Gaming Machines
The gaming machine provides visual and auditory guidance to help operators manage medal data transitions, addressing the challenge of smooth operations in medalless systems by clearly indicating next steps and ensuring accurate data transfer.
Patent Information
- Application Number
- JP2022123344
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-02
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2042-08-02
AI Technical Summary
In medalless gaming machines, operators face challenges in performing smooth gaming operations due to the need to manage and transfer medal data, as they must perform specific operations to ensure all bet medals are canceled and transferred correctly, which can be confusing for those unfamiliar with the system.
The gaming machine includes a game control unit, a value management system, a bet switch, a counting instruction section, and an output unit that provides guidance through visual and auditory cues to help operators manage gaming value operations, ensuring smooth transitions between bet and unbet states and facilitating correct data transfer.
The system enables operators to perform seamless gaming operations by clearly indicating next steps through visual and auditory feedback, reducing confusion and ensuring accurate medal data management.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there has been known a gaming machine in which an operator inserts gaming value (a medal) into an insertion slot located on the front of the gaming machine, and a medal sensor installed within the gaming machine detects that the medal has been inserted (see Patent Document 1).
[0003] Such current gaming machines are provided with a hopper unit inside which receives and pays out medals, and also have a payout port at the bottom of the gaming machine for paying out medals, and a lower tray for storing medals paid out from the payout port.
[0004] Current gaming machines dispense medals, which are real items, so after a game is over, the medals dispensed from the gaming machine are tallied by store staff. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2021-122451 A DISCLOSURE OF THEINVENTION [Problem to be solved by the invention]
[0006] On the other hand, from the perspective of improving the efficiency of store management operations, it is conceivable that gaming machines that do not use medals, which are physical items (hereinafter referred to as "medalless machines") will be developed in the future.
[0007] In such medal-less machines, after an operator (including the player who is playing the game, store staff, or users who have finished playing) inserts banknotes into a medal dispensing machine (medal unit), medal data (for example, data regarding the number of medals) is transferred from the medal unit to the gaming machine, and it is assumed that the medal data (increase or decrease in the number of medals) is managed on the gaming machine side as the game progresses.
[0008] In addition, in such a medal-less machine, when the operator ends the game, it is assumed that the operator presses the counting button to execute the transfer process. Through this transfer process, the medal data managed in the gaming machine is transferred to the medal unit. After that, the operator removes the card on which the medal data is recorded from the medal unit.
[0009] As described above, in a medal-less machine, since medals, which are real items, are not dispensed, the operator must carry out an operation to instruct the transfer process so as not to forget to transfer the medals.
[0010] In current gaming machines that use medals, which are physical items, when an operator finishes playing, he or she can leave the few remaining medals untouched (i.e., the medals remain credited to the gaming machine and / or bet) and walk away.
[0011] In contrast, in a medal-less machine, the operator must carry out a process for the remaining medals to end the game. In particular, if medals remain bet, the operator must carry out a cancellation process to return to a state in which no medals have been bet when ending the game.
[0012] However, operators who are not familiar with medal-less machines are likely to be unsure of what operation to perform next.
[0013] An object of the present invention is to provide a medal-less gaming machine that allows an operator to perform smooth gaming operations. [Means for solving the problem]
[0014] The present invention relates to A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine or installed within the gaming machine, and capable of managing the game value that changes as the game progresses; a bet switch capable of accepting a bet operation for the gaming value; a counting instruction unit capable of instructing the value management unit to transfer information about the game value managed by the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with the value management unit is capable of executing a presence / absence determination for determining whether or not the game value is in a bet state when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means, The output unit is capable of executing a support process for informing and / or suggesting to the operator the next action to be taken by the operator and / or the state of the gaming machine based on the result of the presence / absence determination. It is an amusement machine.
[0015] In addition, in the present invention, When the presence / absence determination is made that there is a gaming value, the output unit is capable of executing, as the support process, a process of notifying and / or suggesting to the operator that the gaming value is in a bet state. It is possible.
[0016] In addition, in the present invention, a cancel button capable of accepting an operation for changing the gaming value that has been bet into a non-bet state; Further equipped with When the presence / absence determination is made as a result of the presence / absence determination, the output unit is capable of executing, as the support process, a process for notifying and / or suggesting to the operator that the cancel button should be operated. It is possible.
[0017] In addition, in the present invention, When the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means and when the presence / absence determination determines that there is a bet, the value management unit is capable of not transferring information regarding the game value in a bet state, as well as information regarding the game value in a non-bet state, to the game value recording means. It is possible.
[0018] In addition, in the present invention, When the presence / absence determination is made that the game is not present, the output unit is capable of executing, as the support process, a process for notifying and / or suggesting the operator to end the game. It is possible.
[0019] In addition, in the present invention, the value management unit is capable of executing a transfer separation process when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means and when the presence / absence determination determines that there is a value, The transfer separation process is a process of transferring information on the game value in a state where no bet has been placed to the game value recording means, but not transferring information on the game value in a state where a bet has been placed to the game value recording means. It is possible.
[0020] In addition, in the present invention, a cancel button capable of accepting an operation for changing the gaming value that has been bet into a non-bet state; Further equipped with When the game value that has been bet is changed to a non-bet state based on the operation of the cancel button after the transfer separation process is executed, the output unit is capable of executing a process for notifying and / or suggesting the operator to operate the counting instruction unit as the support process. It is possible.
[0021] In addition, in the present invention, a cancel button capable of accepting an operation for changing the gaming value that has been bet into a non-bet state; Further equipped with the value management unit is capable of transferring information about the game value to the game value recording means when the game value that has been bet is changed to an unbetted state based on the operation of the cancel button after the transfer separation process is executed, It is possible. Effect of the Invention
[0022] According to the present invention, it is possible to provide a medal-less gaming machine that enables an operator to perform smooth gaming operations. [Brief description of the drawings]
[0023] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 1 is a block diagram illustrating a configuration of a slot machine. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] A diagram explaining the state transition of a game area. [Diagram 5] FIG. 2 is a diagram illustrating state transitions in a first game state. [Figure 6] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 7]This is a diagram explaining the range (MY) and the difference in number of coins in the advantageous zone. [Figure 8] FIG. 13 is a diagram illustrating a state in which a support process is being executed. [Figure 9] FIG. 11 is a flow chart showing the flow of the operation process of the slot machine. [Figure 10] FIG. 11 is a flow diagram showing the flow of lending processing and transfer processing. [Figure 11] FIG. 11 is a flowchart showing the flow of a support process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0024] [First embodiment] A slot machine 1 and a medal unit 7 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 11. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the gist of the present invention.
[0025] <Medal Unit 7 Configuration> As shown in FIG. 2, the medal unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.
[0026] Furthermore, the medal unit 7 can store therein a card 70 that stores medal data as electronic data in place of the medals that are real objects.
[0027] Furthermore, the medal unit 7 can mainly perform a medal lending process accompanying the transfer of medal data to the slot machine 1, which will be described below, and conversely, a card 70 ejection process accompanying the transfer of medal data from the slot machine 1.
[0028] Furthermore, the medal unit 7 can manage medal data in the slot machine 1 by transmitting and receiving necessary data to and from the medium management section 613 of the slot machine 1.
[0029] The medal unit 7 also includes a loan button 71. When an operator inserts a bill into the medal unit 7 (an insertion signal generated by the medal unit 7 is transmitted to the slot machine 1), and then the operator presses the loan button 71, a loan signal is generated and transmitted to the medium management unit 613.
[0030] In this specification, "operator" refers to all of the players who are playing the game, users who have finished playing the game, and store staff, but if necessary, they may be referred to individually as "store staff" or "player," etc.
[0031] Furthermore, the medal unit 7 receives a transfer signal and medal data from the slot machine 1 when the count button 44 of the slot machine 1 is pressed.
[0032] When the medal data is not stored in the card 70, the medal unit 7 executes a process of writing the received medal data to the card 70, and when the medal data is already written in the card 70, the medal unit 7 executes a process of updating and overwriting the medal data in the card 70.
[0033] The medal unit 7 is communicably connected to a hall computer (a computer installed in a store) and a unit management computer (a computer that manages the medal unit 7), not shown. The medal unit 7 connected to each slot machine 1 can transmit medal data stored (credited) in each slot machine 1 to the hall computer, etc. This allows the medal data of the slot machine 1 to be managed by the hall computer, etc.
[0034] When the operator presses the eject button 72, the medal unit 7 ejects the stored card 70 to the outside. In addition, when the card 70 is ejected to the outside, the medal unit 7 may be able to generate an ejection signal for the card and transmit the ejection signal to the slot machine 1.
[0035] <Configuration of Slot Machine 1> The slot machine 1 of this embodiment is different from conventional slot machines in that it is communicably connected to the medal unit 7 and is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using medal data as electronic data instead of medals, which are real objects. In the following, for the sake of convenience, "medal data" may be expressed simply as "medal."
[0036] 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.
[0037] A transparent reel window 200 is provided in the center of the front door 100. From this reel window 200, the operator can visually confirm a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20, which will be described later.
[0038] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for producing various effects during a game.
[0039] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.
[0040] The speaker 101 outputs predetermined BGM (background music), SE (sound effects), and voice.
[0041] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.
[0042] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a plurality of stop switches 40, a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and the like.
[0043] Near each switch of the operation unit 4, a sensor is provided which detects the operation by the player and outputs an operation signal to the control unit 6.
[0044] Each stop switch 40 is provided corresponding to each reel 20. Each stop switch 40 accepts an operation for stopping the rotation of each reel 20 while the reel 20 is rotating. When stop switch 40a is pressed, the rotation of reel 20a stops, when stop switch 40b is pressed, the rotation of reel 20b stops, and when stop switch 40c is pressed, the rotation of reel 40c stops.
[0045] The bet switch 41 is used when the operator bets medals. The amount of credited medals (medal data) and the amount of bet medals (medal data) are managed by the slot machine 1 (medal management unit 613 described later).
[0046] The lever 42 functions as a start switch that receives an operation for spinning each of the reels 20 .
[0047] The digital counter 43 digitally displays the number of medal credits, the number of medals paid out (the number of medals acquired), the number of medals bet, and the like.
[0048] The counting button 44 can receive an operation by an operator to transfer medal data from a medium management unit 613 described later to the medal unit 7. When the counting button 44 receives an operation by the operator, a transfer signal is generated in the counting button 44.
[0049] The cancel button 45 can receive an operation by the operator to change medal data that has been bet to a state where no medal has been bet.
[0050] When the operator wishes to end a game, he or she must press the counting button 44 and / or the cancel button 45 appropriately, including the order in which they are pressed, depending on whether or not medals have been bet.
[0051] For example, if medals have been bet, the operator must first press the cancel button 45 to change the state to one in which medals have not been bet. When the operator presses the cancel button 45 when medals have been bet, a cancel signal for canceling the bet is generated, and this cancel signal is transmitted to the medium management unit 613. As a result, the medals that have been bet are changed to a state in which they have not been bet. In other words, the cancel signal transmitted based on the pressing of the cancel button 45 switches the state regarding the medal bet from a bet state to a state in which they have not been bet.
[0052] Next, when no medals have been bet, the operator presses the counting button 44, which generates a transfer signal for transferring medal data from the slot machine 1 to the medal unit 7. This transfer signal causes all medal data managed by the media management unit 613 to be transferred to the medal unit 7. At this time, the media management unit 613 generates a first support signal, which is a signal to end the game, by determining that the medals bet are "absent" through a presence / absence determination described below. This first support signal is transmitted to the performance control unit 620 and the like. The first support signal will be described in detail later.
[0053] In addition, if the operator presses the cancel button 45 when no medals have been bet, a cancel signal is generated, but since no medals have been bet, no update process is performed on the medal data.
[0054] On the other hand, if the count button 44 is pressed without pressing the cancel button 45 while medals have been bet, the transfer signal is not generated, and the presence / absence determination determines that the medals bet is "present," causing the media management unit 613 to generate a second support signal to notify / suggest the operator of the next action to be taken. This second support signal is transmitted to the performance control unit 620. Details of the second support signal will be described later.
[0055] In this case, neither the medal data in the bet state nor the medal data in the non-bet state is transmitted to the medal unit 7.
[0056] When the cancel button 45 is pressed (when a cancel signal is generated) after the second support signal is generated, the state where medals are bet is updated (switched) to the state where medals are not bet, and the media management unit 613 generates a third support signal to notify / suggest the next action to be taken by the operator. This third support signal is transmitted to the performance control unit 620. Details of the third support signal will be described later.
[0057] Next, by pressing the count button 44 again, a transfer signal is generated again, and the medal data and the transfer signal are transmitted to the medal unit 7.
[0058] 2, the slot machine 1 includes a reel unit 2 and a control unit 6. The reel unit 2 and the control unit 6 are disposed inside a cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.
[0059] 1 and 2, the spinning reel unit 2 includes three spinning reels 20 and three stepping motors 21. The spinning reel units 2 are disposed inside the casing 10 in correspondence with the positions of the reel windows 200.
[0060] 3 are arranged on the surface of each reel 20. When each reel 20 stops spinning, a game result determination unit 612 (described later) determines whether or not a combination of symbols displayed on a pay line L (described later) is a predetermined combination of symbols, and the game progresses.
[0061] The stepping motors 21 are provided corresponding to the respective reels 20 and drive the corresponding reels 20 .
[0062] The stepping motor 21 stops the rotation of the reel 20 corresponding to the operated stop switch 40 within 190 ms after the stop switch 40 is operated while the reel 20 is rotating. The stepping motor 21 makes one rotation in 504 steps. As a result, the reel 20 rotates at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.
[0063] The rotation and stopping of the reel 20 and the stepping motor 21 are controlled by a reel control unit 611, which will be described later.
[0064] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited medals to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.
[0065] FIG. 1 illustrates an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining the winning combination. In this embodiment, when a MAX BET (3 coins bet) is made, one line L is activated.
[0066] In the following, the term "winning" refers not only to the alignment of symbols with which medals are paid out, such as bells and watermelons, on the pay line L, but also to the alignment of symbols corresponding to specific combinations, such as replays, chances, and bonuses, which do not result in the payment of medals, on the pay line L. The specific combinations in this embodiment also include the special combinations described below.
[0067] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switch 40, etc. to obtain a predetermined game result, including internal lottery, winning determination processing, and medal data increase / decrease processing.
[0068] Specifically, when the lever 42 is operated (lever on) in a state in which a game can be started, an internal drawing is performed to determine a winning flag, and each reel 20 starts to rotate. In this state, when any of the stop switches 40 is operated, the reel 20 corresponding to the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (winning combination) that is aligned (winning) on the pay line L. This ends one game.
[0069] <About game status> During play, the type of play area is set as shown in Figure 4, and one of a number of play states is set as shown in Figures 5 and 6. Based on the set play area and play state, an internal lottery and a predetermined lottery are performed.
[0070] The game state includes a first game state (see FIG. 5) and a second game state (see FIG. 6). Note that the first game state and the second game state are not mutually exclusive game states, but are merely classified states for the purpose of distinction for the sake of convenience.
[0071] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Fig. 5. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.
[0072] The special role non-carryover state refers to a state in which a special role (for example, a type 1 BB, which is a role continuous operation device for a type 1 special role) has not been won by an internal lottery, and the winning of the special role has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed, when the RAM is initialized (an example of a predetermined condition), or when more than a predetermined number of medals are paid out in the special role implementation state.
[0073] The bonus internal state is a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the bonus internal state is a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the effective line L, and the special role has not yet been won. In addition, if the winning of the 1st type BB is in a carried over state, no further drawing of the 1st type BB will be performed.
[0074] The special role implementation state refers to a state in which a special role has been won by an internal lottery and no more than a predetermined number of medals have been paid out.
[0075] During a game of the slot machine 1, the operator continues the game without winning the special role carried over, with the first game state remaining in the special role carried over state.
[0076] The slot machine 1 in this embodiment is an AT (assist time) machine. In the AT machine, for example, before the store opens, the first game state is set to a bonus internal state by the operation of the store staff, and under this state, the operator enjoys playing by transitioning to the second game state.
[0077] The second gaming state is either a normal gaming state or an AT (an example of an advantageous gaming state) as shown in Fig. 6. In the second gaming state, the normal gaming state and the AT are in an exclusively established relationship.
[0078] The general game state is a state other than the AT, that is, a state in which the assist function does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second game state is set to the general game state until the AT lottery is won.
[0079] AT is a state in which the assist function (AT function) is activated, which notifies the player of the correct order (correct operation order) of pressing the stop switch 40 for a role other than the special role that has been won by internal drawing, via the LCD screen 3, speaker 101, and illumination unit 102.
[0080] When the game zone is a favorable zone, the AT lottery is performed according to the winning combination (rare combination, number of winning combinations of a predetermined combination, etc.) by the internal lottery. When the AT is won by the AT lottery (the AT transition signal is generated) while the game zone is a favorable zone, the second game state transitions from the general game state to the AT.
[0081] When a predetermined number of games have elapsed since the start of play in the AT, when the total number of medals paid out since the start of play in the AT reaches a predetermined number, or when the assist is executed a specified number of times, the second game state transitions from the AT to the general game state. This ends the AT.
[0082] <About the game area> The above-mentioned game zone is a state (zone) for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 4, the game zone is composed of a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.
[0083] Processing related to the instruction function includes, for example, processing to exercise the instruction function (providing assistance), mode (mode in which the AT winning probability is determined) lottery, mode transition processing, CZ (chance zone with high AT winning probability) lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of the AT), AT processing, etc.
[0084] The normal zone is a zone where processing related to the instruction function cannot be executed, but where a lottery for transition to the advantageous zone is conducted. As a result of playing in the normal zone, the game zone transitions from the normal zone to the advantageous zone depending on the internally drawn role. Note that while the game zone is the normal zone, the second game state is the general game state.
[0085] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state proceeds in a general gaming state and an advantageous zone in which the second gaming state proceeds in a CZ or AT. The advantageous zone is maintained in the gaming zone from when the gaming zone transitions to the advantageous zone until a predetermined end condition is met.
[0086] <Configuration of control unit 6> As shown in FIG. 2, the control unit 6 mainly includes a main control unit 61 and a sub control unit 62.
[0087] The main control unit 61 performs control for progressing the game, such as controlling the internal lottery and the spinning reel 20.
[0088] The sub-control unit 62 performs control related to the presentation based on signals transmitted from the main control unit 61.
[0089] Each of the main control unit 61 and the sub control unit 62 is composed of a CPU, a RAM, and a ROM.
[0090] The ROM of the main control unit 61 stores programs directly related to the progress of the game (for example, control of the spinning reel 20, transfer processing, and ball output control).
[0091] In addition, the ROM of the sub-control unit 62 stores programs indirectly related to the progress of the game (for example, the control of the presentation of the liquid crystal screen 3, the control of the LEDs of the illumination unit 102, and the sound control of the speaker 101).
[0092] The RAM of the main control unit 61 stores game data necessary for the progress of the game.
[0093] The game data includes the current number of games, as well as data indicating which state or section each game state and game section is in. Therefore, the game data in this embodiment includes data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.
[0094] The RAM of the sub-control unit 62 stores various data related to performance control.
[0095] The CPU functions as a main control unit 61 and a sub-control unit 62 by reading and executing the programs in the ROM.
[0096] The main control unit 61 functions as an internal lottery unit 610, a spinning reel control unit 611 (part of the game control unit), a game result determination unit 612 (part of the game control unit), a medium management unit 613 (corresponding to a value management unit), a setting value control unit 614 (part of the game control unit), a section control unit 615 (part of the game control unit), a game status control unit 616 (part of the game control unit), an RT status control unit 617 (part of the game control unit), a schedule management unit 618 (part of the game control unit), and a function operation unit 619 (part of the game control unit).
[0097] The sub-control unit 62 functions as a performance control unit 620 (corresponding to an output unit).
[0098] <Internal lottery section 610> The internal drawing unit 610 performs an internal drawing based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal drawing unit 610 performs an internal drawing based on an internal drawing table (not shown) and a random number obtained when the lever 42 is operated, based on the first game state and the second game state and the game section when the lever 42 is operated.
[0099] Then, the internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal is transmitted from the internal lottery unit 610 to the reel control unit 611, the game result determination unit 612, the game state control unit 616, the performance control unit 620, and the like.
[0100] The internal lottery table shows information on possible winning combinations in an internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table according to a combination of the RT state (described later) and the type of bonus when the lever 42 is operated.
[0101] In addition, the information on the winning combinations shown in the internal lottery table is set with one or more winning combinations corresponding to the combinations in association with each other. The winning combinations include losing winning combinations where no medals are paid out, as well as push order winning combinations (e.g., push order lip, push order bell) where medals are paid out if the order in which the stop switches 40 are pressed is correct.
[0102] If the push order role is won and the stop switch 40 is pressed in the correct push order, the push order role wins and the player can win a number of medals (e.g., 8 medals) according to the role. If the stop switch 40 is not pressed in the correct push order even though the push order role is won, the push order role will not win or a different role (such as a 1-coin role) will win.
[0103] In addition, the push order role is also won and established during the general game state. However, when the push order role is won during the general game state, the correct push order is not basically announced, so the push order role is missed or the number of medals paid out is 1. On the other hand, during AT, the correct push order is announced, so there is a high possibility that multiple medals (for example, 8 medals) will be paid out.
[0104] <Rotary reel control unit 611> The spinning reel control unit 611 controls the driving of the stepping motor 21 based on the operation of the lever 42 or each stop switch 40, and performs spin start control to start the rotation of each spinning reel 20 or spin stop control to stop the rotation.
[0105] Specifically, when the lever 42 is operated while all of the reels 20 have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20. When the stop switch 40 corresponding to at least one reel 20 is operated while the reel 20 is spinning, the reel control unit 611 stops the rotation of the reel 20 corresponding to the operated stop switch 40.
[0106] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reel 20 based on the operation of the stop switch 40 so that the combination of symbols corresponding to the role indicated by the winning flag (excluding the flag for a special role), which is the internal lottery result, is positioned on the pay line L of the reel 20, thereby causing the role to win.
[0107] In addition, in the control of stopping the rotation by the player during a game, the rotation reel control unit 611 performs pull-in control or kick-off control according to the winning combination obtained by the internal drawing and the position of the rotation reel 40 corresponding to the operated stop switch 40. The pull-in control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. The kick-off control is a control for stopping the rotation of the rotation reel 20 so that the symbols corresponding to the non-winning combination are not aligned on the pay line L.
[0108] In addition, when a special role is won, the reel control unit 611 can, based on the operation of the lever 42 immediately before the special role is won and the operation of the stop switch 40 immediately after the special role is won, spin and stop the reel 20 but prevent the special role from being won.
[0109] <Explanation of the gaming result determination unit 612> The game result determination unit 612 determines the result of the game based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The result of the game is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.
[0110] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result is transmitted as a game result determination signal from the game result determination unit 612 to the medium management unit 613 and the sub-control unit 62.
[0111] <Explanation of the Media Management Unit 613> The media management unit 613 decreases the number of credits according to the number of medals bet when medals are bet based on the player's operation, and increases the number of credits when medals are credited based on the player's operation.
[0112] In addition, when the acquisition flag is established as a winning flag by the internal lottery and an acquired winning combination is won based on the player's operation, the media management unit 613 increases the number of credits according to the number of medals paid out based on the type of acquired winning combination that has been won.
[0113] In addition, as shown in Figure 7, the media management unit 613 calculates the difference in the number of medals (hereinafter referred to as the "favorable zone difference in number"), which is the cumulative value of the number of medals paid out minus the number of medals bet in the favorable zone (from the time the game zone transitions from the normal zone to the favorable zone until it transitions back to the normal zone).
[0114] In this embodiment, when the advantageous zone difference number becomes +2400, the media management unit 613 initializes the advantageous zone difference number to 0 (zero). For example, when the game zone shifts to the advantageous zone when the difference number becomes -300 after the start of the game, the media management unit 613 initializes the advantageous zone difference number when the difference number becomes +2100 (in this case, the advantageous zone difference number becomes +2400) based on the -300. Note that when the advantageous zone difference number becomes +2400, the media management unit 613 transmits a signal to that effect to the zone control unit 615. As a result, the zone control unit 615 shifts the game zone to the normal zone.
[0115] In addition, the media management unit 613 can initialize the advantageous zone difference number to 0 (zero) when the advantageous zone ends due to a specified condition being met other than when the advantageous zone difference number becomes +2400.
[0116] The media management unit 613 starts calculating the difference in the number of sheets in the advantageous zone when the gaming zone transitions again to the advantageous zone.
[0117] 7, the medium management unit 613 calculates a range (MY) which is the difference between the maximum and minimum of the difference in the number of medals, using the difference in the number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet since the slot machine 1 was last turned on. Unlike the advantageous zone difference in the number of medals described above, this range (MY) is calculated for all play zones (advantage zones and normal zones), that is, continuously as long as the slot machine 1 is turned on. The range (MY) is also an example of a parameter related to the game value paid out in a game during a predetermined period.
[0118] This information regarding the range (MY) is transmitted to the function operation unit 619 and is used for the complete function described later.
[0119] The medium management unit 613 resets the range (MY) when the power of the slot machine 1 is turned off by the store staff after the complete function is activated.
[0120] Furthermore, the medium management unit 613 can execute a presence / absence determination to determine the presence or absence of medal data in a bet state when it receives a transfer signal transmitted from the counting button 44. In other words, this presence / absence determination is a process of determining whether medals are in a bet state when the counting button 44 is pressed.
[0121] Furthermore, when the media management unit 613 receives a transfer signal from the counting button 44 and determines in the presence / absence determination that the medal data in the bet state is "absent," it generates a first support signal to end the game, and transfers the transfer signal and all medal data (specifically, the total number of medals currently being managed by the slot machine 1) to the medal unit 7. As a result, the medal data being managed by the media management unit 613 (slot machine 1) is erased, and the total number of medals being managed becomes 0.
[0122] The media management unit 613 also transmits the generated first support signal to the performance control unit 620. As a result, for example, a first message of "Thank you for your hard work" is displayed on the liquid crystal screen 3. This process is an example of a first support process. This first support process is a process for notifying / indicating that the game has ended, for example, a process for notifying / indicating that "no medals have been left behind in the gaming machine" or "you can leave the gaming machine with peace of mind." In this case, the voice of a character may also be output from the speaker 101.
[0123] On the other hand, when the media management unit 613 receives a transfer signal from the counting button 44 and determines that the medal data in the bet state is “present” in the presence / absence determination, it does not transfer either the medal data in the bet state or the medal data in the non-bet state to the medal unit 7.
[0124] In this case, the media management unit 613 generates a second support signal for causing the operator to press the cancel button 45, and transmits the second support signal to the performance control unit 620. As a result, a second message "There are medals remaining. Please check" is displayed on the liquid crystal screen 3.
[0125] That is, even if the counting button 44 is pressed while medals have been bet, the transfer process is not performed based on the pressing of the counting button 44 (in this case, the transfer instruction based on the pressing of the counting button 44 becomes invalid), and the first support process is not executed. Instead, by pressing the counting button 44 thereafter, a second message is displayed indicating what the operator should do next.
[0126] In addition to or instead of the text "You have remaining medals. Please check," the second message may be "Please press the cancel button." The display process of this second message is an example of a second support process.
[0127] Also, for example, if the counting button 45 is pressed again even though the second message displays the words "You have medals remaining. Please check," the performance control unit 620 can change the text of the second message to "Please press the cancel button."
[0128] Furthermore, based on the fact that the performance control unit 620 has received the second support signal, the voice of the character may be output from the speaker 101. Additionally, the performance control unit 620 may also turn on the illumination unit 102.
[0129] The second support signal may also be transmitted from the medium management unit 613 to the cancel button 45. In this case, the cancel button 45 lights up, and the operator can easily recognize that the cancel button 45 should be pressed next.
[0130] Next, when the operator presses the cancel button 45 after the second support signal is generated, the media management unit 613 generates a third support signal for causing the operator to press the counting button 44, and transmits this third support signal to the performance control unit 620. As a result, a third message "Please press the counting button" is displayed on the liquid crystal screen 3. This process is an example of the third support process.
[0131] In this embodiment, at least the fact that the second support signal has been generated is stored in the RAM of the main control unit 61 and / or the RAM of the sub-control unit 62. This allows the medium management unit 613 to not perform a second presence / absence determination even if the count button 44 is pressed again, but differently, the medium management unit 613 can also perform a second presence / absence determination even in a state in which the second support signal, etc., is stored.
[0132] Furthermore, by pressing the counting button 44 after the third message is displayed, the media management unit 613 transfers the transfer signal and all of the medal data to the medal unit 7. Note that "all medal data" refers to all of the medal data managed within the slot machine 1, including medal data that had been bet but returned to the media management unit 613 when the cancel button 45 was pressed and the bet was cancelled, and medal data that had not been bet and was managed.
[0133] <Explanation of the setting value control unit 614> The set value control unit 614 performs game progress using one of a plurality of set values (for example, 1 to 6) with different advantageous degrees of game progress control based on the operation of the store staff. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 614 is transmitted to the internal lottery unit 610, etc.
[0134] Depending on which setting value is used, the advantage of the game progress, for example, the machine odds, the probability of winning a specific small role such as a common bell, the probability of winning the CZ or the probability of winning the AT, etc., differ. For example, the larger the setting value (for example, the closer to 6), the greater the advantage of the game progress (for example, the larger the machine odds).
[0135] Although not shown in the figure, the slot machine 1 further includes a setting key. The setting key is a switching key to a setting change mode. The setting value control unit 614 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.
[0136] <Section control unit 615> As shown in FIG. 4, the interval control unit 615 sets one of a plurality of game intervals (normal interval and advantageous interval) during a game.
[0137] When the gaming zone is a normal zone, the zone control unit 615 performs a zone transition drawing to determine whether to maintain the normal zone state or transition to an advantageous zone. When the zone transition drawing is won, the zone control unit 615 sets (transitions) the gaming zone to an advantageous zone. When a predetermined lottery target role (for example, a rare role such as a cherry or chance eye) is won, a lottery is performed to determine whether or not to conduct a zone transition drawing, and if the result is a win, the zone transition drawing is performed.
[0138] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or to transition to a normal zone (whether to terminate the advantageous zone). For example, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether the second gaming state has transitioned from the AT to a general gaming state. For example, when the second gaming state has transitioned to a general gaming state, the zone control unit 615 can transition the gaming zone from the advantageous zone to the general zone.
[0139] In addition, when the section control section 615 receives a signal from the medium management section 613 indicating that the advantageous section difference number has reached +2400, or when a predetermined condition is met other than when it has reached +2400, the section control section 615 forcibly shifts the game section from the advantageous section to the normal section. For example, if the advantageous section difference number becomes -1000 after entering the advantageous section, the operator can win up to 1000 + 2400 = 3400.
[0140] Furthermore, when the slot machine 1 is powered on or the RAM is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the immediately preceding game interval.
[0141] <Game status control unit 616> The gaming state control unit 616 sets the first gaming state and the second gaming state.
[0142] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a bonus internal state, and a special role implementation state, and sets the second game state to any one of a general game state and an AT.
[0143] The gaming state control unit 616 sets the first gaming state to a special role non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.
[0144] Then, when a special role is won by the internal lottery but the special role is not won, the gaming state control unit 616 sets the first gaming state to the bonus internal state.
[0145] When a predetermined condition is met in the bonus internal state (for example, when the RAM is cleared or a setting value is changed), the game state control unit 616 transitions the first game state from the bonus internal state to a special role non-carryover state.
[0146] In the special role non-carryover state, when a special role is won and a special role is awarded, the game state control unit 616 transitions the first game state from the special role non-carryover state to the special role implementation state.
[0147] Furthermore, in the bonus internal state, when a special combination is won, the gaming state control unit 616 transitions the first gaming state from the bonus internal state to a special combination implementation state.
[0148] In addition, when a predetermined condition is satisfied in the special role implementation state or when more than a predetermined number of medals are paid out, the game state control unit 616 transitions the first game state from the special role implementation state to a special role non-carryover state.
[0149] 6, the game state control unit 616 determines whether to set the second game state to the AT based on the result of the AT drawing. Specifically, when the AT drawing, which is performed when the game zone is an advantageous zone, is won, the game state control unit 616 sets the second game state to the AT.
[0150] On the other hand, when not hitting the AT lottery, the game state control unit 616 sets the second game state to the general game state.
[0151] Also, when the AT ends, the game state control unit 616 causes the second game state to transition from the AT to the general game state.
[0152] Also, the game state control unit 616 selects any one of a plurality of types of modes (for example, a normal mode in which it is difficult to hit the AT lottery and a high-probability mode in which it is easy to hit the AT lottery) regarding the progress of the game for the second game state. Then, the game state control unit 616 executes the AT lottery with the AT lottery probability associated with the selected mode.
[0153] <Explanation of the RT state control unit 617> The RT state control unit 617 can carry out game progress using one of a plurality of RT states. For each of the plurality of RT states, a probability (replay probability) at which the flag of the replay is established as the winning flag is determined in advance, and the RT state control unit 617 can transition the RT state when a predetermined role (for example, a special role) wins.
[0154] In the present embodiment, the RT state control unit 617 makes the RT state different between the special role execution state and the other states (special role non-carry-over state, bonus internal state). Also, the RT state control unit 617 maintains the same RT state between the special role non-carry-over state and during the bonus. Then, the RT state control unit 617 does not transition the RT state during the bonus in which the AT is executed.
[0155] <Schedule management unit 618> The schedule management unit 618 can manage schedules related to real dates and / or times. For example, the schedule management unit 618 manages information for executing a specific event at 10:00 every Monday, and manages the current date and time (Real Time Clock). These pieces of information are transmitted to the performance control unit 620. The schedule management unit 618 can also manage the time during which a game is played continuously. In this case, the time during which a game is played continuously can be used, for example, in support processing.
[0156] <Function Actuator 619> The function operation unit 619 receives information about the range (MY) sent from the medium management unit 613 .
[0157] Then, when the range (MY) becomes equal to or greater than the first range, for example 18500, the function activation unit 619 generates information regarding a pre-notification indicating that activation of the complete function is imminent.
[0158] This complete function is a so-called stop function, and when the complete function is activated, the slot machine 1 will no longer accept any operations related to play, and the operator will not be able to continue playing unless the power is turned off and on by the store staff.
[0159] The operation related to the game here means the operation for playing one game, and includes the operation of the bet switch 41 for betting medals, in particular, as the operation for starting the spinning reel 20. When the complete function is activated, such an operation related to the game cannot be accepted, so even if the bet switch 41 is operated while the complete function is activated, medal betting is not performed.
[0160] Information regarding advance notification is transmitted to the performance control unit 620 for every game while this information is being generated by the function operation unit 619. As a result, the performance control unit 620 performs advance notification.
[0161] Furthermore, when the range (MY) falls below the first range of 18,500, the function activation unit 619 stops generating information related to advance notification. As a result, the performance control unit 620 stops providing advance notification.
[0162] The information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, information indicating that the flag is "on" is transmitted to the performance control unit 620, and conversely, when the advance notification notification changes from on to off, information indicating that the flag is "off" is transmitted to the performance control unit 620. In this way, by making the information regarding the advance notification into a flag format, it is possible to prevent an excessive number of signals from being transmitted from the main control unit 610 to the sub control unit 620.
[0163] Moreover, the function activation unit 619 activates the complete function when the range (MY) becomes equal to or greater than 19000, which is the second range.
[0164] The function activation unit 619 releases the complete function when the store staff turns off the power of the slot machine 1. When the power of the slot machine 1 is turned on again after being turned off, not only is the complete function released, but the range (MY) is reset to 0 (zero). Therefore, no advance notice is given, and playing with the slot machine 1 becomes possible in a state where the conditions for reactivating the complete function are no longer met.
[0165] <Direction control unit 620> The performance control unit 620 displays a performance image (hereinafter referred to as a "game performance") selected from a plurality of types of performance images on the liquid crystal screen 3 based on the game progress, and outputs sound effects and background music corresponding to the performance image from the speaker 101. For example, when an AT is won, the performance control unit 620 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and performs display control of the liquid crystal screen 3, audio output control of the speaker 101, and light emission control of the illumination unit 102 according to the performance pattern.
[0166] In addition, during the AT, the performance control unit 620 causes at least one of the liquid crystal screen 3 and the speaker 101 to announce the correct push order when the push order role is won.
[0167] In addition, when the performance control unit 620 receives any of the support signals (first to third support signals) based on the result of the presence / absence determination by the media management unit 613, it executes support processing (first to third support processing) to inform and / or suggest to the operator the next action that the operator should take and / or the state of the slot machine 1.
[0168] As described above, the first support process is the display of the first message when the medals bet in the presence / absence determination are determined to be "absent" (when the performance control unit 620 receives the first support signal). As the first support process, for example, the message "Thank you for your hard work" is displayed on the liquid crystal screen 3. In this case, the first support process is a process for "hinting" the operator about the state of the slot machine 1 (a state in which the transfer process is being executed normally).
[0169] As described above, the second support process is a process for guiding the operator as to the next action to be taken when the medals bet in the presence / absence determination are determined to be “present” (when the performance control unit 620 receives the second support signal), and involves displaying a second message.
[0170] The second message is a message saying "You have medals remaining. Please check.", which is displayed on the liquid crystal screen 3. In this case, the second support process is a process for "suggesting" to the operator what action the operator should take next.
[0171] The second message may be a message such as "Please press the cancel button" displayed on the liquid crystal screen 3. In this case, the second support process is a process for "notifying" the operator of the action that the operator should take next.
[0172] The third support process is a process in which a third message is displayed when the performance control unit 620 receives a third support signal after receiving the second support signal. In other words, the third support process is a process for guiding the operator to the next action to be taken by the operator when the medals in the bet state are determined to be "present" in the presence / absence determination and the cancel button 45 is pressed after that.
[0173] The third message is a message saying "Please press the count button" that is displayed on the liquid crystal screen 3. In this case, the third support process is a process for "notifying" the operator of the action that the operator should take next.
[0174] The support process of this embodiment is executed in conjunction with a display process to prevent addiction and a display process to prevent forgetting to settle the bill, which will be described later.
[0175] First, the display process for preventing addiction and the display process for preventing forgetting to pay will be described.
[0176] The performance control unit 620 is capable of displaying (an example of providing) an addiction prevention display (an example of an addiction prevention warning) and a payment prevention display (an example of a payment prevention warning) on the LCD screen 3 without superimposing them on each other.
[0177] The addiction prevention display is a warning to encourage the player not to become too addicted to the game. The addiction prevention display is, for example, text or an image such as "Pachislot is a game that should be enjoyed in moderation" or "Be careful not to become addicted."
[0178] The display to prevent forgetting to settle is a warning to urge the operator not to forget to operate the counting button 44 when it is necessary to transfer all of the credited medal data to the medal unit 7 in ending a game, and a warning to urge the operator not to forget to remove the card 70. The display to prevent forgetting to settle is, for example, text or an image such as "Please be careful not to forget to settle your medals" or "Please be careful not to forget to settle your medals and not to forget to remove or have your card stolen."
[0179] (Display mode) In this embodiment, examples of the mode in which the addiction prevention display and the payment forgetting prevention display are displayed without being superimposed on each other include the following modes 1 and 2.
[0180] (1) Aspect 1 The performance control unit 620 can simultaneously display an addiction prevention display and a payment forget prevention display in different locations on the liquid crystal screen 3. As an example, as shown in Fig. 8(a), the performance control unit 620 can display an addiction prevention display in the upper left of the liquid crystal screen 3, and simultaneously display a payment forget prevention display in the lower right of the liquid crystal screen 3. This allows these prevention displays to be displayed simultaneously on the liquid crystal screen 3 without being overlapped with each other.
[0181] (2) Mode 2 Furthermore, the performance control unit 620 can display both the addiction prevention display and the payment forgetting prevention display in the same location (for example, the upper left of the liquid crystal screen 3) on the liquid crystal screen 3. In this case, the performance control unit 620 differentiates the display timing of the addiction prevention display and the payment forgetting prevention display, as shown in Figs. 8(b) and (c).
[0182] (Display start condition) In this embodiment, the performance control unit 620 can initiate an addiction prevention display and a payment forget prevention display, as shown in Figures 8(a) to (c), when at least one of the following conditions is met: (1) When a bill is inserted into the medal unit 7 (2) When medal data is transferred from the medal unit 7 to the media management unit 613 (3) At the end of AT (4) When an error is detected in slot machine 1 (5) When the complete function is about to be activated (6) When the complete function is activated (7) When the count button 44 is pressed and the number of medals bet is determined to be “none” in the presence / absence determination. (8) When the count button 44 is pressed and the presence / absence determination is made that the number of medals bet is “present”
[0183] In addition, in (7) "when the count button 44 is pressed and the presence / absence judgment determines that the number of medals bet is 'none'", the performance control unit 620 displays the first message (the text "Thank you for your hard work"), the display to prevent addiction, and the display to prevent forgetting to settle on the liquid crystal screen 3 without superimposing them. In this case, the first message is displayed instead of "You have medals remaining. Please check" in Fig. 8(a).
[0184] Also, in the case of (8) "when the counting button 44 is pressed and the presence / absence determination determines that the number of medals bet is 'present,'" the performance control unit 620 displays the second message (the text "You have medals remaining. Please check."), the display to prevent addiction, and the display to prevent forgetting to settle on the LCD screen 3 without superimposing them.
[0185] In this case, for example, as shown in FIG. 8(a), an indication to prevent immersion is displayed in the upper left of the liquid crystal screen 3, a second message is displayed in the center, and an indication to prevent forgetting to pay is displayed in the lower right.
[0186] When the second message is displayed in the center of the LCD screen 3 in this manner, the performance control unit 620 can erase the second message when a predetermined time (e.g., 5 seconds) has elapsed or when the operator presses the cancel button 45.
[0187] Then, after erasing the second message, the performance control unit 620 can display a third message (the text "Please press the counting button."). Even when the third message is being displayed, the performance control unit 620 can erase the third message when a predetermined time (e.g., 5 seconds) has elapsed or when the operator presses the counting button 44. Note that, from the state of FIG. 8(a), the message displayed in the center of the liquid crystal screen 3 may be changed to the second message, and then when the cancel button 45 is pressed, it may be changed to the third message, and then, rather than only the third message being erased, all messages may be erased at the same time by transitioning to the attract screen.
[0188] In this case, the display to prevent addiction and the display to prevent forgetting to pay remain displayed regardless of whether the second message and the third message are displayed / erased, and may then be erased when the display stop conditions described below are met.
[0189] Alternatively, in (8) "when the count button 44 is pressed and the presence / absence determination result indicates that the number of medals bet is 'present,'" an anti-addiction display may be displayed in the upper left corner of the liquid crystal screen 3, and a second message may be displayed in other locations (at this point, an anti-forget-to-settle display is not displayed). After that, when the operator presses the cancel button 45, the second message may be erased, and a third message may be displayed in the location where the second message was displayed.
[0190] Then, when the operator presses the count button 44, the third message is erased, and finally, a message "Please be careful not to forget to take your card" may be displayed in the lower right corner (or the location where the third message was displayed) of the liquid crystal screen 3 as a display to prevent forgetting to settle. This message "Please be careful not to forget to take your card" may be erased when the card 70 is removed from the medal unit 7.
[0191] When the presence / absence determination determines that the medals bet are "absent," the performance control unit 620 receives a first support signal from the media management unit 613. This causes the performance control unit 620 to display a first message (the text "Thank you for your hard work"), a display to prevent players from becoming addicted, and a display to prevent players from forgetting to settle their account on the liquid crystal screen 3, and also causes the speaker 101 to output the voice of a character.
[0192] As described above, the performance control unit 620 can execute support processing to show the operator what operation he or she should perform next while displaying displays to prevent addiction and displays to prevent forgetting to pay.
[0193] <Display deletion conditions> In this embodiment, the performance control unit 620 can erase the display to prevent addiction and the display to prevent forgetting to pay when at least one of the following conditions is met. (1) When a certain amount of time (for example, 5 seconds) has elapsed since the display to prevent users from becoming addicted and to prevent users from forgetting to pay was activated (2) When card 70 is removed from medal unit 7
[0194] The addiction prevention display and the payment forgetting prevention display may be erased at the same time, or at different times. For example, the addiction prevention display and the payment forgetting prevention display may be displayed at the same time, but the addiction prevention display may be erased 5 seconds after it starts to be displayed, and the payment forgetting prevention display may be erased 10 seconds after it starts to be displayed.
[0195] Also, the addiction prevention display and / or the payment forgetting prevention display may be erased at the same time as the second message or the third message is erased. Alternatively, the timing of erasing the addiction prevention display, payment forgetting prevention display, second message, etc. may be different. Furthermore, the timing of erasing the addiction prevention display, payment forgetting prevention display, second message, etc. may be changed depending on the situation. For example, when the complete function is activated and the player stops playing, all displays may be erased at the same time, and when the player stops playing without the complete function being activated, the timing of each erasure may be different.
[0196] <Basic operation process flow of slot machine 1> The flow of basic operational processing of the slot machine 1 will be described with reference to FIG.
[0197] With the power of the slot machine 1 turned on and the setting value changed, the function activation unit 619 determines whether or not the slot machine 1 is in a playable state (whether or not the complete function is activated) (step S101).
[0198] If the slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.
[0199] On the other hand, if the slot machine 1 is in a playable state (S101: YES), the main control unit 61 of the slot machine 1 displays the number of credited medals on the digital counter 43 and accepts the operation of the bet switch 41, lever 42, etc. by the operator, provided that medal data has been transmitted from the medal unit 7. This causes the slot machine 1 to enter a play start state (step S102).
[0200] Next, the medium management unit 613 starts counting the range (MY) (step S103). After that, the medium management unit 613 counts the range (MY) for each game regardless of whether it is a normal zone or an advantageous zone.
[0201] Next, the interval control unit 615 causes the game to proceed in the normal interval (step S104).
[0202] Next, the game state control unit 616 causes the game to proceed in the normal game state (step S105).
[0203] Next, the zone control unit 615 judges whether or not the game zone is an advantageous zone (including whether or not the zone transition lottery has been won, and whether or not the advantageous zone state is maintained) (step S106).
[0204] If the game zone is not a favorable zone (S106: NO), the process returns to step S104.
[0205] On the other hand, if the game zone is a favorable zone (S106: YES), the zone control unit 615 counts the favorable zone difference number (in a game that has moved to the favorable zone, counting of the favorable zone difference number starts) (step S107). After this, the zone control unit 615 continues counting the favorable zone difference number while the game zone is a favorable zone (in both the general game state and the AT).
[0206] Next, the gaming state control unit 616 determines whether or not to transition the second gaming state to the AT (step S108).
[0207] When the second gaming state does not transition to the AT (S108: NO), the process returns to step S105.
[0208] On the other hand, when the second gaming state transitions to the AT (S108: YES), the gaming state control unit 616 advances the game in the AT (step S109).
[0209] Next, the function activation unit 619 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 619 determines whether or not the range (MY) is 19000 or more.
[0210] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.
[0211] On the other hand, if the complete function does not operate (S110: NO), the zone control unit 615 determines whether the advantageous zone difference number is +2400 or more (step S111).
[0212] If the difference in the number of sheets in the advantageous zone becomes +2400 or more (S111: YES), the zone control unit 615 transitions the game zone to the normal zone, the game status control unit 617 ends the AT, and the media management unit 613 initializes the difference in the number of sheets in the advantageous zone to zero (0), and then the process returns to step S104.
[0213] On the other hand, if the advantageous zone difference number is not +2400 or more (S111: NO), the game state control unit 616 determines whether or not to end the AT (step S112).
[0214] If the AT ends (S112: YES), the process returns to step S105.
[0215] On the other hand, if the AT does not end (S112: NO), the process returns to step S109.
[0216] Returning to step S110, if the complete function has been activated (S110: YES), the function activation unit 619 controls the operator to be unable to proceed with the game on the slot machine 1 (step S113).
[0217] Next, in response to an operator (a user who has finished playing) pressing the counting button 44, the medium management unit 613 and the medal unit 7 transmit and receive necessary information to execute a transfer process (step S114).
[0218] Next, in response to the power-off operation by the store staff, the power supply of the slot machine 1 is turned off (step S115), and the medium management unit 613 initializes the range (MY), and the function activation unit 619 cancels the complete function (step S116). Note that, when the slot machine 1 is only restored from the power-off, the range (MY) is initialized and the complete function is cancelled, but the advantageous zone and the advantageous zone difference number are carried over.
[0219] Next, in response to a power-off restoration operation by the store staff, the power of the slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the flow of the basic operation process of the slot machine 1.
[0220] <Loan and transfer processing> Next, the flow of the lending process and the transfer process will be described in detail with reference to FIG.
[0221] First, the medal unit 7 accepts insertion of a bill (for example, 1000 yen) by the operator (step S201). At this time, the medal unit 7 generates an insertion signal and transmits it to the slot machine 1.
[0222] Next, in response to the operator pressing the lending button 71, the medal unit 7 transmits a lending signal and medal data for 50 medals to the slot machine 1 (medium management unit 613) (step S202).
[0223] Next, the media management unit 613 displays the number of medals credited to the slot machine 1 on the digital counter 43, and accepts the operation of the bet switch 41, lever 42, etc. by the operator. This causes the slot machine 1 to enter a game start state (step S203).
[0224] Next, if the number of credited medals is more than two or less (S204: NO), based on the counting button 44 being pressed (a transfer signal being generated) (step S205), the support process described with reference to FIG. 11 is executed (step S206).
[0225] By executing the support process, the medal unit 7 receives the transfer signal and medal data credited to the slot machine 1 (for example, medal data for 105 medals) (step S207).
[0226] Next, the medal unit 7 records medal data credited to the slot machine 1 on the card 70 (step S208).
[0227] Next, the medal unit 7 ejects the card 70 from the medal unit 7 in response to the operator pressing the eject button 72 (step S209).
[0228] Returning to step S204, if the number of credited medals is two or less (S204: YES) and the operator continues playing (S210: YES), the process returns to step S201.
[0229] On the other hand, if the operator does not want to continue playing (S210: NO), the process proceeds to step S206 in response to the operator pressing the count button 44 (step S205). The above is the flow of the lending process and the transfer process.
[0230] <Support Processing> Next, the flow of the support process will be described in detail with reference to FIG.
[0231] First, based on the operator pressing the count button 44 (step S205 in FIG. 10), the medium management unit 613 judges whether medals have been bet (step S301). That is, when the operator presses the count button 44 (the medium management unit 613 receives a transfer signal), the medium management unit 613 executes a judgment of the presence or absence of medals that have been bet.
[0232] If it is determined that no medals have been bet (the result of the presence / absence determination is that there are no bet medals) (S301: NO), the media management unit 613 generates a first support signal. The performance control unit 620 receives this first support signal and displays a first message (the text "Thank you for your hard work") on the liquid crystal screen 3 (step S306). After that, a transfer signal and a medal data transfer process to the medal unit 7 are executed (step S307).
[0233] On the other hand, if it is determined that medals have been bet (the result of the presence / absence determination is that the bet medals are "present") (S301: YES), the media management unit 613 generates a second support signal. The performance control unit 620 receives this second support signal and displays a second message (the text "There are medals remaining. Please check") on the liquid crystal screen 3 (step S302). The second support signal is stored in the RAM of the main control unit 61, etc.
[0234] Next, when the operator presses the cancel button 45 (the media management unit 613 receives a cancel signal) (step S303), the media management unit 613 generates a third support signal. The performance control unit 620 receives this third support signal and displays a third message (the text "Please press the counting button.") (step S304). The third support signal is stored in the RAM of the main control unit 61, etc.
[0235] Next, when the operator presses the count button 45 again (step S305), since the second support signal and the third support signal are stored in the RAM of the main control unit 61, the performance control unit 620 displays the first message (the text "Thank you for your hard work") without checking again (step S306). After that, the support signal is erased from the RAM of the main control unit 61.
[0236] Next, a transfer signal and medal data are transmitted from the medium management unit 613 to the medal unit 7, and a transfer process is executed (step S307). The above is the flow of the support process.
[0237] In summary, the slot machine 1 of the present invention has the following features: An RT state control unit 617 and a game state control unit 616 that can control the progress of a game on the slot machine 1; a medium management unit 613 capable of receiving medal data necessary for playing a game from a medal unit 7 connected to and communicating with the slot machine 1, and capable of managing medal data that changes as the game progresses; A bet switch 41 capable of accepting a medal bet operation; A counting button 44 capable of generating a transfer signal for transferring medal data managed by the medium management unit 613 to the medal unit 7 based on the operation of the operator; A performance control unit 620 capable of providing information related to a game to an operator; Equipped with The medium management unit 613 is capable of executing a presence / absence determination to determine the presence / absence of medal data in a bet state when the transfer signal is received, The performance control unit 620 can execute a support process for informing and suggesting to the operator the next action / state of the slot machine 1 that the operator should take, based on the result of the presence / absence determination.
[0238] <Effects of the Invention> It is expected that operators who are not familiar with using medal-less machines will often not know what operation to perform next, for example, regarding operations related to the medal data transfer process, or what state the slot machine 1 is currently in (for example, whether medals have been bet or not, whether medals have been credited, etc.).
[0239] In particular, in a slot machine 1 that is a medal-less machine, when the counting button 44 is pressed with medals bet, the medals remain bet, and the operator is required to carry out an operation to process the medals.
[0240] In contrast, according to the configuration of this embodiment, for example, when the counting button 44 is pressed with medals bet, a second message (text "There are medals remaining. Please check.") is displayed along with an anti-addiction display, etc. Furthermore, when the cancel button 45 is pressed after that, a third message (text "Please press the counting button.") is displayed.
[0241] Therefore, even an operator who is not familiar with medal-less machines can easily recognize what operation to perform next and what state the slot machine 1 is in when ending a game with medals bet.
[0242] On the other hand, if the counting button 44 is pressed when no medals have been bet, the first message ("Thank you for your hard work.") is displayed and the transfer process is carried out directly, so that the operator can recognize what operation to perform next.
[0243] Therefore, according to this embodiment, it is possible to provide a medal-less gaming machine that enables the operator to perform smooth gaming operations.
[0244] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. In addition, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or in appropriate combinations.
[0245] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.
[0246] Furthermore, without being limited to the above embodiment, pressing of the cancel button may not be accepted (pressing of the button may be invalid) when no medals have been bet.
[0247] Furthermore, without being limited to the above embodiment, when no medals have been bet, the cancel signal does not have to be generated even if the cancel button is pressed.
[0248] Not limited to the above embodiment, when the count button is pressed without pressing the cancel button while medals are bet, a transfer signal may be generated. In this case, even if a transfer signal is generated, medal data may not be transferred to the medal unit.
[0249] The media management unit may be configured as a medal count control CPU by a CPU separate from the main control CPU constituting the main control unit. In this case, the medal count control board on which the CPU of the media management unit is mounted and the main control board on which the main control CPU that realizes each functional unit of the main control unit other than the media management unit is mounted may be separately provided boards, and these may be capable of asynchronous communication by serial communication.
[0250] As the first support process, the performance control unit can display the following messages in addition to "Thank you for your hard work" in the above embodiment. For example, a message such as "Please play again" may be displayed to encourage the player to play again next time, or a message related to the transferred medal data or a message according to the duration of play may be displayed. Specifically, messages such as "You worked really hard today! Get plenty of rest!", "It was a complete victory!", or "That was a big explosion!" may be displayed.
[0251] As a second support process, taking into consideration that there may be a user who does not know the location of the cancel button, a line may be output, a message may be displayed, or an LED may be turned on to inform the user of the location of the cancel button.
[0252] In this case, when the performance control unit informs the operator of the location of the total cancel button, if the operator presses a button other than the cancel button, a line such as "That's not it" may be output. On the other hand, if the operator presses the cancel button correctly, a line such as "That's right, this is it! Correct" may be output.
[0253] As the third support process, in order to inform the location of the count button, a line may be output, a message may be displayed, or an LED may be turned on to inform the location.
[0254] In this case, when the performance control unit informs the operator of the location of the counting button, if the operator presses a button other than the counting button, a line such as "That's not it" may be output. On the other hand, if the operator presses the counting button correctly, a line such as "That's right, this is it! Good job!" may be output.
[0255] In the above embodiment, the second support process and the third support process are executed separately at different times, but these processes may be executed simultaneously. For example, a message such as "Press the cancel button and then the count button" may be displayed on the liquid crystal screen.
[0256] Furthermore, without being limited to the above embodiment, in FIG. 11, if the cancel button is pressed before the second message is displayed, the second message does not have to be displayed.
[0257] Furthermore, each support process may be executed after the execution condition of the support process is satisfied and a predetermined time (e.g., 2 seconds) has elapsed. This is because a player who knows the operation procedure may find the support process bothersome.
[0258] In the above embodiment, the media management unit manages the state in which medals are bet or not bet, but the present invention is not limited to this. For example, the counting button may manage the medal state, or a function or program other than the media management unit and the counting button may manage the medal state.
[0259] In addition, the support process in the above embodiment is executed together with the addictive prevention display and the payment forgetting prevention display, but the present invention is not limited to this. The addictive prevention display and / or the payment forgetting prevention display do not have to be displayed while the support process is being executed. In other words, the support process may be executed independently of the addictive prevention display and / or the payment forgetting prevention display.
[0260] Furthermore, without being limited to the above embodiment, when the media management unit receives a transfer signal from the counting button and the medals betted are determined to be "present" in the presence / absence determination, the media management unit may be capable of executing a transfer separation process.
[0261] This transfer separation process is a process in which the medium management unit transfers medal data in a state where medals are not bet to the medal unit, but does not transfer medal data in a state where medals are bet to the medal unit. In other words, the transfer separation process can be said to be a process in which the timing of transfer of medal data in a state where medals are not bet to the medal unit is made different from the timing of transfer of medal data in a state where medals are bet to the medal unit.
[0262] Furthermore, the media management unit may be able to transfer the medal data to the medal unit when the medals that were beted become unbetted based on the operator's operation of the cancel button after the transfer separation process has been executed, without any other operation (for example, the operator operating the counting button again).
[0263] Furthermore, without being limited to the above, the media management unit may be capable of changing medals that have been beted into an unbetted state based on the operator's operation of the cancel button after the transfer separation process has been executed, and further, of transferring the medal data to the medal unit based on the operator pressing the counting button again after the message "Please press the counting button" is displayed on the LCD screen.
[0264] Furthermore, the process is not limited to the above, and may be divided as follows depending on the amount of operations performed by the operator before the transfer process is executed.
[0265] In other words, the support processing can be changed depending on whether the counting button is pressed when medals have been beted and then the cancel button is pressed and then the counting button is pressed again, or whether the counting button is pressed when medals have not been bet.
[0266] For example, if the count button is pressed when medals have been bet, and then the cancel button is pressed and the count button is pressed again, a message saying "That was tough," may be displayed, and if the count button is pressed when medals have not been bet, a message saying "Thank you for your hard work" may be displayed. In other words, in this case, the message displayed after the count button is pressed changes depending on whether medals have been bet or not.
[0267] Also, if the counting button is pressed when medals have been bet, and then the cancel button is pressed and then the counting button is pressed again, the performance control unit can, for example, suggest a setting or suggest the current mode. On the other hand, if the counting button is pressed when medals have not been bet, the performance control unit can refrain from making setting suggestions, etc. In other words, in this case, whether or not a setting suggestion is made after the counting button is pressed is determined depending on whether or not medals have been bet.
[0268] In other words, when comparing the amount of operation required until all of the medal data managed by the slot machine is transferred to the medal unit by pressing the counting button, the former requires more operation than the latter. Therefore, in the former, it can be said that a reward-like benefit that is not directly related to the number of balls is given as a reward for the amount of operation.
[0269] In addition, in the examples of Figures 10 and 11, the transfer process is executed after the first message is displayed, but the first message may be displayed after the transfer process is executed, or the transfer process and the display of the first message may be executed in parallel.
[0270] Also, without being limited to the above embodiment, when the counting button is pressed while medals have been bet, a message "The medal data of the bet will also be transferred to the medal unit" may be displayed on the liquid crystal screen, and the medal data may be transferred to the medal unit even if the cancel button is not pressed. In this case, the operator can understand that the medal data that has been bet has also been transferred to the medal unit, so a more user-friendly slot machine can be provided.
[0271] In addition to the above, at a specified timing (for example, when the AT ends or when the user does not perform any operation for more than 2 minutes), a message such as "If you press the counting button when medals have been bet, the bet medals will be automatically transferred to the medal unit," or a message such as "To end the game when medals have been bet, you must press the cancel button before pressing the counting button" may be displayed.
[0272] Alternatively, when the counting button is pressed while medals have been bet (and / or medals have been credited), a message such as "Press the counting button again to start the transfer process. Press the bet switch to continue playing" may be displayed on the liquid crystal screen (or output as voice), etc. In this case, the operator can press the counting button again to execute the transfer process, or press the bet switch to continue playing.
[0273] That is, in a medal-less machine, it is conceivable that a malfunction may occur, such as an operator not knowing which button to press next, or an operator mistakenly pressing the counting button even though the operator does not intend to end the game. In response to this, by adopting the above-mentioned configuration, it is possible to prevent the operator from performing excessively wasteful operations (for example, a medal transfer process operation from the medal unit to the slot machine) when the operator mistakenly presses the counting button.
[0274] Furthermore, when the counting button is pressed while medals have been bet, a message "There are medals remaining. Please check" is displayed on the liquid crystal screen, and when the counting button is pressed again after that, all medals including the medals that were bet may be transferred to the medal unit. On the other hand, if the player wishes to continue playing, the player can operate the lever after the message "There are medals remaining. Please check" is displayed on the liquid crystal screen.
[0275] Even in this case, if the operator accidentally presses the counting button without intending to end the game, the operator will not need to transfer medals again from the medal unit to the slot machine, thereby preventing the operator from performing excessively wasteful operations.
[0276] Without being limited to the above embodiment, the number of medals bet may be displayed by an LED instead of a digital display.
[0277] In addition, the slot machine may be capable of transmitting medal data credited to the slot machine at that time to the medal unit at predetermined times (for example, every 5 games, every 10 minutes) (including transmitting the medal data to a hall computer, unit management computer, etc. via the medal unit).
[0278] In this case, the medal unit (and / or the hall computer, unit management computer; the same applies below) can record the transmitted data and compare it with the medal data transmitted along with the transfer signal when the counting button is finally pressed to check whether the medal data contains invalid information.
[0279] Furthermore, the medal unit may be able to check whether the medal data received at a predetermined timing is invalid based on the progress of the game on the slot machine (whether or not the game is in an AT, whether or not the game is in a bonus, whether or not the game is in a normal zone, etc.) Specifically, in a case where the number of medals increased by 1000 in 100 games despite the slot machine's specifications stating that the number of medals increased by 2 in one game during the AT, the medal unit can detect that the medal data is invalid.
[0280] The medal data managed by the unit management computer may be further consolidated in a game information computer, making it possible to manage medal data for all slot machines.
[0281] In the embodiment, the operator can take a break at any time during the game. In this case, the store staff may lock the slot machine and / or the medal unit so that other users cannot operate it.
[0282] In the above embodiment, the bonus is described as a continuous operation device for a first type special feature, but the present invention is not limited to this. The bonus may be at least one of the following: a first type special feature, a continuous operation device for a first type special feature, a second type special feature, or a continuous operation device for a second type special feature.
[0283] In addition, in the above embodiment, an example is described in which the slot machine is an AT machine, but the slot machine may be an ART (Assisted Replay Time) machine.
[0284] In addition, a signal indicating the type of game zone may be sent from the zone control unit to a digital counter, so that the digital counter can display whether or not the game zone is an advantageous zone, for example, by whether or not a dot is displayed.
[0285] Furthermore, without being limited to the above embodiment, for example, when the AT ends or when the number of continuing games in the advantageous zone reaches 3,000 games, the zone control unit may forcibly transition the game zone from the advantageous zone to the normal zone.
[0286] In addition, in the above embodiment, an example is described in which the special gaming state other than the general gaming state is AT, but the special gaming state may be CZ.
[0287] Also, although not described in the above embodiment, the mode may be changed when certain conditions are met (for example, when the CZ is won but the AT is not won, when the AT ends, or when the advantageous zone ends).
[0288] In addition, in the above embodiment, the range (MY) was used to activate the complete function, but this is not limited to this, and the difference in the number of medals may also be used to determine whether or not to activate the complete function. [Explanation of symbols]
[0289] 1. Slot machines (amusement machines) 44 Counting button (transfer instruction section) 45 Cancel button 610 Internal lottery unit (game control unit) 611 Rotating reel control unit (game control unit) 612 Game result determination unit (game control unit) 613 Media Management Department (Value Management Department) 614 Setting value control unit (game control unit) 615 Section control unit (game control unit) 616 Game status control unit (game control unit) 617 RT state control unit (game control unit) 618 Schedule Management Department (Game Control Department) 619 Functional operation unit (game control unit) 620 Production control unit (output unit)
Claims
1. A game control unit capable of controlling the progress of a game in the gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine and capable of managing the game value that changes as the game progresses; a bet switch capable of accepting a bet operation for the gaming value; a counting instruction unit capable of instructing the value management unit to transfer information about the game value managed by the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with the value management unit is capable of executing a presence / absence determination for determining whether or not the game value is in a bet state when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means, The output unit is capable of executing a support process for informing and / or suggesting to the operator the next action to be taken by the operator and / or the state of the gaming machine based on the result of the presence / absence determination, When the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means and when the presence / absence determination determines that there is a bet, the value management unit is capable of not transferring information regarding the game value in a bet state, as well as information regarding the game value in a non-bet state, to the game value recording means. Amusement machine.
2. A game control unit capable of controlling the progress of a game on a gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine and capable of managing the game value that changes as the game progresses; a bet switch capable of accepting a bet operation for the gaming value; a counting instruction unit capable of instructing the value management unit to transfer information about the game value managed by the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with the value management unit is capable of executing a presence / absence determination for determining whether or not the game value is in a bet state when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means, The output unit is capable of executing a support process for informing and / or suggesting to the operator the next action to be taken by the operator and / or the state of the gaming machine based on the result of the presence / absence determination, the value management unit is capable of executing a transfer separation process when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means and when the presence / absence determination determines that there is a value, The transfer separation process is a process of transferring information on the game value in a state where no bet has been placed to the game value recording means, but not transferring information on the game value in a state where a bet has been placed to the game value recording means. Amusement machine.
3. A game control unit capable of controlling the progress of a game on a gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine and capable of managing the game value that changes as the game progresses; a bet switch capable of accepting a bet operation for the gaming value; a counting instruction unit capable of instructing the value management unit to transfer information about the game value managed by the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with the value management unit is capable of executing a presence / absence determination for determining whether or not there is a bet on the game value when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means, The output unit is capable of executing a support process for informing and / or suggesting to the operator the next action to be taken by the operator and / or the state of the gaming machine based on the result of the presence / absence determination. Amusement machine.
4. A game control unit capable of controlling the progress of a game on a gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine and capable of managing the game value that changes as the game progresses; a bet switch capable of accepting a bet operation for the gaming value; a counting instruction unit capable of instructing the value management unit to transfer information about the game value managed by the value management unit to the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with the value management unit is capable of executing a presence / absence determination for determining whether or not the game value is in a bet state when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the game value recording means, The output unit is Based on the result of the presence / absence determination, a support process can be executed to notify and / or suggest to the operator the next action to be taken by the operator and / or the state of the gaming machine; It is possible to execute the performance processing including the same performance content to be output regardless of the result of the presence / absence determination, and to execute the support processing. Amusement machine.
5. A game control unit capable of controlling the progress of a game on a gaming machine; a value management unit capable of receiving information on a game value required for playing the game from a game value recording means connected to the gaming machine and capable of managing the game value that changes as the game progresses; a bet switch capable of accepting a bet operation for the gaming value; a counting instruction unit capable of instructing the value management unit to transfer information about the game value managed by the value management unit to a recording medium in the game value recording means based on an operation by an operator; An output unit capable of providing information regarding the game to the operator; Equipped with the value management unit is capable of executing a presence / absence determination to determine whether or not the game value is in a bet state when the value management unit receives an instruction from the counting instruction unit to transfer information regarding the game value to the recording medium, The output unit is Based on the result of the presence / absence determination, a support process can be executed to notify and / or suggest to the operator the next action to be taken by the operator and / or the state of the gaming machine; In addition to the support process, a warning to prevent drowning and / or a warning to prevent forgetting to take the object can be output. The addiction prevention warning is a warning for urging the operator not to become too addicted to the game, The warning to prevent forgetting to remove the recording medium is a warning to urge the operator not to forget to remove the recording medium from the game value recording means. Amusement machine.
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