presentation state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 7 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 3 / 10 and change the performance state to the normal performance state (7). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the normal AT performance state can continue with a probability of 7 / 10. In this way, it becomes possible to effectively remove the upper limit of MY. However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 7:3 and can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.
[0122] If a pre-announcement state is determined during the distribution state, the state will always transition to the normal AT state via the pre-announcement state, which continues for a predetermined number of games. If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the normal AT state to the normal state (3), the state control means 224 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the normal AT state (not from a non-advantageous state).
[0123] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 224 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning probabilities for the AT lottery have been given and explained: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for winning probabilities, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the normal AT state is more likely when transitioning from a non-advantageous state to a normal state than when transitioning from a non-advantageous state to a normal state. For example, if the probability of winning the AT lottery in the normal state transitioned from a non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from a non-advantageous state, then that probability can be set arbitrarily.
[0124] However, the performance state control means 224, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits transitioning to the normal AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not a transition to the pre-announcement performance state is permitted, and when it is turned on, a transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 224 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.
[0125] The performance state control means 224 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 224 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.
[0126] Thus, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 7 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning through the pre-announcement performance state to a normal AT performance state, or there is a 3 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after a block period has elapsed, and then transitioning through the pre-announcement performance state to a normal AT performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to a normal AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.
[0127] Here, when a player passes through a non-advantageous performance state, that is, when they transition from a non-advantageous section to an advantageous section, a normal performance state is adopted that makes it highly likely to transition to the normal AT performance state. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the normal AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the normal AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the normal AT performance state after it has ended, thus improving the utilization rate of slot machine 100.
[0128] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from a normal AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to the normal AT performance state on their own, the normal AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in the chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 transitions the performance state back to a non-advantageous performance state after the normal AT performance state ends (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the normal AT state executed at least twice.
[0129] In this embodiment, as described above, when the normal AT performance state ends, the performance state control means 224 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to a normal AT performance state that has a predetermined game benefit. For example, there are multiple types of normal AT performance states that differ in the number of consecutive games played and the probability of increasing the difference in the number of tokens. If the player wins a specific normal AT performance state, the performance state control means 224 will always transition the performance state to a non-advantageous performance state after the normal AT performance state ends (4). Alternatively, even if the player does not win a specific normal AT performance state, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the normal AT performance state ends (4).
[0130] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the normal AT performance state has ended, the performance state control means 224 transitions the performance state to a pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state via the pre-announcement performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 ultimately decides to transition to a non-advantageous performance state, and without transitioning the performance state to a pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the transition to the normal AT performance state has not been made directly, and then first transitions to a special pre-announcement performance state (9). Here, the predetermined transition conditions for determining the transition to a non-advantageous performance state (non-advantageous section) are described as the number of games played in the normal performance state reaching a predetermined number of games (for example, 1000 games) and then winning an AT lottery in the normal performance state. However, the predetermined transition conditions are not limited to this case; the predetermined transition conditions may also be the number of games played in the advantageous section reaching a predetermined number of games and then winning an AT lottery in the normal performance state. In addition, the predetermined transition conditions may also include, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).
[0131] (Special premonition state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for adding to the number of games played, and if the number of games is added by one or more times, the transition to the special performance state is determined. The performance state control means 224 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of adding to the number of games through the special performance state lottery than the lower the setting value. Therefore, for example, the number of games added will be 30 games for setting 1 and 60 games for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 224, upon winning the special performance state lottery, sets the cumulative number of added games (number of continuous games) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 224 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given in which the number of continuous games is increased by the special performance state lottery in the special performance state, but it is not limited to this case; a predetermined number of continuous games may be added, or the number of continuous games may be increased by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given in which the number of continuous games is increased in the special performance state, but it is not limited to this case; the number of acquired coins (number of payouts) or the difference between the number of electronic medals inserted (number of bets) and the number of payouts may be added.
[0132] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the number of games played while in the special performance state reaches the number of continuous games, and the awarding of game benefits determined before the start of the special performance state is completed while in the special performance state. For example, at the end of the special premonition performance state (at the start of the special performance state), the number of continuous games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games played while in the special performance state reaches the number of continuous games, the termination condition is met, and the special performance state ends. Here, the termination condition is not changed in the special performance state, and no additional lottery is executed. Then, when the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to a non-advantageous performance state (12).
[0133] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the normal AT performance state.
[0134] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the normal AT performance state. Therefore, to allow players to understand this, the LCD display unit 132 displays a predetermined message indicating that there is a high probability of transitioning to the normal AT performance state.
[0135] However, in the case of winning the AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), and in the case of winning the AT lottery before the predetermined number of games, although the advantageous period is reset, the game profit is not much different in terms of being able to execute the normal AT performance state once. Furthermore, in the latter case, the normal AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the normal AT performance state may start after waiting for an additional block period to elapse. In that case, it can be said that the game profit is smaller in the former case because electronic tokens are consumed in the normal performance state until the transition to the normal AT performance state is made possible. Therefore, if the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional game profits are given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.
[0136] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the normal AT performance state.
[0137] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the normal AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins obtained in the normal AT performance state becomes large, the special performance state can absorb that fluctuation, further suppressing the range of fluctuation in the expected number of coins obtained according to the setting value, while raising the design value of the expected number of coins obtained in the normal AT performance state.
[0138] Furthermore, after the end of the normal AT performance state, the game directly transitions to the normal performance state (3). Without going through the pre-announcement performance state to transition to the normal AT performance state, when the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games), the performance state control means 224 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance ends, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have passed, the game can transition to the normal AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the normal AT performance state, the game will transition to the normal AT performance state within a predetermined number of games (for example, 1628 games). With this ceiling function, players can have the reassurance that they can receive relief measures even if they are unlucky enough to consume a lot of electronic tokens. Furthermore, once the normal performance state has progressed to a certain extent, the expected number of coins to be won if the game continues increases, leading to continued play until the ceiling (for example, 1628 games), thus improving the utilization rate of slot machine 100.
[0139] The predetermined number of games for this ceiling function (for example, 96 to 1628 games) is determined at the following timings. For example, when transitioning directly from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the distribution performance state to the normal performance state. However, unlike when transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.
[0140] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from a normal AT performance state to a normal performance state. However, the case is not limited to these examples. For example, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery from the start of the normal performance state may become high if certain conditions are met, such as winning a 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 electronic tokens (number of game tokens) held by the slot machine 100 to the dedicated unit 300. There are two types of operations for the counting switch 126: a short press operation where it is ON for less than 500 msec, and a long press operation where it is ON continuously for 500 msec or more. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press operation, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications, which occur every 300 msec after the ON time has been 500 msec or more (hereinafter simply referred to as the "counting timing"). Therefore, by performing a long press operation, the player can transfer a large number of electronic tokens to the dedicated unit 300.
[0142] With this type of long-press operation, there is a limit to the number of electronic tokens that can be transferred per unit of time. This is because if a large number of electronic tokens could be transferred at once, the impact of any malfunction would be greater, and the damage in the event of fraudulent activity (cheating) would also be greater. In the counting process based on the long-press operation, the number of game tokens is divided into groups of 50 and counted repeatedly at 300 msec intervals, so hall staff can easily see that the counting process is in progress, making it possible to prevent fraudulent activity.
[0143] However, if the number of electronic tokens that can be transferred per unit of time is fixed, the more tokens a player tries to transfer, the longer the counting process will take. For example, if the number of tokens is 5000, the counting notification will be sent every 300 msec 100 times (5000 tokens / 50 tokens), so it will take 30 seconds for the counting process to complete. The player must keep the counting switch 126 ON continuously during this time in order to maintain the long-press operation. If the counting switch 126 is turned OFF in the middle of the counting process based on the long-press operation, the counting process itself will stop.
[0144] Therefore, in addition to short-press and long-press operations, a "total counting operation" is provided as an operation mode. The total counting operation is functionally equivalent to the long-press operation in that counting is performed continuously at a predetermined interval, but it is more convenient than the long-press operation in that counting can be continued without continuously operating the counting switch 126. The following describes the counting process based on the short-press operation, long-press operation, and total counting operation. The counting process based on the short-press operation is called "single counting process," the counting process based on the long-press operation is called "continuous counting process," and the counting process based on the total counting operation is called "total counting process." Furthermore, continuous counting and total counting processes can be collectively referred to as "multiple counting processes" because they allow for the counting of multiple items every 300 msec.
[0145] Figure 12 is a timing chart illustrating the counting process when the counting switch 126 is briefly pressed. The medal count update means 274 in the medal count control board 260 determines (monitors) the operating state of the counting switch 126 at predetermined intervals (for example, every 1 msec) and performs counting processing based on whether the counting switch 126 is ON or OFF, and the duration of the ON state. In order to prevent chattering of the counting switch 126, the medal count update means 274, if the counting switch 126 is OFF, measures the duration of the ON state after detecting a physical ON edge, and determines that it has turned ON (control ON edge) only after the ON state has continued for 16 msec or more. Also, if the counting switch 126 is ON, the medal count update means 274 measures the duration of the ON state, and determines that it has turned OFF (control OFF edge) only after the ON state has continued for 16 msec or more at the time of detection of a physical OFF edge. Therefore, even if the medal count update means 274 detects a physical OFF edge, it determines that no operation was performed on the counting switch 126 unless the preceding ON state had continued for 16 msec or longer. Here, the ON edge refers to the rising edge from OFF to ON, and the OFF edge refers to the falling edge from ON to OFF.
[0146] As shown in Figure 12, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according 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, where 0 indicates that the operation status is "not operated", 1 indicates that the operation status corresponds to "short press", 2 indicates that the operation status corresponds to "long press", 3 indicates that the operation status corresponds to "full count", and 4 indicates that the operation status corresponds to "full counting released", which is the operation status where the full counting operation is released and the player is waiting for the counting switch 126 to turn OFF. In addition, the medal count update means 274 updates the counting process that is the target of the operation based on the change in the operation status. Here, for example, a counting process state management buffer is provided, and bit 0 of the counting process state management buffer is assigned to "single counting process", bit 1 is assigned to "continuous counting process", and bit 2 is assigned to "full counting process". The medal count update means 274 sets the bit corresponding to the target counting process to 1. Therefore, in response to the counting switch 126 being turned ON, the medal count update means 274 sets bit 0 (single counting process) of the counting process state management buffer to 1, and sets the values of bits 2 to 0 to 001b. For the sake of explanation, only bits 2 to 0 of the counting process state management buffer will be mentioned below. The medal count update means 274 also 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 update means 274 refers to the counting timer according to the OFF edge of the counting switch 126, and if the time since 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 single counting processing. Specifically, the medal count update means 274 sets the counting reservation flag to 1 (singular) according to the OFF edge of the counting switch 126. Here, the counting reservation flag is a flag that reserves the first counting process, where 0 indicates that no counting process is reserved, 1 indicates a reservation for the first single counting process, 2 indicates a reservation for the first continuous counting process, and 3 indicates a reservation for the first full counting process. In this way, by setting the counting reservation flag, the first counting process is executed according to the arrival of the counting timing. Subsequently, the medal count update means 274 cancels the short press operation by setting the operation status flag to 0 (no operation).
[0148] As will be described later, in this embodiment, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) when the time since the ON edge of the counting switch 126 reaches 500 msec. Therefore, instead of referring to the counting timer, the medal count update means 274 can also determine that the time since 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] After the OFF edge of the counting switch 126 due to a short press operation by the player, when the counting timing arrives, the medal count update means 274 sets the counted medal count in the counting notification to "1" based on the fact that the counting reservation flag is set to 1 (single counting processing), resets the counting reservation flag to 0, and resets the values of bits 2 to 0 of the counting processing state management buffer to 000b. The medal count update means 274 also subtracts 1 from the current number of game medals "171" and updates the number of game medals to "170". Accordingly, the number of game medals "170" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. Thus, single counting processing is performed.
[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 the case of a short press operation, the counting reservation flag is set to 1 in accordance with the OFF edge of the counting switch 126, and the transfer of one electronic medal is reserved. Then, when the counting timing arrives, the counting process for one medal is performed based on the fact that the counting reservation flag is 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 perform single counting 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 once it has been set, so it is possible to reliably perform counting of only one medal.
[0151] Furthermore, in this case, single counting is performed at the counting timing after the OFF edge of the counting switch 126 during a short-press operation. Therefore, not only when the short-press operation is completed within the 300 msec interval between counting timings as illustrated in Figure 12, but also, for example, when a counting timing occurs during a short-press operation, single counting is not performed at that counting timing, but rather at the first counting timing that occurs after the OFF edge of the counting switch 126 during a short-press operation.
[0152] In this manner, when the single counting process is executed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the single counting process has been executed and the number of game tokens after counting. Here, the command transmission / reception means 272 may also communicate to the main CPU 200a that the single counting process has been executed by including the values of bits 2 to 0 (001b) of the counting process state management buffer as data of the counting process state management buffer (hereinafter simply referred to as "counting process state management data") in the command. Upon receiving the command, the main CPU 200a adds information to the sub-CPU 240a that allows it to recognize that the command was sent from the token count control board 260, and sends a command indicating that the single counting process has been executed and the number of game tokens after counting. Then, in response to receiving a command, the sub-CPU 240a notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the digitized medals are being transferred to the dedicated unit 300 through single-count processing.
[0153] Specifically, the performance control means 254 of the sub-CPU 240a, upon receiving a command, displays, for example, the message "Single counting complete" and the number of game tokens after the single counting process is complete, "170," 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 the player operating a switch. The performance control means 254 also, upon receiving a command, outputs, for example, a predetermined counting sound (for example, a short beep "piro") from the speaker 134 for a predetermined time. The performance control means 254 also, upon receiving a command, illuminates, for example, a performance lamp 136 in a predetermined color for a predetermined time.
[0154] In this case, the medal count update 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 passed since the ON edge of the counting switch 126, the single counting process will not be executed. However, the medal count update 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, depending on the ON edge of the counting switch 126, the single counting process will first be executed based on the short press operation, and then, when 500 msec or more has passed since the ON edge of the counting switch 126, the continuous counting process will be executed based on the long press operation.
[0155] Figure 13 is a timing chart illustrating the counting process when the counting switch 126 is pressed and held.
[0156] As shown in Figure 13, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126, sets bit 0 (single counting processing) of the counting processing status management buffer to 1, and sets the values of bits 2 to 0 to 001b. The medal count update means 274 also measures the time since the ON edge of the counting switch 126 using a counting timer.
[0157] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press), resets bit 0 (single counting processing) of the counting processing status management buffer to 0, sets bit 1 (continuous counting processing) to 1, and sets the values of bits 2 to 0 to 010b. In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) to reserve continuous counting processing.
[0158] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, for example, "170", and updates the number of game medals to "120". Accordingly, the number of game medals "120" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process each time there is a counting timing. Therefore, the number of game medals is subtracted by 50 each time, changing from "70" to "20", and so on. Then, if the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the number of tokens to be counted in the count notification at the counting timing to the remaining number of game tokens, "20". Consequently, the number of game tokens becomes 0, and the continuous counting process via long press operation ends.
[0159] Then, if the player turns off the counting switch 126 before the time since the ON edge of the counting switch 126 reaches 4000 msec, the medal count update means 274 sets the operation status flag to 0 (not operated) according to the OFF edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b to release the long press operation.
[0160] Here, the timing at which a long press operation is determined (500 msec from the ON edge) and the counting timing are different. Therefore, the medal count update means 274 sets the operation status flag to 2 at the timing at which a long press operation is determined, and performs a continuous counting process of 50 medals at each counting timing based on the operation status flag being 2. With this configuration, even if the timing at which a long press operation is determined and the counting timing are different, the medal count update means 274 can reliably perform the counting process at the counting timing.
[0161] Furthermore, the medal count update means 274 sets the count reservation flag to 2 when 500 msec has elapsed since the counting switch 126 was turned ON, reserving a continuous counting process for 50 medals. When the counting timing arrives, the continuous counting process for 50 medals is performed based on the fact that the count reservation flag is set to 2. With this configuration, even if the counting switch 126 is turned OFF after 500 msec has elapsed since the ON edge but before the next counting timing arrives, the continuous counting process will be performed at least once during the subsequent counting timing, thus avoiding situations where the counting switch 126 is pressed and held down but no counting process is performed.
[0162] As described above, when the continuous counting process is executed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the continuous counting process has been executed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then informs the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0163] Specifically, the performance control means 254 of the sub-CPU 240a, in response to receiving a command, displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process is completed, "120," on the LCD display unit 132, and updates the display of the number of game tokens from "70" to "20" each time a command is received. Furthermore, when the number of game tokens becomes 0 through the continuous counting process, the performance control means 254 displays the message "Counting Complete" and the number of game tokens "0" on the LCD display unit 132, and deletes this display after a predetermined time has elapsed since receiving the command, or in response to the player operating a switch. In addition, in response to receiving a command, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the number of game tokens becomes 0 through the continuous counting process. Furthermore, when the number of game tokens becomes 0 through continuous counting, the performance control means 254 determines that the game has ended and outputs an ending voice message such as "Thank you for your hard work" from the speaker 134. Also, in response to receiving a command, the performance control means 254 illuminates the performance lamp 136 in a predetermined color, for example, until the number of game tokens becomes 0 through continuous counting.
[0164] Furthermore, the performance control means 254 can determine the number of game tokens that have been counted by subtracting the number of game tokens after counting included in the current command from the number of game tokens after counting included in the previous command. Therefore, based on the subtracted value, the performance control means 254 can confirm that the subtracted value is 1 token in the case of single counting, or that the subtracted value is 50 tokens (except when the number of game tokens after counting is 0) in the case of continuous counting or total counting, and thus confirm that the counting process has been executed correctly.
[0165] In the embodiment described above, the medal count update means 274 terminates the counting process when the number of game medals becomes 0 during the continuous counting process. Also, for example, if the VL connection signal becomes OFF (loan device connection error) as described above, or if it is no longer "while the game is playable", the medal count update means 274 stops the counting process. In this case, the error code "EL" is displayed on the main segment display unit 130, and a message indicating that a connection error with the dedicated unit 300 has occurred is displayed on the liquid crystal display unit 132. Furthermore, if the player turns OFF the counting switch 126 in the middle of a long-press operation, the medal count update means 274 stops the continuous counting process, assuming that the player has intentionally interrupted the counting process. The following describes the flow of the counting process when the player turns OFF the counting switch 126 while continuous counting is being performed by a long-press operation.
[0166] Figure 14 is a timing chart illustrating another flow of the counting process when the counting switch 126 is pressed and held.
[0167] As shown in Figure 14, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting processing status management buffer to 001b. The medal count update means 274 also measures the time since the ON edge of the counting switch 126 using a counting timer.
[0168] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting processing status management buffer to 010b. In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) and reserves continuous counting processing.
[0169] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, "170", and updates the number of game medals to "120". Accordingly, the number of game medals "120" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 and updated to "70". Accordingly, the number of game medals "70" is displayed on the game medal count display device 128.
[0170] If the player turns off the counting switch 126 before the time elapsed since the ON edge of the counting switch 126 reaches 4000 msec, the medal count update means 274 sets the operation status flag to 0 (not operated) according to the OFF edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting processing state management buffer to 000b, thereby releasing the long-press operation. In this way, the continuous counting process stops.
[0171] As described above, when the continuous counting process is executed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the continuous counting process has been executed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then informs the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0172] Specifically, the performance control means 254 of the sub-CPU 240a, upon receiving a command, displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process is completed, "120," on the liquid crystal display unit 132. Upon receiving the next command, it updates the display of the number of game tokens to "70," and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. The performance control means 254 also outputs a predetermined counting sound from the speaker 134 upon receiving a command, for example, until the continuous counting process is stopped. The performance control means 254 also illuminates the performance lamp 136 in a predetermined color upon receiving a command, for example, until the continuous counting process is stopped.
[0173] Here, the performance control means 254 can determine that the continuous counting process has been interrupted (terminated) based on the fact that it did not receive a command from the main CPU 200a at the time when it should have received a command indicating that the continuous counting process had been executed (for example, not receiving a command for 400 msec). Here, the timing for determining that a command was not received is given as 400 msec elapsed since the previous command was received, but it is not limited to this case. It can be any value that has elapsed, for example, 310 msec or more, which is the interval of 300 msec that the medal CPU 260a sends commands to the main CPU 200a plus the transmission delay. Also, if the counting switch 126 is turned ON / OFF repeatedly, there is a possibility that a command indicating that the continuous counting process has been executed will be received at intervals of 600 msec, so it is preferable to set the timing for determining that a command was not received to less than 600 msec from the previous command was received, for example, 590 msec. Furthermore, even if the counting switch 126 is turned ON / OFF consecutively, if the second operation is determined to be a short press, it will not be considered that commands indicating that continuous counting processing has been executed have been received consecutively, so no problem will occur.
[0174] Figure 15 is a timing chart illustrating the counting process when the counting switch 126 is fully counted.
[0175] As shown in Figure 15, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting processing status management buffer to 001b. The medal count update means 274 also measures the time since the ON edge of the counting switch 126 using a counting timer.
[0176] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting processing status management buffer to 010b. In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) and reserves continuous counting processing.
[0177] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, 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 transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0178] Then, when the player keeps the counting switch 126 ON and the time since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full counting), resets bit 1 (continuous counting) of the counting process status management buffer to 0, sets bit 2 (full counting) to 1, and sets the value of bits 2 to 0 to 100b. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the full counting process has been executed and the number of game medals after counting.
[0179] Here, the condition for switching to the full counting operation is described as the time elapsed since the ON edge of the counting switch 126 being 4000 msec or more. However, this time is not limited to 4000 msec; it can be arbitrarily determined as long as it is determined that the counting switch 126 has been kept ON for a certain period of time. Furthermore, the medal count update means 274 may determine whether or not the condition for switching to the full counting operation is met based on other triggers equivalent to 4000 msec (for example, the number of counting timings described later).
[0180] The medal count update means 274 then refers to the operation status flag at the counting timing. If the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50," similar to when the operation status flag is set to 2. The medal count update means 274 also subtracts 50 from the current number of game medals, "470," and updates the number of game medals to "420." Consequently, the game medal count display device 128 displays "420." The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 performs the counting process each time a counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, changing as follows: "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20." Then, if the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the number of tokens to be counted to the total remaining number of game tokens, "20", at the counting timing. Consequently, the number of game tokens becomes 0, and the counting process using the total counting operation is completed. Once the counting process using the total counting operation is completed, the token count update means 274 sets the operation status flag to 0 (no operation) and resets the values of bits 2 to 0 of the counting process status management buffer to 000b to cancel the total counting operation.
[0181] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, as shown in Figure 15, even if the player turns off the counting switch 126 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0182] Here, the timing at which a full counting operation is determined (4000 msec from the ON edge) differs from the counting timing. Therefore, the medal count update means 274 sets the operation status flag to 3 at the timing at which a full counting operation is determined, and performs counting of 50 medals at each counting timing based on the operation status flag being 3. With this configuration, even if the timing at which a full counting operation is determined differs from the counting timing, the medal count update means 274 can reliably perform counting processing at the counting timing.
[0183] In this manner, once the entire counting process is completed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the entire counting process has been completed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then informs the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0184] Specifically, the medal count update means 274 switches the operation status flag to 3 and sets bit 2 (full counting) of the counting processing status management buffer to 1 when the time since the ON edge of the counting switch 126 becomes 4000 msec or more. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that full counting has been performed. At this time, the command transmission / reception means 272 may also transmit the full counting has been performed by sending the counting processing status management data as is as part of the command to the main CPU 200a. Upon receiving the command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that full counting has been performed. At this time, the main CPU 200a may also transmit the full counting has been performed by sending at least the counting processing status management data of the command sent from the medal count control board 260 as is as part of the command to the sub-CPU 240a. Alternatively, the main CPU 200a may only send a command to the sub-CPU 240a when a command sent from the medal count control board 260 changes, for example, when bit 2 (all counting processing) of the counting processing state management data changes from OFF to ON.
[0185] The performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process is completed, "970", on the LCD display unit 132 in response to the reception of a command, and updates the display of the number of game tokens each time a command is received, in the order of "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470". In addition, the performance control means 254 updates the display of the message "Counting" to the message "All counting" (it is also possible to display it with the addition of "Counting switch can be turned OFF", etc.) in response to the reception of a command in which bit 2 (all counting process) of the counting process state management data becomes 1. The performance control means 254 continues to update the display of the number of game tokens each time it receives a command, in the following order: "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game tokens becomes 0 through the total counting process, the performance control means 254 displays the message "Total counting complete" and the number of game tokens "0" on the LCD display unit 132, and deletes this display after a predetermined time has elapsed since the command was received, or in response to the player's operation of a switch. The performance control means 254 also outputs a predetermined counting sound from the speaker 134 in response to the receipt of a command, for example, until the number of game tokens becomes 0 through continuous counting. When the number of game tokens becomes 0 through continuous counting, the performance 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 performance control means 254 may change the sound output from the speaker 134 or perform a specific performance that outputs a specific sound to notify that the system has transitioned to full counting, in response to bit 2 (full counting) of the counting processing state management data in the command becoming 1. In addition, the performance control means 254 may, in response to receiving a command, illuminate the performance lamp 136 in a predetermined light color, for example, until the number of game tokens becomes 0 through continuous counting processing.Here, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the system has transitioned to full counting, or execute a specific performance that indicates the system has transitioned to full counting by changing the lighting pattern, depending on whether bit 2 (full counting) of the counting processing state management data in the command becomes 1.
[0186] Furthermore, the performance control means 254 may change the counting sound output from the speaker 134 each time it receives a command, or each time it receives a predetermined number of commands (for example, twice), in order to inform the player of the progress of the multiple counting process. For example, the performance control means 254 can appeal to the player that it is counting many electronic tokens by repeating a stepwise counting sound such as "Do," "Re," "Mi," "Fa," "So," "La," "Si," and "Do."
[0187] The player can understand that the system has transitioned to full counting processing, and that the counting process can continue even if the counting switch 126 is turned OFF, through changes in the display on the LCD 132, changes in the sound output from the speaker 134, and changes in the illumination pattern of the effect lamp 136.
[0188] In the embodiment described above, the counting process is terminated when the number of game tokens becomes 0 in the entire counting process. Also, as described above, if the VL connection signal is turned OFF or if it is no longer "while the game is playable", the token count update means 274 stops the counting process.
[0189] As mentioned above, the full counting operation continues even if the counting switch 126 is turned OFF, so unlike the long-press operation, the counting process is not stopped by turning off the counting switch 126. However, it would be less convenient if the continuous counting process could be stopped with the long-press operation, but the full counting process could not be stopped with the full counting operation. Therefore, in the full counting process, a function has been added that stops the full counting process when the player turns the counting switch 126 ON again after initially turning it OFF. The following explains the flow of the counting process when the player turns the counting switch 126 ON again while the full counting process is being executed by the full counting operation.
[0190] Figure 16 is a timing chart illustrating another flow of the counting process when the counting switch 126 is fully counted.
[0191] As shown in Figure 16, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting processing status management buffer to 001b. The medal count update means 274 also measures the time since the ON edge of the counting switch 126 using a counting timer.
[0192] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting processing status management buffer to 010b. In addition, the medal count update means 274 sets the counting reservation flag to 2 to reserve continuous counting processing.
[0193] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, 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 transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0194] Then, when the player keeps the counting switch 126 ON and the time elapsed since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full counting) and sets the values of bits 2 to 0 of the counting process status management buffer to 100b. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the full counting process has been executed and the number of game medals after counting.
[0195] The medal count update means 274 then checks the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, "470", and updates the number of game medals to "420". Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 executes the counting process each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, changing from "370" → "320" → "270" → "220".
[0196] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, as shown in Figure 16, even if the player turns off the counting switch 126 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0197] Now, suppose the player turns the counting switch 126 OFF and then ON again. The medal count update means 274 sets the operation status flag to 4 (all counting canceled) in response to the ON edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b to cancel the all-counting operation. Therefore, the counting process stops at the ON edge of the counting switch 126, and the number of game medals stops at "220" at the counting timing before the ON edge of the counting switch 126. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the all-counting process has stopped and the number of game medals after counting.
[0198] In this type of total counting process, if the counting switch 126 is turned ON again, it is sufficient that the total counting process stops in accordance with the operation of the counting switch 126. Therefore, it is not necessary to determine whether the re-turning ON of the counting switch 126 is a short press, a long press, or a new total counting operation. Here, in the total counting process, if the counting switch 126 is turned ON to stop the counting process, the medal count update means 274 does not determine whether the ON state of the counting switch 126 is a short press, a long press, or a new total counting operation. Therefore, even if the time from the ON edge of the counting switch 126 exceeds 500 msec, the continuous counting process will not start, and even if the counting switch 126 is subsequently turned OFF, the single counting process will not be executed in accordance with that OFF edge.
[0199] In this manner, once the entire counting process is completed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the entire counting process has been completed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then informs the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0200] Specifically, the medal count update means 274 switches the operation status flag to 3 and sets bit 2 (full counting) of the counting processing status management buffer to 1 when the time since the ON edge of the counting switch 126 reaches 4000 msec or more. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that the full counting process has been executed. Upon receiving this command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that the full counting process has been executed. Also, when the full counting process stops, this fact is communicated to both the main CPU 200a and the sub-CPU 240a. When the full counting process stops, the medal count update means 274 switches the operation status flag to 4 and resets bit 2 (full counting) of the counting processing status management buffer to 0. The command transmission / reception means 272 then refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that all counting processing has stopped. Upon receiving this command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that all counting processing has stopped.
[0201] The performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process, "970," on the LCD display unit 132 in response to the reception of a command, and updates the display of the number of game tokens each time a command is received, in the order of "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470". In addition, the performance control means 254 updates the display of the message "Counting" to the message "Total Counting" in response to the reception of a command in which bit 2 (total counting process) of the counting process state management data becomes 1. The performance control means 254 continues to update the display of the number of game tokens each time a command is received, in the order of "420" → "370" → "320" → "270" → "220". Furthermore, the performance control means 254 updates the message "Counting all" to the message "Counting all" in response to the receipt of a command in which bit 2 (all counting) of the counting processing state management data becomes 0, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. In addition, the performance control means 254 outputs a predetermined counting sound from the speaker 134 in response to the receipt of a command, for example, until the all counting process is stopped. Here, the performance control means 254 may change the sound output from the speaker 134 or execute a specific performance that outputs a specific sound to indicate that the process has transitioned to all counting, in response to bit 2 (all counting) of the counting processing state management data in the command becoming 1. The performance control means 254, in response to receiving a command, for example, illuminates the performance lamp 136 in a predetermined light color until the full counting process is stopped. Here, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the full counting process has started, or execute a specific performance that indicates the full counting process has started by blinking, depending on whether bit 2 (full counting process) of the counting process status management data in the command becomes 1.Furthermore, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the entire counting process has stopped, or execute a termination performance that indicates the entire counting process has stopped by blinking, depending on whether bit 2 (total counting process) of the counting process status management data in the command becomes 0.
[0202] Players can understand that the system has transitioned to full counting and that counting can continue even if the counting switch 126 is turned OFF, based on the changes in the display on the LCD 132, the changes in the sound output from the speaker 134, and the changes in the illumination pattern of the effect lamp 136. Furthermore, players can understand that after the system has transitioned to full counting, they can stop the full counting process by turning the counting switch 126 OFF and then ON again.
[0203] Note that the timing at which a full counting operation is determined (4000 msec from the ON edge) and the counting timing are independent of each other. Therefore, the timing at which a command is received with bit 2 (full counting) of the counting processing state management data set to 1 is unlikely to overlap with the timing at which a command is received according to the counting timing. However, if the timings at which both commands are received are close, the notification that the full counting process has started and the notification that the counting process has been executed may overlap, making it difficult for the player to recognize one of the notifications. Therefore, here, the notification that the full counting process has started is given priority over the notification that the counting process has been executed. For example, in the LCD display unit 132, the message "Full counting in progress" is placed on a higher layer than the display of the number of game tokens, or the sound indicating that the full counting process has started is output from the speaker 134 at a higher volume than the sound indicating that the counting process has been executed, or the performance lamp 136 is illuminated in a lighting pattern that indicates that the full counting process has started. With this configuration, the player can be sure that the entire counting process has started, and even if the counting switch 126 is turned OFF, the counting process can continue.
[0204] Figure 17 is a flowchart showing an example of the counting process flow in the medal count control board 260. This counting process is executed at a predetermined timer interrupt cycle (for example, every 1 msec).
[0205] (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 moves to step S401; if the operation status flag is 3, the process moves to step S425.
[0206] (Step S401) The medal count update means 274 determines whether the counting switch 126 is ON or OFF. If the counting switch 126 is ON, the process moves to step S402; otherwise, the process moves to step S415.
[0207] (Step S402) The medal count update means 274 determines whether the counting switch 126 was on the ON edge. If the counting switch 126 was on the ON edge, the process moves to step S403; otherwise, the process moves to step S404.
[0208] (Step S403) If the counting switch 126 is ON, the medal count update means 274 first sets the operation status flag to 1, assuming the player's operation is a short press operation, sets the values of bits 2 to 0 of the counting processing status management buffer to 001b, and terminates the counting-related processing.
[0209] (Step S404) If the counting switch 126 is ON but it is determined in step S402 that it is not an ON edge, the medal count update means 274 determines whether the operation status flag is 4 (all counting canceled). If the operation status flag is not 4, the process moves to step S405. If the operation status flag is 4, the counting process is terminated so that no counting process is executed, as the all counting operation has been canceled.
[0210] (Step S405) Next, the medal count update means 274 determines whether the operation status flag is 2 (long press). If the operation status flag is not 2, the process moves to step S406; if the operation status flag is 2, the process moves to step S410.
[0211] (Step S406) The medal count update means 274 refers to the counting timer and determines whether 500 msec has elapsed since the ON edge of the counting switch 126. If 500 msec has elapsed, the process moves to step S407; if 500 msec has not elapsed, it determines that the operation is still equivalent to a short press operation and moves to step S409 without changing the operation status flag.
[0212] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 2 (long press) as the operation is a long press operation, and sets the values of bits 2 to 0 of the counting processing state management buffer to 010b.
[0213] (Step S408) Next, the medal count update means 274 sets the count reservation flag to 2 (continuous counting process) in order to perform at least one continuous counting process.
[0214] (Step S409) The medal count update mechanism 274 increments the count timer by 1 to measure the time since the ON edge of the count switch 126. Here, since the timer interrupt period is set to 1 msec, incrementing by 1 means that time is measured in 1 msec increments.
[0215] (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 count update means 274 refers to the counting timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. If 4000 msec has elapsed, the process moves to step S411; if 4000 msec has not elapsed, it is determined that the operation is still equivalent to a long press, and the process moves to step S412 without changing the operation status flag.
[0216] (Step S411) If 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 3 (full count) as the operation is a full counting operation, and sets the values of bits 2 to 0 of the counting processing state management buffer to 100b. The command transmission / reception means 272 sends a command (bit 2=1 of the counting processing state management data) to the main CPU 200a to indicate that the full counting process has been executed, in order to communicate that the full counting process has started.
[0217] (Step S412) Next, the medal count update means 274 determines whether or not it is time for counting. If it is time for counting, the process moves to step S413; otherwise, the process moves to step S409 without performing any counting.
[0218] (Step S413) If it is the counting timing, the medal count update means 274 performs multiple counting processing (continuous counting processing) based on a long press operation. This multiple counting processing will be described in detail later.
[0219] (Step S414) The medal count update means 274 resets the count reservation flag to 0 (no reservation) assuming that continuous counting processing based on the long press operation has been performed at least once.
[0220] (Step S415) If it is determined in step S401 that the counting switch 126 is OFF, the medal count update means 274 determines whether the counting reservation flag is 1 (reservation of single counting processing) and whether it is counting timing. If the counting reservation flag is 1 and it is counting timing, the process moves to step S416; if the counting reservation flag is not 1 or it is not counting timing, the process moves to step S418 without performing single counting processing.
[0221] (Step S416) If the counting reservation flag is 1 and it is the counting timing, the medal count update means 274 performs a single counting operation based on a short press operation. This single counting operation will be described in detail later.
[0222] (Step S417) The medal count update means 274 resets the count reservation flag to 0 (no reservation) and resets the values of bits 2 to 0 of the count processing state management buffer to 000b, assuming that a single counting process based on a short press operation has been performed.
[0223] (Step S418) Next, the medal count update means 274 determines whether the count reservation flag is 2 (meaning a long press operation was performed, but the count switch 126 was turned OFF before the count timing arrived) and whether it is the count timing. If the count reservation flag is 2 and it is the count timing, the multiple counting process in step S413 is executed. If the count reservation flag is not 2, or it is not the count timing, the process moves to step S420 without performing the multiple counting process. The multiple counting process in step S413 will be described in detail later.
[0224] (Step S419) The medal count update means 274 resets the count reservation flag to 0 (no reservation) and resets the values of bits 2 to 0 of the count processing state management buffer to 000b, assuming that multiple counting processes based on the long press operation have been executed.
[0225] (Step S420) The medal count update means 274 determines whether the counting switch 126 was on the OFF edge. If the counting switch 126 is on the OFF edge, the process moves to step S421; otherwise, the counting process ends.
[0226] (Step S421) If the counting switch 126 is OFF and it is the OFF edge, the medal count update means 274 determines whether the operation status flag is 1 (short press). If the operation status flag is 1, the process moves to step S422; otherwise, the process moves to step S423.
[0227] (Step S422) Next, the medal count update means 274 sets the count reservation flag to 1 (single counting process) in order to perform single counting processing. Thus, in step S415, if the count reservation flag is 1 and it is the counting timing, the single counting processing in step S416 is executed.
[0228] (Step S423) The medal count update means 274 sets the operation status flag to 0 (no operation) in response to the OFF edge of the counting switch 126 to reset the short-press or long-press operation, and resets the values of bits 2 to 0 of the counting processing state management buffer to 000b. However, if the counting reservation flag is 1 or 2, the medal count update means 274 sets the operation status flag to 0 (no operation), but does not reset the values of bits 2 to 0 of the counting processing state management buffer to 000b in order to maintain the value of the counting processing state management buffer.
[0229] (Step S424) The medal count update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126. The medal count update means 274 also resets the multiple count count counter to 0. This multiple count count counter is a counter that counts the number of times the multiple count process has been executed.
[0230] (Step S425) If the operation status flag is determined to be 3 in step S400, that is, if it is determined that all counting operations have been performed, the medal count update means 274 determines whether or not it is time to count, without determining whether the counting switch 126 is ON or OFF in step S401. If it is time to count, the multiple counting process in step S413 is executed; otherwise, the process moves to step S426 without performing any counting operations.
[0231] (Step S426) The medal count update means 274 determines whether the counting switch 126 was on the ON edge. If the counting switch 126 was on the ON edge, the process moves to step S427; otherwise, the counting process is terminated.
[0232] (Step S427) If the counting switch 126 is ON, the medal count update means 274 sets the operation status flag to 4 (all counting canceled) as the all counting operation has been canceled, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b. The command transmission / reception means 272 sends a command (bit 2=0 of the counting processing status management data) to the main CPU 200a to communicate that the all counting process has been stopped. Here, by setting the operation status flag to 4, even if the counting switch 126 is turned ON to cancel the all counting process, the counting-related processing is terminated in step S404, so the operation of the counting switch 126 is not newly determined as, for example, a short press operation.
[0233] (Step S428) The medal count update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126. The medal count update means 274 also resets the multiple count count counter to 0 and terminates the counting process.
[0234] Figure 18 is a flowchart showing an example of the flow of multiple counting processing (S413).
[0235] (Step S413-1) The medal count update means 274 determines whether the current number of game medals is 50 or more. If the number of game medals is 50 or more, the process moves to step S413-2; if the number of game medals is less than 50, the process moves to step S413-4.
[0236] (Step S413-2) If the number of game tokens is 50 or more, the token count update means 274 sets the count notification to 50.
[0237] (Step S413-3) The medal count update means 274 increments the multiple count counter by 1. The value of this multiple count counter can be used, for example, to change the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the light color of the effect lamp 136 depending on the number of counting operations.
[0238] (Step S413-4) If the number of game tokens is less than 50, the token count update means 274 sets the total number of game tokens at that time to the count notification.
[0239] (Step S413-5) The medal count update means 274 determines whether the operation state flag is 3 (total count) and whether the count switch 126 is OFF. As a result, if the operation state flag is 3 and the count switch 126 is OFF, the process moves to step S413-6, and if the operation state flag is not 3 or the count switch 126 is ON, the process moves to step S413-7.
[0240] (Step S413-6) If the operation state flag is 3 and the count switch 126 is OFF, the medal count update means 274 resets the operation state flag to 0 (non-operation) assuming that the total count process has ended, and resets the values of bits 2 to 0 of the count process state management buffer to 000b.
[0241] (Step S413-7) The command transmission / reception means 272 transmits a count notification in which the counted medal count is set to the dedicated unit 300.
[0242] (Step S413-8) Subsequently, the command transmission / reception means 272 transmits a command indicating that multiple count processes (continuous count process or total count process) have been executed and the number of game medals after counting to the main CPU 200a, and ends the multiple count processes.
[0243] FIG. 19 is a flowchart showing an example of the flow of the single count process (S415).
[0244] (Step S415-1) The medal count update means 274 determines whether the number of game medals at that time is one or more. As a result, if the number of game medals is one or more, the process moves to step S415-2, and if the number of game medals is less than one, that is, zero, the single count process ends.
[0245] (Step S415-2) If the number of game medals is one or more, the medal count update means 274 sets one in the count notification.
[0246] (Step S415-3) The command transceiver 272 transmits a count notification with the set number of counted medals to the dedicated unit 300.
[0247] (Step S415-4) Subsequently, the command transceiver 272 transmits a command indicating that the single-count process has been executed and the number of game medals after counting to the main CPU 200a, and ends the single-count process.
[0248] FIG. 20 is a flowchart showing an example of the flow of the counting corresponding process in the main control board 200.
[0249] (Step S450) The command transceiver 226 in the main CPU 200a determines whether it has received a command indicating that the counting process has been executed and the number of game medals after counting from the command transceiver 272 in the medal CPU 260a. As a result, if the command has been received, the process proceeds to step S451, and if the command has not been received, the counting corresponding process ends.
[0250] (Step S451) The command transceiver 226 determines whether the currently received command is different from the held command. As a result, if the commands are different, the process proceeds to step S452, and if the commands are not different, the counting corresponding process ends.
[0251] (Step S452) If the commands are different, the command transceiver 226 directly transmits at least the counting process state management data of the received command to the sub CPU 240a. Thus, the sub CPU 240a can notify the player through the liquid crystal display unit 132, the speaker 134, and the effect lamp 136 that the electronic medals have been transferred to the dedicated unit 300 by the counting process.
[0252] (Step S453) The command transmission / reception means 226 stores the received command in the main RAM 200c for use in the next comparison and then terminates the counting-related processing.
[0253] Figure 21 is a flowchart showing an example of the counting-related processing flow in the sub-control board 240.
[0254] (Step S470) The command receiving means 252 in the sub-CPU 240a determines whether or not it has received a command from the command sending / receiving means 226 in the main CPU 200a indicating that the counting process has been executed and the number of game tokens after counting. If a command has been received, the process moves to step S471; otherwise, the process moves to step S478.
[0255] (Step S471) The performance control means 254 of the sub-CPU 240a determines whether the number of game tokens after counting, as indicated by the received command, is 0. If the number of game tokens after counting is not 0, the process moves to step S472; if the number of game tokens after counting is 0, the process moves to step S477.
[0256] (Step S472) The performance control means 254 determines whether bit 2 of the counting processing state management data in the received command is 1 or not. If bit 2 of the counting processing state management data is 1, the process moves to step S473; otherwise, the process moves to step S474.
[0257] (Step S473) If bit 2 of the counting processing status management data is 1, the performance control means 254 assumes that the full counting process has started and performs performances for the full counting process, such as displaying the message "Counting in progress" on the liquid crystal display unit 132, changing the sound output from the speaker 134, or changing the light color emitted by the performance lamp 136.
[0258] (Step S474) The effect control means 254 determines whether bit 2 of the counting process state management data in the received command is 0. As a result, if bit 2 of the counting process state management data is 0, the process proceeds to step S475, and if bit 2 of the counting process state management data is not 0, the process proceeds to step S476.
[0259] (Step S475) If bit 2 of the counting process state management data is 0, the effect control means 254 assumes that all counting processes have ended (stopped), and performs an end effect for all counting processes, for example, displays a message "All counting ended" on the liquid crystal display unit 132, changes the sound output from the speaker 134, or changes the emission color of the effect lamp 136 that is emitting light.
[0260] (Step S476) The effect control means 254 displays the number of game medals after counting on the liquid crystal display unit 132 and ends the counting corresponding process.
[0261] (Step S477) If it is determined in step S471 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 corresponding process.
[0262] (Step S478) If it is determined in step S470 that no command has been received, the effect control means 254 determines whether the time elapsed since the previous command was received is 400 msec or more. As a result, if 400 msec or more has elapsed, the process proceeds to step S479, and if 400 msec has not been reached, the counting corresponding process is ended.
[0263] (Step S479) In step S478, if it is determined that 400 msec or more has elapsed since the last command was received, the performance control means 254 terminates the performance related to the counting process and terminates the counting-related processing. However, if the performance data set as a performance related to the counting process is performance data of 400 msec or longer, for example, image data, audio data, or light data that is not loop data, such as the "Thank you for your hard work" audio at the end of all counting, and the accompanying image display, lamp illumination, etc., the performance data may be allowed to continue beyond 400 msec without being terminated midway.
[0264] Thus, the slot machine 100 includes a game control means (e.g., a main CPU 200a) that controls the game played using game value (e.g., electronic tokens), a management control means (e.g., a token CPU 260a, a token count update means 274) that manages the game value as, for example, the number of game tokens, and a counting operation means (e.g., a player operation means) that accepts player input to perform a counting process to transfer at least a portion of the game value managed by the management control means to an external device (e.g., a dedicated unit 300), The system includes a counting switch 126), and the management control means executes a multiple counting process, which is a counting process that transfers a predetermined number (e.g., 50) of game values at predetermined intervals (e.g., 300 msec intervals), when the time the counting operation means is continuously ON is 1 hour (e.g., 500 msec) or longer, and when the time the counting operation means is continuously ON is 2 hours (e.g., 4000 msec) or longer than the 1 hour, the multiple counting process can be executed even if the counting operation means is turned OFF.
[0265] With this configuration, if the player keeps the counting switch 126 ON for a predetermined period of time, the counting process will continue even if the player subsequently turns the counting switch 126 OFF. Therefore, it is possible to reduce the operational burden involved in the counting process of electronic tokens and improve the convenience for the player.
[0266] (Other operating examples of the counting switch 126) In the embodiment described above, an example was given in which the medal count update means 274 executes the full counting process when the player keeps the counting switch 126 ON and the time since the ON edge of the counting switch 126 exceeds 4000 msec. However, in such a configuration, it is necessary to refer to the counting timer and determine whether its value is 4000 msec or more. Incidentally, in step S413-3 of the multiple counting process in Figure 18, the multiple counting count counter is counted. Therefore, here, the transition to the full counting process is realized using the value of the counted multiple counting count counter. For example, instead of determining whether the value of the counting timer is 4000 msec or more, the medal count update means 274 determines whether the multiple counting count counter is above a predetermined value and executes the full counting process according to the result.
[0267] Here, a predetermined value is set to be compared with the value of the multiple count counter. The timing at which the player turns on the count switch 126 is different from the counting timing. Also, the timing at which the entire counting operation is determined (4000 msec from the ON edge) is different from the counting timing. Therefore, the timing at which the value of the multiple count counter is updated, i.e., the counting timing, is almost never equal to the timing at which 4000 msec has elapsed from the ON edge. Therefore, a predetermined value is set that ensures a time of 4000 msec or more from the ON edge of the count switch 126.
[0268] The time from the ON edge of the counting switch 126 to the counting count reaching the desired value is minimized when the timing of 500 msec from the ON edge of the counting switch 126 occurs immediately before (or simultaneously with) a counting timing. Thus, when the timing of 500 msec from the ON edge of the counting switch 126 occurs immediately before a counting timing, the time from the ON edge of the counting switch 126 approaches 4000 msec when the counting count reaches 12 counts (3800 msec, 500 + 300 × 11) and when it reaches 13 counts (4100 msec, 500 + 300 × 12). Here, we want the multiple counting counter to be updated when 4000 msec has definitely elapsed since the ON edge of the counting switch 126. Therefore, the medal count update means 274 will determine that the entire counting operation has been completed when the number of counting timings reaches 13, i.e., when the value of the multiple counting counter is 13. In this case, even if the timing 500 msec from the ON edge of the counting switch 126, which is the timing when the time from the ON edge of the counting switch 126 to the counting timing reaches a predetermined value is immediately after a counting timing, the time when the number of counting timings reaches 13 will be 4400 msec from the ON edge of the counting switch 126. Thus, the timing when the number of counting timings reaches 13 will be within the range of 4100 msec to 4400 msec from the ON edge of the counting switch 126, which fully satisfies the condition of 4000 msec or more from the ON edge of the counting switch 126.
[0269] In this example, the predetermined value is set to 13, which is the minimum value that satisfies the condition of being 4000 msec or more from the ON edge of the counting switch 126. However, the predetermined value can be set to 14 or more values, as long as the condition of being 4000 msec or more from the ON edge of the counting switch 126 is met.
[0270] The following explanation of the medal count update means 274 will use an example where, instead of determining whether the count timer value is 4000 msec or more, it determines whether the multiple count count counter is 13 or more.
[0271] Figure 22 is a timing chart illustrating the counting process when the counting switch 126 is fully counted.
[0272] As shown in Figure 22, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting processing status management buffer to 001b. The medal count update means 274 also measures the time elapsed since the ON edge of the counting switch 126 using a counting timer.
[0273] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting processing status management buffer to 010b. In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) and reserves continuous counting processing.
[0274] Then, 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, it sets the counted medal count in the counting notification to "50". At this time, the medal count update means 274 increments the multiple counting count counter by 1 and updates it to "1". Also, the medal count update means 274 subtracts 50 from the current number of game medals "1020", for example, 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 transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time there is a counting timing. Therefore, the multiple count counter is incremented by 1, changing from "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12", and the number of game tokens is decreased by 50, changing from "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420".
[0275] Then, when the player keeps the counting switch 126 ON and the value of the multiple counting counter reaches "13", the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full counting). In this embodiment, the values of bits 2 to 0 of the counting processing state management buffer are not set to 100b, but are kept at 010b. Since bit 2 is not used here, an area can be reserved in the counting processing state management data to add information.
[0276] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50", just as when the operation status flag is set to 2. The medal count update means 274 also subtracts 50 from the current number of game medals "420", for example, and updates the number of game medals to "370". Accordingly, the number of game medals "370" is displayed on the game medal count display device 128. The command transmission / reception means 272 transmits the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 executes the counting process each time the counting timing occurs. Therefore, the multiple counting counter is incremented by 1, changing from "14" → "15" → "16" → "17" → "18" → "19" → "20", and the number of game tokens is reduced by 50, changing from "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the number of counted tokens to the remaining number of game tokens, "20", at the counting timing. Therefore, the number of game tokens becomes 0, and the counting process by all counting operations is completed. When the counting process by all counting operations is completed, the token count update means 274 sets the operation status flag to 0 (not operating) and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b to cancel the all counting operation. Furthermore, the medal count update means 274 resets the multiple count count counter to 0.
[0277] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, as shown in Figure 22, even if the player turns OFF the counting switch 126 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0278] Once the entire counting process is completed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the counting process has been completed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0279] Specifically, the medal count update means 274 switches the operation status flag to 2 and sets bit 1 (continuous counting) of the counting processing status management buffer to 1 when the time since the ON edge of the counting switch 126 becomes 500 msec or more. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that all counting processes have been executed. At this time, the command transmission / reception means 272 may also transmit that continuous counting processes have been executed by sending the counting processing status management data as is, as part of the command, to the main CPU 200a. Upon receiving the command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that continuous counting processes have been executed. At this time, the main CPU 200a may also transmit that continuous counting processes have been executed by sending at least the counting processing status management data of the command sent from the medal count control board 260 as is, as part of the command, to the sub-CPU 240a. Alternatively, the main CPU 200a may only send a command to the sub-CPU 240a when a command sent from the medal count control board 260 changes, for example, when bit 1 (continuous counting) of the counting processing state management data changes from OFF to ON.
[0280] The performance control means 254 of the sub-CPU 240a, upon receiving a command in which bit 1 of the counting processing state management data is 1, for example, increments the sub-counting count counter by 1 to update it to "1", and displays the message "Counting" and the number of game tokens after the completion of the first continuous counting process, "970", on the LCD display unit 132. Here, the sub-counting count counter is a counter that counts the number of times a command indicating the execution of multiple counting processes has been received. Next, the performance control means 254 updates the sub-counting counter to "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12" each time it receives a command, and updates the display of the number of game tokens to "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420". Also, in response to receiving a command, the performance control means 254 determines that the full counting process has started when the sub-counting counter reaches "13", and updates the displayed message "Counting" to the message "Full Counting" (it is also possible to display it with the addition of "Counting switch can be turned OFF", etc.). The performance control means 254 continues to update the display of the number of game tokens each time it receives a command, in the following order: "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game tokens becomes 0 through the total counting process, the performance control means 254 displays the message "Total counting complete" and the number of game tokens "0" on the LCD display unit 132, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player's operation of a switch. The performance control means 254 also outputs a predetermined counting sound from the speaker 134 in response to the receipt of a command, for example, until the number of game tokens becomes 0 through continuous counting. When the number of game tokens becomes 0 through continuous counting, the performance 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 performance control means 254 may perform a specific performance in which, in response to the sub-counting counter reaching "13", it changes the sound output from the speaker 134 or outputs a specific sound to indicate that the process has moved to full counting.Furthermore, the performance control means 254, in response to receiving a command, illuminates the performance lamp 136 in a predetermined light color, for example, until the number of game tokens becomes 0 through continuous counting processing. Here, the performance control means 254 may change the light color of the performance lamp 136 when the sub-counting counter reaches "13", output a specific light color to indicate that the game has moved to full counting processing, or execute a specific performance that indicates the game has moved to full counting processing by flashing.
[0281] Here, the performance control means 254 self-containedly determines the timing of full counting processing using a sub-counting counter. Therefore, as long as it is known that multiple counting processes are being executed (bit 1=1 in the counting processing state management data), it is not necessary to know that full counting processing is being executed (bit 2=1 in the counting processing state management data), as explained using Figures 15 to 21. Consequently, the design burden associated with changes in commands and programs can be reduced.
[0282] Furthermore, the multiple counting counter in the medal CPU 260a reaching 13 and the sub-counting counter in the performance control means 254 reaching 13 occur almost simultaneously, despite a communication delay. Therefore, the timing of the medal count control board 260 entering full counting processing and the timing of the player recognizing the start of full counting processing are the same. Consequently, the player can understand that full counting processing has begun and that counting processing can continue even if the counting switch 126 is turned OFF, based on the changes in the display on the liquid crystal display 132, the changes in the sound output from the speaker 134, and the changes in the illumination pattern of the performance lamp 136.
[0283] Furthermore, from the standpoint of reliability, the command transmission / reception means 272 may change bit 2 of the counting processing state management data in the command. With this configuration, the performance control means 254 can determine that the entire counting process has started not only when the sub-counting count counter is 13 or more, but also when bit 2 of the counting processing state management data is 1, thus enabling reliable tracking of the transition of the entire counting process. Also, from the standpoint of reliability, the command transmission / reception means 272 may include in the command the number of times multiple counting processes (continuous counting process and entire counting process) are executed. With this configuration, the performance control means 254 can compare the value of the sub-counting count counter with the number of times multiple counting processes indicated in the command are executed and ensure their consistency.
[0284] In this explanation, we assumed that the performance control means 254 was aware that multiple counting processes were being executed (bit 1 or bit 2 of the counting process state management data = 1), and explained an example in which it identified that the full counting process had started by receiving 13 commands in succession. However, it is practically impossible for a player to perform 13 short presses in succession between counting timings. Therefore, the performance control means 254 can identify that the full counting process has started by receiving 13 commands in succession, even without being aware that multiple counting processes are being executed (bit 1 or bit 2 of the counting process state management data = 1). With this configuration, the performance control means 254 can grasp the transition to the full counting process with a simple process, further reducing the design burden.
[0285] Figure 23 is a timing chart illustrating another flow of the counting process when the counting switch 126 is fully counted.
[0286] As shown in Figure 23, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) in response to the ON edge of the counting switch 126, and sets the values of bits 2 to 0 of the counting processing status management buffer to 001b. The medal count update means 274 also measures the time elapsed since the ON edge of the counting switch 126 using a counting timer.
[0287] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) and sets the values of bits 2 to 0 of the counting processing status management buffer to 010b. In addition, the medal count update means 274 sets the counting reservation flag to 2 to reserve continuous counting processing.
[0288] Then, 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, it sets the counted medal count in the counting notification to "50". At this time, the medal count update means 274 increments the multiple counting count counter by 1 and updates it to "1". Also, the medal count update means 274 subtracts 50 from the current number of game medals "1020", for example, 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 transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time there is a counting timing. Therefore, the multiple count counter is incremented by 1, changing from "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12", and the number of game tokens is decreased by 50, changing from "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420".
[0289] Then, when the player keeps the counting switch 126 ON and the value of the multiple counting counter reaches "13", the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full counting). In this embodiment, the values of bits 2 to 0 of the counting processing status management buffer are not set to 100b, but are kept at 010b. Since bit 2 is not used here, an area for adding information can be secured.
[0290] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "420", for example, and updates the number of game medals to "370". Accordingly, the number of game medals "370" is displayed on the game medal count display device 128. The command transmission / reception means 272 transmits the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 executes the counting process each time there is a counting timing. Therefore, the multiple count count counter is incremented by 1, changing from "14" → "15" → "16", and the number of game medals is subtracted by 50, changing from "320" → "270" → "220".
[0291] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, as shown in Figure 23, even if the player turns OFF the counting switch 126 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0292] Now, suppose the player turns the counting switch 126 OFF and then ON again. The medal count update means 274 sets the operation status flag to 4 (all counting canceled) in response to the ON edge of the counting switch 126, and resets the values of bits 2 to 0 of the counting processing state management buffer to 000b to cancel all counting operations. The medal count update means 274 also resets the multiple counting count counter to 0. Therefore, the counting process stops at the ON edge of the counting switch 126, and the number of game medals stops at "220" at the counting timing before the ON edge of the counting switch 126.
[0293] In this type of total counting process, if the counting switch 126 is turned ON again, it is sufficient that the total counting process stops in accordance with the operation of the counting switch 126. Therefore, it is not necessary to determine whether the re-turning ON of the counting switch 126 is a short press, a long press, or a new total counting operation. Here, in the total counting process, if the counting switch 126 is turned ON to stop the counting process, the medal count update means 274 does not determine whether the ON state of the counting switch 126 is a short press, a long press, or a new total counting operation. Therefore, even if the time from the ON edge of the counting switch 126 exceeds 500 msec, the continuous counting process will not start, and even if the counting switch 126 is subsequently turned OFF, the single counting process will not be executed in accordance with that OFF edge.
[0294] Once the entire counting process is completed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the counting process has been completed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0295] Specifically, the medal count update means 274 switches the operation status flag to 2 and sets bit 1 (continuous counting) of the counting processing status management buffer to 1 when the time since the ON edge of the counting switch 126 becomes 500 msec or more. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that all counting processes have been executed. Upon receiving this command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that continuous counting processes have been executed. Alternatively, the main CPU 200a may send a command to the sub-CPU 240a only when the command sent from the medal count control board 260 changes, for example, only when bit 1 (continuous counting) of the counting processing status management data changes from OFF to ON.
[0296] Furthermore, when continuous counting processing stops, this fact is communicated to the main CPU 200a and sub-CPU 240a. When continuous counting processing stops, the medal count update means 274 switches the operation status flag to 4 and resets bit 1 (continuous counting processing) of the counting processing status management buffer to 0. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that all counting processing has stopped. Upon receiving this command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that all counting processing has stopped.
[0297] The performance control means 254 of the sub-CPU 240a, upon receiving a command in which bit 1 of the counting processing state management data is 1, for example, increments the sub-counting count counter by 1 to update it to "1", and displays the message "Counting" and the number of game tokens after the completion of the first continuous counting process, "970", on the LCD display unit 132. Here, the sub-counting count counter is a counter that counts the number of times a command indicating the execution of multiple counting processes has been received. Next, the performance control means 254 updates the sub-counting counter to "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12" each time it receives a command, and updates the display of the number of game tokens to "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420". Also, in response to receiving a command, the performance control means 254 determines that the full counting process has started when the sub-counting counter reaches "13", and updates the displayed message "Counting" to the message "Full Counting" (it is also possible to display it with the addition of "Counting switch can be turned OFF", etc.). The performance control means 254 continues to update the display of the number of game tokens each time it receives a command, from "370" → "320" → "270" → "220", and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. The performance control means 254 also outputs a predetermined counting sound from the speaker 134 in response to the command, for example, until the number of game tokens becomes 0 through continuous counting processing. When the number of game tokens becomes 0 through continuous counting processing, the performance 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. At this point, the performance control means 254 may perform a specific performance, such as changing the sound output from the speaker 134 or outputting a specific sound to indicate that the game has moved to full counting processing, in response to the sub-counting counter reaching "13". Furthermore, the performance control means 254, in response to receiving a command, for example, illuminates the performance lamp 136 in a predetermined light color until the number of game tokens becomes 0 through continuous counting processing.Here, the performance control means 254 may change the color of the light emitted by the performance lamp 136 in response to the sub-counting counter reaching "13", output a specific light color to indicate that the process has moved to full counting, or execute a specific performance that indicates the process has moved to full counting by flashing. Furthermore, the performance control means 254 can determine that the full counting process has been interrupted (ended) based on the fact that it did not receive a command from the main CPU 200a at the timing when it should have received a command due to the execution of continuous counting (for example, not receiving a command for 400 msec). Here, the timing for determining that a command was not received is not limited to 400 msec, but may be 310 msec to 590 msec.
[0298] Players can understand that the system has transitioned to full counting and that counting can continue even if the counting switch 126 is turned OFF, based on the changes in the display on the LCD 132, the changes in the sound output from the speaker 134, and the changes in the illumination pattern of the effect lamp 136. Furthermore, players can understand that after the system has transitioned to full counting, they can stop the full counting process by turning the counting switch 126 OFF and then ON again.
[0299] Here, instead of determining whether the counting timer value is 4000 msec or more, the transition to the full counting process is determined by determining whether the multiple count counter has reached 13 or more counts. Therefore, the flowcharts shown in Figures 17, 18, and 21 will also differ in part. Below, using Figure 24 (corresponding to Figure 17), Figure 25 (corresponding to Figure 18), and Figure 26 (corresponding to Figure 21), the processes that differ from those in Figures 17, 18, and 21 will be described in detail, while other processes that are substantially equivalent in function will not be explained.
[0300] Figure 24 is a flowchart showing an example of the counting process flow in the medal count control board 260. Unlike Figure 17, the counting process in Figure 24 does not determine whether the count timer value is 4000 msec or more. Therefore, the determination in step S410 of Figure 17, which determines whether 4000 msec has elapsed since the ON edge of the count switch 126, and the process in step S411, which sets bit 2 of the counting process state management buffer to 1 if 4000 msec has elapsed since the ON edge of the count switch 126, are not executed in Figure 24.
[0301] Figure 25 is a flowchart showing an example of the flow of the multiple counting process (S413). The multiple counting process (S413) in Figure 25 is executed at the counting timing, and the multiple counting counter is updated. Therefore, here, as described above, instead of steps S410 and S411 in Figure 17, a process (S413-11, S413-12) is added to the multiple counting process (S413) to start the entire counting process according to the value of the multiple counting counter.
[0302] (Step S413-11) The medal count update means 274 determines whether the multiple count counter is 13 or more. If the multiple count counter is 13 or more, the process moves to step S413-12. If the multiple count counter is less than 13, it is determined that the operation is still equivalent to a long press operation, and the process moves to step S413-7 without changing the operation status flag.
[0303] (Step S413-12) If the multiple count count counter is 13 or more, the medal count update means 274 sets the operation status flag to 3 (total count) as the operation is a total count operation. However, in this embodiment, the values of bits 2 to 0 of the counting processing state management buffer are not set to 100b, but are kept at 010b.
[0304] Figure 26 is a flowchart showing an example of the counting processing flow in the sub-control board 240. Unlike Figure 21, the counting processing in Figure 26 does not use bit 2 of the command's counting processing state management data, but instead uses a sub-counting counter within the sub-CPU 240a to self-containedly determine the timing for transitioning to the full counting processing.
[0305] (Step S480) The command receiving means 252 in the sub-CPU 240a determines whether it has received a command from the command sending / receiving means 226 in the main CPU 200a that indicates that counting processing has been performed, the number of game tokens after counting, and that bit 1 (continuous counting processing) of the counting processing state management data is 1. If a command has been received, the process moves to step S481; otherwise, the process moves to step S488. Here, by checking bit 1 of the counting processing state management data, the situation in which single counting processing is counted in the middle of continuous counting processing is avoided.
[0306] (Step S481) The performance control means 254 of the sub-CPU 240a determines whether the number of game tokens after counting, as indicated by the received command, is 0 or not. If the number of game tokens after counting is not 0, the process moves to step S482; if the number of game tokens after counting is 0, the process moves to step S486.
[0307] (Step S482) The performance control means 254 determines whether the sub-count count counter is 13 or more. If the sub-count count counter is 13 or more, the process moves to step S483. If the sub-count count counter is less than 13, it determines that the operation still corresponds to a long press operation and moves to step S484. (Step S483) If the sub-count count counter is 13 or more, the performance control means 254 assumes that the full counting process has started and performs performances for the full counting process, such as displaying the message "Full counting in progress" on the liquid crystal display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.
[0308] (Step S484) The performance control means 254 increments the sub-count count counter by 1.
[0309] (Step S485) The performance control means 254 displays the number of game tokens after counting on the liquid crystal display unit 132 and terminates the counting-related processing.
[0310] (Step S486) In step S481, if it is determined that the number of game tokens after counting is 0, the performance control means 254 terminates the performance related to the counting process.
[0311] (Step S487) The performance control means 254 resets the sub-count count counter to 0 and terminates the count-corresponding process.
[0312] (Step S488) In step S480, if it is determined that no command has been received, the performance control means 254 determines whether 400 msec or more has elapsed since the last command was received. If 400 msec or more has elapsed, the process proceeds to step S489; otherwise, the counting process is terminated.
[0313] (Step S489) In step S488, if it is determined that 400 msec or more has elapsed since the last command was received, the performance control means 254 terminates the performance related to the counting process.
[0314] (Step S490) The performance control means 254 resets the sub-count count counter to 0 and terminates the count-corresponding process.
[0315] Thus, the slot machine 100 includes a management control means (e.g., a medal CPU 260a, a medal count update means 274) that manages the game value, for example, as the number of game medals, and a counting operation means (e.g., a counting switch 126) that receives input from a player to perform counting processing to transmit at least a portion of the information regarding the game value managed by the management control means to an external device (e.g., a dedicated unit 300), and the management control means controls the time during which the counting operation means is ON to a predetermined time (e.g., 5 If the time exceeds 00 msec, a multiple counting process is executed, which involves repeatedly performing a unit counting process (e.g., counting in units of 50) that transmits information about multiple (e.g., 50) game values at a predetermined cycle (e.g., a 300 msec cycle). The number of times the unit counting process has been executed under the condition that the counting operation means is ON is counted (e.g., a multiple counting count counter). When the number of times the unit counting process has been executed reaches a predetermined value (e.g., 13), the multiple counting process can be executed even if the counting operation means is OFF.
[0316] Furthermore, the slot machine 100 includes a game value control means (for example, a medal CPU 260a, a medal count update means 274) and a counting switch 126. The state in which the counting switch 126 is ON for a period of time of 1 hour (for example, 500 msec) or more but less than 2 hours (for example, 4000 msec) is defined as the first ON state, and the state in which the counting switch 126 is ON for a period of time of 2 hours or more is defined as the second ON state. If the game value control means is in the 1 ON state, it performs a first counting process in which it periodically transmits counting information related to multiple game values to the outside of the game machine for a predetermined number of times (for example, 13 times). If the counting switch is in the 2 ON state, it performs a second counting process in which it performs the counting process for a predetermined number of times or more. If the second counting process has been performed, the game value control means continues the counting process even if the counting switch 126 changes from the 2 ON state to the OFF state.
[0317] Furthermore, the system includes a performance control means (for example, a performance control means 254) that controls the performance related to the counting process executed by the management control means. The performance control means counts the number of times the unit counting process has been executed (for example, a sub-counting counter) under the condition that the unit counting process is repeated at a predetermined period (for example, a 300 msec period), and when the number of times the unit counting process has been executed reaches a predetermined value (for example, 13), it executes a specific performance (for example, a specific audio output that notifies that the system has moved to the full counting process).
[0318] Furthermore, the slot machine 100 includes a management control means (e.g., medal CPU 260a, medal count update means 274) that manages the game value, for example, as the number of game tokens; a counting operation means (e.g., counting switch 126) that accepts player input to perform counting processing that transmits at least a portion of the information regarding the game value managed by the management control means to an external device (e.g., dedicated unit 300); and an effect control means (e.g., effect control means 254) that controls the effects related to the counting processing performed by the management control means. The management control means, when the time the counting operation means is ON is 1 hour (e.g., 500 msec) or longer, generates multiple (e.g., 50) game values. Multiple counting processes are executed, which involve repeating a unit counting process (for example, a counting process in units of 50) that transmits information about the unit counting process at a predetermined period (for example, a 300 msec period). When the time the counting operation means is ON is longer than the first time, for a second time (for example, 4000 msec) or more, multiple counting processes can be executed even if the counting operation means is turned OFF. The performance control means counts the number of times the unit counting process has been executed under the condition that the unit counting process is repeated at a predetermined period (for example, a sub-counting count counter), and when the number of times the unit counting process has been executed reaches a predetermined value (for example, 13) or more, it executes a specific performance (for example, a specific audio output that notifies that the process has moved to the full counting process).
[0319] With this configuration, if the player keeps the counting switch 126 ON for a predetermined period of time, the counting process will continue even if the player subsequently turns the counting switch 126 OFF. Therefore, it is possible to reduce the operational burden involved in the counting process of electronic tokens and improve the convenience for the player.
[0320] In this explanation, we have used an example where the performance control means 254 outputs an ending voice message such as "Thank you for your hard work" when the number of game tokens becomes 0 through the total counting process. However, it is not necessary to output an ending voice message for every total counting operation. For example, if the player cancels the total counting process before the number of game tokens becomes 0, and one or more game tokens remain, the performance control means 254 may restrict (prevent) the output of such an ending voice message from the speaker 134. Furthermore, not only in the total counting process, but also in the continuous counting process, if the player turns off the counting switch 126 before the number of game tokens becomes 0, and one or more game tokens remain, the performance control means 254 may restrict (prevent) the output of an ending voice message from the speaker 134. In the single counting process, the speaker 134 does not output an ending voice message; only the normal counting process voice is output. Furthermore, if the player stops the full counting process or continuous counting process before the number of game tokens reaches zero, and one or more game tokens remain, the performance control means 254 may execute performances only on the liquid crystal display unit 132, the speaker 134, and some of the performance lamps 136, while restricting other performances. For example, if the player cancels the full counting process before the number of game tokens reaches zero, and one or more game tokens remain, the performance control means 254 displays on the liquid crystal display unit 132 that the full counting process has been completed, but restricts the output of the completion sound from the speaker 134.
[0321] Thus, if a player cancels the counting process before their number of tokens reaches zero, and at least one token remains, the player is likely to continue playing. In this case, by not outputting an end-of-game sound from speaker 134, as described above, it is possible to avoid the player feeling any discomfort.
[0322] Furthermore, the total counting process counts a larger number of electronic tokens than the continuous counting process described above. Therefore, the completion sounds may be different for continuous counting and total counting. For example, the sound produced when the number of tokens becomes 0 by total counting is more of a celebratory sound than the sound produced when the number of tokens becomes 0 by continuous counting, and may be made more joyful for the player, and the volume may also be increased. In addition, there may be multiple levels of sounds produced when the number of tokens becomes 0 by total counting. For example, the sound may be different depending on whether the number of tokens counted is 2500 or more, 5000 or more, 7500 or more, or 10000 or more, and the sound may be made more joyful for the player as the number of tokens increases, and the volume may also be increased.
[0323] Furthermore, this explanation describes how the player is notified of the transition to the full counting process through the liquid crystal display unit 132, speaker 134, and effect lamp 136. However, the system is not limited to this case; for example, the lighting pattern of the 5-digit or 6-digit 7-segment LED in the game medal count display device 128 may be changed in response to the transition to the full counting process. The light-emitting part of the 7-segment LED consists of a segment section consisting of segments "a", "b", "c", "d", "e", "f", and "g", and a decimal point section "DP" (dot "."). For example, the medal CPU 260a may display the number of game medals lit in the segment section while a short-press operation and continuous counting process are being performed, then display the number of game medals blinking in the segment section when transitioning from continuous counting to full counting process, and return to lit display when the counting process is completed (stopped). Furthermore, the medal CPU 260a may switch the decimal point from off to on while a short-press operation and continuous counting are being performed, and when transitioning from continuous counting to full counting, it may blink the decimal point until the counting process is completed (stopped). The decimal point to be illuminated is preferably the least significant digit of a 5-digit or 6-digit 7-segment LED, but any digit may be illuminated.
[0324] With this configuration, the game token count display device 128 connected to the token count control board 260 directly displays that the entire counting process is being performed. Therefore, even if no notification effects are displayed on the LCD display 132, speaker 134, or effect lamp 136, the player can visually confirm that the counting process is being performed.
[0325] (Other operating examples of the counting switch 126) In the embodiment described above, short-press operation, long-press operation, and full counting operation were realized depending on the operation mode of the counting switch 126. However, with such operation modes, for example, it would take 4000 msec to continue the counting process without turning on the counting switch 126 (full counting process). Therefore, a full counting switch 142 is provided separately from the counting switch 126 to realize full counting with a simple operation.
[0326] Figure 27 is an external view illustrating the mechanical configuration of the game token count display device 128. In Figure 27, arrow F indicates the front direction of the slot machine 100, and arrow B indicates the rear direction of the slot machine 100.
[0327] As shown in Figure 27, the game token count display device 128 is housed in a housing 128a along with the collective light-emitting elements L1 to L5, the counting switch 126, and the total counting switch 142. The housing 128a is located in the upper right part of the operating unit mounting base 112 of the slot machine 100 shown in Figure 1. In other words, the game token count display device 128 is installed in a position corresponding to the location of the token slot in a slot machine where the game is played using physical tokens. This makes effective use of the space that would otherwise be occupied by the token slot when the slot machine 100 is introduced. Furthermore, since the game token count display device 128 displays the number of game tokens through the collective light-emitting elements L1 to L5, which are 7-segment LEDs with 7 light-emitting elements each, its use is the same as the token slot used for adding tokens, as both handle tokens (electronic tokens), and players do not feel any discomfort with the presence of the game token count display device 128.
[0328] The counting switch 126 and the total counting switch 142 detect the player's actions to perform the counting process. The player can perform the short-press operation, long-press operation, and total counting operation described above 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 achieved using either the counting switch 126 or the total counting switch 142. However, if the total counting switch 142 is provided and the total counting operation is achieved using the total counting switch 142, the counting switch 126 may be restricted to only short-press and long-press operations.
[0329] As mentioned above, when performing the full counting process, the counting switch 126 must remain ON for 4000 msec or more, but the full counting switch 142 only needs to be ON for a short time. Players are likely to operate the full counting switch 142 when counting a large number of game tokens, such as at the end of a game. Therefore, as shown in the example in Figure 27, the area of the pressable part of the full counting switch 142 may be made larger to make it easier to press than the counting switch 126. Also, as shown in the example in Figure 27, by positioning the full counting switch 142 to the right of the counting switch 126 in the housing 128a, the full counting switch 142 becomes easier for the player to operate with their right hand than the counting switch 126 when they attempt to operate it. Furthermore, as shown in the example in Figure 27, in the housing 128a, by positioning the center of the total counting switch 142 closer to the player (towards the player) than the center of the counting switch 126, the total counting switch 142 becomes easier for the player to operate than the counting switch 126 when the player attempts to operate the total counting switch 142. In addition, the total counting switch 142 may be easily turned ON with a relatively shallow press, while the counting switch 126 may not be turned ON unless pressed deeper than the total counting switch 142. However, if the total counting switch 142 is easily turned ON with a very shallow press, there is a risk that the total counting process may be unintentionally started simply by the player touching the total counting switch 142. Therefore, the total counting switch 142 may not be turned ON unless pressed deeper than the bet switch 116 (especially the max bet switch) or the effect switches 124 (especially the directional keys for changing the volume, the menu screen transition switch for transitioning to the menu screen, and the effect switches used during effects). Furthermore, in the example shown in Figure 27, both the total counting switch 142 and the counting switch 126 display their respective indicators ("Total Counting" and "Counting"). However, it is not limited to this case; the total counting switch 142 may display only its indicator ("Total Counting"), while the counting switch 126 may not display its indicator.Furthermore, in the example in Figure 27, the indicator "Total Count" for the total counting switch 142 and the indicator "Count" for the counting switch 126 are displayed at the same size (points). However, not limited to this case, the indicator "Total Count" may be displayed larger than the indicator "Count" to make it easier for the player to grasp the location of the total counting switch 142. Also, in the example in Figure 27, the indicator "Number Held," which indicates the display position of the number of game tokens, is displayed at the same size as the indicator "Total Count" for the total counting switch 142 and the indicator "Count" for the counting switch 126. However, not limited to this case, the indicator "Number Held" may be displayed larger than the indicator "Total Count," or the indicator "Number Held" may be displayed larger than the indicator "Count." Furthermore, in the example shown in Figure 27, neither the total counting switch 142 nor the counting switch 126 has instructions on how to operate them. However, not limited to this case, the operating instructions for the total counting switch 142 may be displayed, and the operating instructions for the counting switch 126 may only be available through a demo screen or menu screen. Additionally, the sound (SE) when the total counting switch 142 is turned ON and the sound (SE) when the counting switch 126 is turned ON may be different, with the sound when the total counting switch 142 is turned ON being louder or more emphasized than the sound when the counting switch 126 is turned ON.
[0330] Since the operation of the counting switch 126 has already been described in detail, here we will explain the flow of the counting process using the total counting operation with the total counting switch 142.
[0331] Figure 28 is a timing chart illustrating the counting process when all counting switches 142 are operated.
[0332] As shown in Figure 28, when a player turns on the all-count switch 142, the medal count update means 274 determines that the player's operation is an all-count operation and executes the all-count process. Specifically, the medal count update means 274 sets the operation status flag to 3 (all-count) according to the ON edge of the all-count switch 142 and sets the values of bits 2 to 0 of the counting process status management buffer to 100b. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the all-count process has been executed and the number of game medals after counting. The medal count update means 274 also reserves the all-count process by setting the counting reservation flag to 3 (all-count process).
[0333] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, 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 transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial full counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the full counting process each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the counted token count to the remaining number of game tokens, "20", at the counting timing. Consequently, the number of game tokens becomes 0, and the counting process by all counting operations is completed. When the counting process by all counting operations is completed, the medal count update means 274 sets the operation status flag to 0 (no operation) and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b to cancel all counting operations.
[0334] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the full counting switch 142. For example, as shown in Figure 28, even if the player turns OFF the full counting switch 142 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0335] Here, the timing at which a full counting operation is determined (the ON edge of the full counting switch 142) and the counting timing are different. Therefore, the medal count update means 274 sets the operation status flag to 3 at the timing at which a full counting operation is determined, and performs counting processing for 50 medals each time a counting timing occurs, based on the operation status flag being 3. With this configuration, even if the timing at which a full counting operation is determined and the counting timing are different, the medal count update means 274 can reliably perform counting processing at the counting timing.
[0336] Furthermore, the medal count update means 274 sets the count reservation flag to 3 (full counting process) at the ON edge of the full counting switch 142, reserving the full counting process for 50 medals. When the counting timing arrives, the full counting process for 50 medals is performed based on the count reservation flag being 3. With this configuration, even if the full counting switch 142 is turned OFF and ON after the ON edge but before the next counting timing arrives, the full counting process will be performed at least once at the subsequent counting timing, thus avoiding situations where the full counting process is not performed despite operating the full counting switch 142. Also, for example, even if multiple ON / OFF cycles are detected between counting timings due to chattering of the full counting switch 142, the count reservation flag will not change from 3 once it has been set, so the full counting process can be reliably executed at least once.
[0337] In this manner, once the entire counting process is completed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the entire counting process has been completed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then informs the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0338] Specifically, the medal count update means 274 switches the operation status flag to 3 at the timing of the ON edge of the all-count switch 142, and sets bit 2 (all-count processing) of the counting processing status management buffer to 1. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that all-count processing has been performed. At this time, the command transmission / reception means 272 may also transmit the fact that all-count processing has been performed by sending the counting processing status management data as is, as part of the command, to the main CPU 200a. Upon receiving the command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that all-count processing has been performed. At this time, the main CPU 200a may also transmit the fact that all-count processing has been performed by sending at least the counting processing status management data of the command sent from the medal count control board 260 as is, as part of the command, to the sub-CPU 240a. Alternatively, the main CPU 200a may only send a command to the sub-CPU 240a when a command sent from the medal count control board 260 changes, for example, when bit 2 (all counting processing) of the counting processing state management data changes from OFF to ON.
[0339] The performance control means 254 of the sub-CPU 240a, upon receiving a command in which bit 2 (total counting) of the counting processing state management data becomes 1, displays, for example, the message "Counting all" and the current number of game tokens "1020" on the LCD display unit 132. Then, each time the performance control means 254 receives a command, it updates the display of the number of game tokens in the following order: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Furthermore, when the total counting process results in a total of 0 game tokens, the performance control means 254 displays the message "Total counting complete" and the number of game tokens "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player's operation of a switch. In addition, in response to the receipt of a command, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the total counting process results in a total of 0 game tokens. Furthermore, when the total counting process results in a total of 0 game tokens, the performance 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. In addition, in response to the receipt of a command, the performance control means 254 illuminates the performance lamp 136 in a predetermined light color, for example, until the total counting process results in a total of 0 game tokens.
[0340] The player can understand that the full counting process is being performed, and that the counting process can continue even if the full counting switch 142 is turned OFF, through the display on the LCD display unit 132, the sound output from the speaker 134, and the illumination pattern of the effect lamp 136.
[0341] In the embodiment described above, the counting process is terminated when the number of game tokens becomes 0 in the entire counting process. Also, for example, if the VL connection signal is turned OFF as described above, or if it is no longer "while the game is playable", the token count update means 274 stops the counting process.
[0342] Furthermore, in the full counting process, a function has been added that allows the player to stop the full counting process by turning the full counting switch 142 ON again after initially turning it OFF. The following describes the flow of the counting process when the player turns the full counting switch 142 ON again while the full counting process is being executed by the full counting operation.
[0343] Figure 29 is a timing chart illustrating another flow of the counting process when all counting switches 142 are operated.
[0344] As shown in Figure 29, when a player turns on the all-count switch 142, the medal count update means 274 determines that the player's operation is an all-count operation and executes the all-count process. Specifically, the medal count update means 274 sets the operation status flag to 3 (all-count) according to the ON edge of the all-count switch 142, and sets the values of bits 2 to 0 of the counting process status management buffer to 100b. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the all-count process has been executed and the number of game medals after counting. The medal count update means 274 also reserves the all-count process by setting the counting reservation flag to 3 (all-count process).
[0345] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, 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 transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial full counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the full counting process each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220".
[0346] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the full counting switch 142. For example, as shown in Figure 29, even if the player turns OFF the full counting switch 142 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0347] Suppose the player turns the all-count switch 142 OFF and then turns it ON again. The medal count update means 274 sets the operation status flag to 4 (all-counting canceled) in response to the ON edge of the all-count switch 142, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b to cancel the all-counting operation. Therefore, the counting process stops at the ON edge of the all-count switch 142, and the number of game medals stops at "220" at the counting timing before the ON edge of the all-count switch 142. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the all-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 all-count switch 142 during the all-counting process, the all-counting process stops at that ON edge, just as if the all-count switch 142 had been turned ON.
[0348] In this type of total counting process, if the total counting switch 142 is turned ON again, it is sufficient that the total counting process stops in accordance with the operation of the total counting switch 142. Therefore, it is not necessary to determine that the ON state of the total counting switch 142 again constitutes a new total counting operation. Here, in the total counting process, if the total counting switch 142 is turned ON to stop the counting process, the medal count update means 274 does not determine that the ON state of the total counting switch 142 continues to constitute a new total counting operation.
[0349] In this manner, once the entire counting process is completed, the command transmission / reception means 272 sends a command to the main CPU 200a indicating that the entire counting process has been completed and the number of game tokens after counting. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then informs the player that the digitized tokens have been transferred to the dedicated unit 300 through the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0350] Specifically, the medal count update means 274 switches the operation status flag to 3 at the timing of the ON edge of the total counting switch 142, and sets bit 2 (total counting) of the counting processing status management buffer to 1. Then, the command transmission / reception means 272 refers to the counting processing status management buffer and sends a command to the main CPU 200a indicating that the total counting process has been executed. Upon receiving this command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that the total counting process has been executed. Alternatively, the main CPU 200a may send a command to the sub-CPU 240a only when the command sent from the medal count control board 260 changes, for example, only when bit 2 (total counting) of the counting processing status management data changes from OFF to ON.
[0351] Furthermore, when the entire counting process stops, this fact is communicated to the main CPU 200a and the sub-CPU 240a. When the entire counting process stops, the medal count update means 274 switches the operation status flag to 4 and resets bit 2 (entire counting process) of the counting process status management buffer to 0. Then, the command transmission / reception means 272 refers to the counting process status management buffer and sends a command to the main CPU 200a indicating that the entire counting process has stopped. Upon receiving this command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that the entire counting process has stopped.
[0352] The performance control means 254 of the sub-CPU 240a, upon receiving a command in which bit 2 (total counting) of the counting processing state management data becomes 1, displays, for example, the message "Total counting in progress" and the current number of game tokens "1020" on the liquid crystal display unit 132. Then, each time the performance control means 254 receives a command, it updates the display of the number of game tokens in the following order: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220". Furthermore, the performance control means 254 updates the message "Counting all" to the message "Counting all" in response to the receipt of a command in which bit 2 (all counting) of the counting processing state management data becomes 0, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. In addition, the performance control means 254 outputs a predetermined counting sound from the speaker 134 in response to the receipt of a command, for example, until the all counting process is stopped. Here, the performance control means 254 may change the sound output from the speaker 134 or execute a specific performance that outputs a specific sound to announce that the all counting process has started, in response to bit 2 (all counting) of the counting processing state management data in the command becoming 1. In addition, the performance control means 254 may change the sound output from the speaker 134 or execute a termination performance that outputs a specific sound to announce that the all counting process has stopped, in response to bit 2 (all counting) of the counting processing state management data in the command becoming 0. In response to receiving a command, the performance control means 254 illuminates the performance lamp 136 in a predetermined light color, for example, until the full counting process is stopped. Here, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the full counting process has started, or perform a specific performance that indicates the full counting process has started by blinking, depending on whether bit 2 (full counting process) of the counting process status management data in the command becomes 1.Furthermore, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the entire counting process has stopped, or execute a termination performance that indicates the entire counting process has stopped by blinking, depending on whether bit 2 (total counting process) of the counting process status management data in the command becomes 0.
[0353] The player can understand that the full counting process is being performed and that the counting process can continue even if the full counting switch 142 is turned OFF, based on the display on the LCD display unit 132, the sound output from the speaker 134, and the illumination pattern of the effect lamp 136. Furthermore, the player can understand that the full counting process will stop after turning the full counting switch 142 OFF and then ON again.
[0354] Figure 30 is a flowchart showing an example of the counting process flow in the medal count control board 260.
[0355] (Step S500) The medal count update means 274 determines whether the all-counting switch 142 was on the ON edge. If the all-counting switch 142 is on the ON edge, the process moves to step S501; otherwise, the process moves to step S504 without changing the operation status flag.
[0356] (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 moves to step S502; if the operation status flag is 3, the process moves to step S508.
[0357] (Step S502) If the operation status flag is not 3, the medal count update means 274 sets the operation status flag to 3 (total count) as the operation is a total count operation, and sets the values of bits 2 to 0 of the counting processing status management buffer to 100b. The command transmission / reception means 272 refers to the counting processing status management buffer, sets bit 2 of the command's counting processing status management data to 1, and sends it to the main CPU 200a.
[0358] (Step S503) Next, the medal count update means 274 sets the count reservation flag to 3 (full counting process) in order to perform at least one full counting process.
[0359] (Step S504) The medal count update means 274 determines whether the all-count switch 142 is in the OFF edge state and whether the operation status flag is 4 (all-counting disabled). If the all-count switch 142 is not in the OFF edge state or the operation status flag is not 4, the process moves to step S505. If the all-count switch 142 is in the OFF edge state and the operation status flag is 4, the process moves to step S509.
[0360] (Step S505) The medal count update means 274 determines whether the operation status flag is 3 (total count) or whether the count reservation flag is 3. If the operation status flag is 3 or the count reservation flag is 3, the process moves to step S506. If the operation status flag is not 3 and the count reservation flag is not 3, the counting process is terminated.
[0361] (Step S506) Next, the medal count update means 274 determines whether or not it is time for counting. If it is time for counting, it executes the multiple counting process S413 shown in Figure 18; otherwise, it terminates the counting process without performing any counting operations.
[0362] (Step S507) The medal count update means 274 resets the count reservation flag to 0 (no reservation) assuming that the total counting process based on all counting operations has been executed at least once.
[0363] (Step S508) If the operation status flag is determined to be 3 in step S501, the medal count update means 274 sets the operation status flag to 4 (all counting canceled) as if all counting operations have been canceled, and resets the values of bits 2 to 0 of the counting processing status management buffer to 000b. The command transmission / reception means 272 refers to the counting processing status management buffer, resets bit 2 of the command's counting processing status management data to 0, and sends it to the main CPU 200a.
[0364] (Step S509) In step S504, if it is determined that the all-counting switch 142 is in the OFF edge and the operation status flag is 4, the medal count update means 274 sets the operation status flag to 0 (not operated) in order to reset the all-counting operation.
[0365] Thus, the slot machine 100 includes a game control means (e.g., a main CPU 200a) that controls the game played using game value (e.g., electronic tokens), a management control means (e.g., a token CPU 260a, a token count update means 274) that manages the game value as, for example, the number of game tokens, and a first counting operation means (e.g., a counting switch 126) that receives input from the player to perform a counting process to transfer at least a portion of the game value managed by the management control means to an external device (e.g., a dedicated unit 300), and a predetermined The system includes a second counting operation means (e.g., a total counting switch 142) that accepts player input to perform a multiple counting process, which is a counting process that transfers a predetermined number of game values in a periodic manner. The management control means executes the multiple counting process when the time the first counting operation means is continuously ON exceeds a predetermined time (e.g., 500 msec), executes the multiple counting process in response to the second counting operation means being turned ON, and stops the multiple counting process in response to the first counting operation means or the second counting operation means being turned ON during the execution of the multiple counting process.
[0366] With this configuration, once a player turns on the all-counting switch 142, the counting process continues even if the all-counting switch 142 is subsequently turned off. Therefore, it is possible to reduce the operational burden of counting electronic tokens and improve convenience for players.
[0367] Furthermore, even when the counting switch 126 and the total counting switch 142 are operated in parallel, short press operations, long press operations, and total counting operations are all processed effectively, and single counting processing, continuous counting processing, and total counting processing all function effectively. For example, if a player short-presses or long-presses the counting switch 126 and operates the total counting switch 142 before 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 may perform total counting processing as if a total counting operation had been performed, or it may prioritize the counting switch 126, which was operated before the total counting switch 142, and perform single counting processing or continuous counting processing as if a short press or long press operation had been performed. In this case, by keeping the counting switch 126 ON for 4000 msec or more, the medal count update means 274 will perform total counting processing as if a total counting operation had been performed. Furthermore, if the player has performed a short or long press on the counting switch 126 and has operated all the counting switches 142 before 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 may inherit the value of the counting timer or the value of the multiple counting count counter. In this way, the performance control means 254 can seamlessly notify the player of the progress of the counting process through the liquid crystal display unit 132, speaker 134, and performance lamp 136, regardless of which switch the player has operated.
[0368] Furthermore, if the counting switch 126 is turned ON while the total counting process is being executed via the total counting switch 142, the total counting operation may be canceled at the ON edge and the total counting process may be stopped. In this case, even if the counting switch 126 remains ON, the medal count update means 274 will not determine it as a short press operation, a long press operation, or a new total counting operation. On the other hand, if the total counting switch 142 is turned ON while the counting switch 126 remains ON after the total counting operation has been canceled in this way, the total counting process by the total counting operation may be restarted. Similarly, if the total counting switch 142 is turned ON while the total counting process is being executed via the counting switch 126, the total counting operation may be canceled at the ON edge and the total counting process may be stopped. In this case, even if the total counting switch 142 remains ON, the medal count update means 274 will not determine it as a new total counting operation. On the other hand, even if the all-counting operation is canceled in this way, if the all-counting switch 142 remains in the ON state and the counting switch 126 is turned ON again, it may be determined as a short press, a long press, or a new all-counting operation, and the counting process corresponding to that operation may be resumed.
[0369] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0370] In the embodiment described above, an example was given in which the game token count display device 128 and the liquid crystal display unit 132 decrement the game token count by 50 tokens each time the counting process is performed in units of 50 tokens. However, the system is not limited to this case; either or both of the game token count display device 128 and the liquid crystal display unit 132 may display the count as being decremented in units of a predetermined number between 1 and 50 tokens. For example, in response to the execution of multiple counting processes, the game token count is decremented by 50 tokens every 300 msec. Here, the token count update means 274 and the performance control means 254 can display the game token count as if it were being decremented by 1 token every 6 msec (= 300 msec / 50 tokens), making it appear as if the counting process is being performed continuously, one token at a time. This can be achieved by having the medal count update means 274 and the performance control means 254 internally store the number of game medals that have been reduced by 50 at a time as a result of counting processing via communication with the dedicated unit 300, and independently of this, a counter provided for display purposes decrements the number of medals in predetermined units of 1 to 50 at a rate of approximately 1 medal every 6 msec until it catches up with the internal value (until it becomes equal to the number of game medals in question). (That is, depending on the interrupt period of the medal CPU 260a of the medal count control board 260, for example, if the interrupt period is 10 msec, the display counter can be reduced by "1" or "2" according to the timing of the interrupt, so that it can be displayed as if the number of medals held is decreasing at a rate of approximately 1 medal every 6 msec.)
[0371] With this configuration, players can visually see the number of electronic tokens being counted at a high frequency, albeit in small units, giving them the feeling that they are counting a large number of tokens and thus providing a sense of superiority. Furthermore, since token counting on jet counters installed in arcades was also performed at a high frequency, one token at a time, players can obtain the same feeling as with conventional token counting.
[0372] However, since the counting process is performed in units of 50, the medal count update means 274 and the performance control means 254 will display a decrement in predetermined units after the counting process for 50 medals is completed. Therefore, in multiple counting processes, when the counting switch 126 is turned OFF, the decrementing of the game medal count on the game medal count display device 128 and the liquid crystal display unit 132 does not stop, and the decrementing continues up to the number of game medals counted at the counting timing immediately before the counting switch 126 was turned OFF.
[0373] Furthermore, in the embodiment described above, when the time since the ON edge of the counting switch 126 exceeds 4000 msec, the operation status flag is switched to 3 (full counting), and the counting process continues in the same way as a long press operation even if the counting switch 126 is not continuously operated, i.e., even if the counting switch 126 is turned OFF. However, not limited to this case, the operation status flag may still be maintained at 2 (long press) when the time since the ON edge of the counting switch 126 exceeds 4000 msec, and the operation status flag may be switched to 3 (full counting) at the OFF edge when the time since the ON edge of the counting switch 126 exceeds 4000 msec and the counting switch 126 is turned OFF (determined as a full counting operation). Even with this configuration, the operation of the counting process in response to the player's operation remains unchanged. However, since the start timing of the full counting process changes, the timing of the display on the liquid crystal display 132, the sound output from the speaker 134, and the change in the light color of the effect lamp 136 will be different.
[0374] Furthermore, in the above-described embodiment, using Figures 15 to 21, an example was given in which, when the player keeps the counting switch 126 ON and the time since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 executes the full counting process, and the performance control means 254 notifies the start of the full counting process when bit 2 of the counting process state management data is 1. Also, using Figures 22 to 26, an example was given in which, when the player keeps the counting switch 126 ON and the multiple counting count counter reaches 13 or more, the medal count update means 274 executes the full counting process, and the performance control means 254 notifies the start of the full counting process when the sub-counting count counter reaches 13 or more. However, the method is not limited to this case; a combination of the 4000 msec counting and the 13 counts of the sub-counting count counter may also be used. For example, if the time elapsed since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 executes the full counting process. However, without setting bit 2 of the counting process state management data, the performance control means 254 may notify the start of the full counting process when the sub-counting count counter reaches 13 or more. With this configuration, it becomes unnecessary to assign bit 2 of the counting process state management data to the full counting process, thus reducing the design burden associated with changes to commands and programs.
[0375] Furthermore, if the 4000 msec counting and the 13 counts of the sub-counting counter are combined, and the medal count update means 274 starts the full counting process when the time since the ON edge of the counting switch 126 reaches 4000 msec or more, and the performance control means 254 notifies the start of the full counting process when the sub-counting counter reaches 13 or more, then the timing at which the multiple counting counters and sub-counting counters reach 13 will be, for example, 100 msec to 400 msec later than the timing at which the time since the ON edge of the counting switch 126 reaches 4000 msec. However, the player will see the notification of the transition to the full counting process, which is delayed, and turn off the counting switch 126. Therefore, the medal count update means 274 has already transitioned to the full counting process at the time of the OFF edge of the counting switch 126, and the situation in which the counting process is still in the middle of continuous counting and stops will not occur.
[0376] Furthermore, in the embodiments described above, the periods during setting changes and setting confirmation, when the slot machine 100 is in a state where it cannot (or cannot) proceed with gameplay as a standalone unit, are not included in the "period during which gameplay is possible," and examples were given to illustrate how counting processing is restricted. However, not limited to these cases, even during setting changes and setting confirmation, if the VL connection signal is not OFF, counting processing may be performed in response to the operation of the counting switch 126 or the all-counting switch 142. Therefore, for example, if the counting switch 126 or the all-counting switch 142 is turned ON during setting changes and setting confirmation, counting processing will be performed accordingly, and if the setting key or setting change switch is operated while counting processing is being performed, the setting change or setting confirmation will be performed effectively.
[0377] Furthermore, in the embodiments described above, examples were given in which the total counting process stops when the number of game tokens becomes 0, when the VL connection signal is turned OFF, or when the counting switch 126 or the total counting switch 142 is turned ON again. However, the total counting process may also stop (become inactive) when the power switch 144a is turned ON, not limited to these cases. For example, the information of the number of game tokens and the flag indicating the total counting process (for example, bit 2 of the counting process state management buffer) is not cleared when the power switch 144a is turned OFF. However, when the power switch 144a is turned ON, the number of game tokens is maintained, but the flag indicating the total counting process is cleared. Therefore, the total counting process does not continue after the power switch 144a is turned ON, and the number of game tokens becomes the number of game tokens after counting at the counting timing immediately before the power switch 144a was turned OFF.
[0378] Furthermore, in the above-described embodiment, an example was given in which the medal count update means 274 stops the counting process (single counting process, continuous counting process, and total counting process) when the VL connection signal is OFF (loan device connection error). One such error managed by the medal count control board 260 is "loan device connection error 2," represented by error code "L," which occurs when the jig of the dedicated unit 300 is not connected and is automatically restored by connecting the jig. Another error is "main control communication error," represented by error code "P," which occurs when there is an abnormality in communication with the main control board 200 and can be restored by restarting the power. Here, the medal count update means 274 may stop (interrupt) the counting process, for example, the total counting process, when the first error (for example, "loan device connection error 2") occurs, but may not stop (interrupt) the total counting process when the second error (for example, "main control communication error") occurs.
[0379] Furthermore, if the counting switch 126 and the total counting switch 142 are turned ON with the power switch 144a turned off, and the power switch 144a is turned on with the counting switch 126 and the total counting switch 142 turned ON, the medal count update means 274 determines the operation state as the ON edge of the counting switch 126 and the total counting switch 142 at the timing when it has effectively recognized that the counting switch 126 and the total counting switch 142 are ON, for example, when a predetermined time (for example, 10 seconds) including the initialization process of the medal count update means 274 has elapsed. For example, if the medal count update means 274 has recognized that the counting switch 126 is ON for 500 msec or more, it determines that it is a long press operation and executes continuous counting processing, and if it has recognized that it is a total counting operation and executes total counting processing. Also, the medal count update means 274 executes total counting processing at the timing when it recognizes that the total counting switch 142 is ON.
[0380] Furthermore, when the counting switch 126 and the all-counting switch 142 are turned ON while the VL connection signal is OFF, and the lending device connection error is cleared and the VL connection signal turns ON while the counting switch 126 and the all-counting switch 142 are ON, the medal count update means 274 determines the operation state as the ON edge of the counting switch 126 and the all-counting switch 142 at the timing when it has effectively recognized that the counting switch 126 and the all-counting switch 142 are ON, for example, at the timing when a predetermined time (for example, 2 seconds) spent on error recovery has elapsed. For example, if the medal count update means 274 has recognized that the counting switch 126 is ON for more than 500 msec, it determines that it is a long press operation and executes continuous counting processing, and if it has recognized that it is an all-count operation and executes all-counting processing at the timing when it has recognized that the all-counting switch 142 is ON.
[0381] Here, we have explained an example in which, when the counting switch 126 or the all-counting switch 142 is turned ON, and the power switch 144a is turned on or the VL connection signal is turned ON, the medal count update means 274 effectively recognizes that the counting switch 126 or the all-counting switch 142 is ON and determines the operation state as an ON edge for the counting switch 126 or the all-counting switch 142. On the other hand, the bet switch 116 and the settlement switch 122 only execute processing when an ON edge is detected. In other words, even if the bet switch 116 or the settlement switch 122 remains in the ON state, they do not function as a bet switch 116 or settlement switch 122 at times other than the ON edge. Therefore, even if the ON state is maintained after the ON edge, or even if it changes to the OFF state, the electronic medals are not transferred. Consequently, even if the power switch 144a is turned on or the VL connection signal is turned on while the bet switch 116 or settlement switch 122 is ON, the medal count update means 274 will not effectively recognize that the bet switch 116 or settlement switch 122 is ON, and no electronic medals will be inserted or returned.
[0382] Furthermore, although the above-described embodiment uses an example where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the invention is not limited to this case and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the above-described embodiment are performed in accordance with the start and release of the fourth stop operation.
[0383] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a so-called smart pachinko machine, which is a sealed-circulation type pachinko machine that allows the player to play without touching the game balls, and includes a game board in which a game area is formed through which game balls flow, a large prize opening provided in the game area into which game balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened.
[0384] In smart pachinko, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 260, counting switch 126, and game medal count display device 128 in smart pachislo (slot machine 100), it becomes possible to proceed with the game without circulating game balls between smart pachinko and a dedicated unit, just like in smart pachislo. The game ball count display device is a display device that shows the game ball count, which is the total number of electronic game balls that can be used for the game. The game ball count is an example of the game value count, which is the total number of game value that can be used for the game. In the slot machine 100, the example of installing the counting switch 126 and game medal count display device 128 on the operation unit mounting base 112 was given, but in smart pachinko, the counting switch and game ball count display device may be installed on the upper tray (not shown), for example, near the directional keys (effect switches).
[0385] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.
[0386] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of symbols]
[0387] 100 slot machines (gaming machines) 200 Main control board 200a Main CPU 216 Reel control means 222 Game state control means 224 Performance state control means 240 Sub-control board 240a Sub-CPU 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 274. Methods for updating medal count 300 Dedicated Unit
Claims
[Claim 1] A game control means that controls a game played using game value, The management control means for managing the game value, A counting operation means that receives an operation from a player to cause the management control means to perform a counting process to transfer at least a portion of the game value managed by the management control means to an external device, Notification methods, Equipped with, The aforementioned management and control means is When the time during which the counting operation means is continuously ON exceeds 1 hour, the multiple counting process, which is the counting process that transfers a predetermined number of the game value at predetermined intervals, is executed. If the time during which the counting operation means is continuously ON is longer than the first time, for a second time or more, then even if the counting operation means is turned OFF, all counting processes involving multiple counting processes can be executed. When the counting operation means is turned ON while the multiple counting process is being executed, the multiple counting process is stopped. Even if the ON state of the counting operation means related to the cessation of the multiple counting process is maintained and the time it remains continuously ON exceeds the first hour, the multiple counting process will not be executed. The aforementioned notification means is, A gaming machine that, under the conditions in which the multiple counting processes described above are being executed, notifies that all counting processes have started when the number of times the counting processes have been executed exceeds a predetermined number of times.