Gaming device, gaming system
By introducing game value notification and management mechanisms into game devices, the problem of poor game value management in the prior art has been solved, and the game experience and operation convenience have been improved.
Patent Information
- Application Number
- JP2022112944
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-14
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2042-07-14
AI Technical Summary
The lack of effective game value management and notification mechanisms in games by existing gaming console devices, resulting in poor gaming experience.
A gaming device is designed to notify game value information, and through notification methods such as counting buttons and displaying lights, it prompts players to use and manage game values to ensure that the game enters an unexecutable state when it reaches a specific game value.
Through effective game value management and notification mechanisms, the game experience is improved, the game is prevented from entering an unexecutable state due to excessive game value, and the convenience and security of player operations are enhanced.
Smart Images

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Figure 0007654226000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming device used in an amusement parlor where gaming machines are installed, for It's about the system. [Background technology]
[0002] 2. Description of the Related Art Conventionally, gaming machines (slot machines, pachinko machines, etc.) that allow a game to be played without the intervention of physical gaming media such as medals have been installed in game arcades (for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2002-172192 A [Patent Document 2] JP 2015-134010 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in the gaming devices used in gaming machines. [Means for solving the problem]
[0005] In order to solve the above problem, one embodiment of the present invention is a gaming device capable of reporting information about a gaming machine including output means capable of outputting game information including used game value number information regarding the number of game values used in a game and awarded game value number information regarding the number of game values awarded in the game, and control means capable of controlling the gaming machine to a play-disabled state in which execution of a game is disabled when the difference game value number in a predetermined period reaches a specific value, the gaming device comprising: counting means capable of counting a difference game value number based on used game value number information and awarded game value number information outputted from the output means; and reporting means capable of executing a predetermined report regarding control to the play-disabled state when the difference game value number counted by the counting means reaches a specific value, and the reporting means is capable of executing a specific report different from the predetermined report when the difference game value number counted by the counting means reaches a special value less than the specific value. When the difference game value number counted by the counting means reaches a special value at a predetermined time, the specific notification is not executed. The gaming device is configured as follows. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing an external appearance of a medal-less gaming machine according to a first embodiment. FIG. [Diagram 2] 1 is a schematic perspective view showing an internal configuration of a medalless gaming machine according to a first embodiment. FIG. [Diagram 3] 1 is a block diagram showing a control configuration of the medalless gaming machine of the first embodiment. FIG. [Figure 4] 4 is a flowchart showing a gaming method in the medalless gaming machine of the first embodiment. [Diagram 5] FIG. 2 is a state transition diagram showing the transition of game states in the medalless gaming machine of the first embodiment. [Figure 6] 1A and 1B are diagrams illustrating the light emission patterns of the counting button lamp of the first embodiment, where (a) shows an off state, (b) shows a lit state, (c) shows slow blinking, and (d) shows fast blinking. [Figure 7] 1A and 1B are diagrams illustrating an example of notification information prompting a count in the first embodiment, where (a) shows a small display and (b) shows a large display. [Figure 8]6 is a flowchart showing a method of notifying the presence or absence of inserted medals after counting is completed in the first embodiment. [Figure 9] 13A is an example of notification information when there are no inserted medals remaining after counting is completed, and FIG. 13B is an example of notification information when there are inserted medals remaining after counting is completed. [Figure 10] 6 is a time chart showing the continuation of a long press state of the counting button in the first embodiment. [Figure 11] (a) is a diagram showing that a bonus announcement is on hold while the counting button is being operated, and (b) is a diagram showing that if certain conditions are met, a bonus announcement is executed even while the counting button is being operated. [Figure 12] FIG. 11 is a block diagram showing the control configuration of a gaming machine according to a second embodiment. [Figure 13] 13 is a graph showing a schematic diagram of the change in the difference in number of coins on the day of playing of the gaming machine of the second embodiment. [Figure 14] FIG. 13 is a diagram illustrating the configuration of a gaming system 300 according to a third embodiment. [Figure 15] 13 is a diagram illustrating the configuration of a gaming system 300 according to a third embodiment, and the flow of gaming information output from a slot machine 301S and a pachinko machine 301P. FIG. [Figure 16] FIG. 13 is a diagram illustrating a game end state determination process for the slot machine 301S by the call lamp 331 according to the third embodiment. [Figure 17] FIG. 13 is a diagram illustrating a game end state determination process for the slot machine 301S by the call lamp 331 according to the third embodiment. [Figure 18] FIG. 13 is a diagram illustrating a gaming machine status screen 335c displayed by the HC 335 of the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] A preferred embodiment of a gaming machine according to the present invention will now be described. (First embodiment) In the first embodiment, a gaming machine having the main functions that are the premise of the present invention will be described. The gaming machine of this embodiment does not use actual medals (gaming media), but manages medals as data (so-called credit medals), and lends medals using electronic information for playing, so that the player can play without touching the gaming medals. In this way, the gaming machine is a gaming machine (also called a medal-less gaming machine in the embodiment) that uses pseudo gaming media in the data format for playing. Such gaming machines are also called smart pachislots, smart slots, etc. Below, we will explain an example of applying the present invention to a No. 6 slot machine having an AT (ART) state as a medal-less gaming machine, but the present invention is not limited to this and can also be applied to, for example, an A-type slot machine that allows real bonus play. It should be noted that the medals as data used in medalless gaming machines are referred to as "game medals."
[0008] FIG. 1 is a schematic front view showing the appearance of a medalless gaming machine. FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine. As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a cabinet 1b and a front door 1a that opens and closes to cover an opening of the cabinet. A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and symbols displayed on the reels 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward, and around this step, operating means such as the bet button 2a, MAX bet button 2b, counting button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal count display device 7, counting button lamp 2e, and bet number lamp 2f are provided. A favorable zone lamp 13 is provided on the side of the display window 6, and a navigation lamp 12 is provided above the display window 6 to guide the player through the operation sequence of the stop buttons 5. The upper part of the front door 1a is provided with a display 8 that acts as a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning of each role or the effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls aspects of the game, such as the presentation, under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of the reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. A game medal count clear button 14 and a probability setting device 16 are provided inside the cabinet 1b, and a dedicated unit 19, which is an inter-machine device, is located adjacent to the outside of the gaming machine in correspondence with each medalless gaming machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as the bet button 2a, the MAX bet button 2b, the settlement button 2d, the start lever 3, the stop button 5, the dedicated unit 19, the drum unit 4, the advantageous zone lamp 13, the counting button 2c, the game medal number display device 7, the game medal number clear button 14, the probability setting device 16, and the power supply unit 15. In addition, the dashed line portion in FIG. 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operation of each of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timing. The sub-controller 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the display 8, the speaker 9, the lamp 11, and the like. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned parts in response to commands (control information) from the main controller 10.
[0012] The operation of the main parts will now be described. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the game medal number displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as a RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number lent out or paid out, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when game medals are inserted, the main control unit 10 subtracts the number of inserted medals from the “number of game medals” “stored and displayed” in the game medal number display device 7 . The game medals are dispensed by operating a dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. An upper limit (for example, 16,300) is set for the number of game medals (amount of game value) that can be stored and displayed in the game medal count display device 7, and if the total number of game medals paid out due to winning exceeds the upper limit, a "play not possible" control is executed so that play is not possible. In the "unplayable" state, operations of the start lever 3, the bet button 2a, the MAX bet button 2b, and the settlement button 2d are not accepted.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in the RAM), and when pressed, the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in the RAM). In response to a pressing operation of the BET button 2 a or the MAX BET button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0014] The start lever 3 is an operating means that is operated by a player when starting a game after inserting a gaming medal. The stop button 5 is an operating means that is pressed to stop the reel 41 that rotates in response to the operation of the start lever 3.
[0015] The count button 2c is an operating means that is operated when the player performs a counting process on the game medals that he / she has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is not available). The count button 2c counts different amounts depending on how it is pressed. For example, when the count button 2c is "short pressed" (e.g., pressed for less than 500 milliseconds), the main control unit 10 outputs count data that can identify that "1" game medal has been counted, that is, the counted amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted amount "1" from the game medal count stored and displayed in the game medal count display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that the maximum number of game medals "50" has been counted, that is, the maximum number of game medals "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the number of game medals (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the maximum number of game medals that can be counted is "50," thereby counting all game medals. In this case, the main control unit 10 outputs count data capable of identifying the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held continuously while the game medal count display device 7 displays a game medal count of "over 50", the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data capable of specifying the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be a lump-sum output of counting data that allows the total counting amount to be identified when the continued long press ends, or counting data that allows the counting amount (maximum 50) to be identified may be output individually each time a long press is detected. The dedicated unit 19 manages, for example, the total number of medals counted until the return button is operated as the number of medals held. In addition to the normal count button 2c, separate count buttons may be provided, such as a button that can count 100 sheets with a short press, or a count button that stops at 500 sheets even if pressed for a long time.
[0016] In this manner, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the "unplayable" state occurs, as a countermeasure, the "unplayable" state can be lifted by operating the counting button 2c to reduce the number of game medals below the upper limit.
[0017] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal number clear button 14 is operated, the main control unit 10 updates the game medal number stored and displayed in the game medal number display device 7 to "0." Therefore, the “unplayable” state can also be released by a store clerk operating the game medal count clear button 14.
[0018] The settlement button 2d is an operation means that is operated when returning the set bet number to the game medal number display device . For example, when the settlement button 2d is pressed and the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiple bets) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, he or she may simply press the settlement button 2d when he or she has confirmed that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and the bet number can then be returned together with the number of game medals by subsequently pressing the counting button 2c.
[0019] It should be noted that the function of the settlement button 2d can also be given to other operating means such as the bet button 2a. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the return operation described above) can be performed.
[0020] The bet number lamp 2f is a notification means for notifying the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls to light one lamp (for example, the "1 BET" lamp shown in FIG. 1) when the bet number is set to "1", to light two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) when the bet number is set to "2", and to light three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it performs control to turn off the bet number lamp 2f. In addition, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. That is, the bet number lamp 2f is turned on when the bet number is set, and is turned off when a gaming medal is inserted.
[0021] The advantageous zone lamp 13 is a notification means for notifying the player that he or she is in an advantageous state. The advantageous zone lamp 13 lights up during an advantageous zone, but may also be configured to light up during an advantageous zone and during a game state (AT, etc.) in which medals are increasing. However, it is also possible to provide the advantageous zone lamp 13 but not turn it on. It is also not necessary to provide the advantageous zone lamp 13. In this case, it is preferable to provide a lamp that lights up during AT instead of the advantageous zone lamp 13 so that it is not difficult to recognize during AT.
[0022] The probability setting device 16 can change the probability of winning the AT into multiple stages (for example, six stages). The main control unit 10 stores one of the set values in the storage unit based on the probability setting operation of the probability setting device 16 by the game center staff, and controls the winning probability of the AT based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.
[0023] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a dispensing operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs, to the medal-less gaming machine 1, dispensing data capable of specifying the number of gaming medals to be lent. In the medal-less gaming machine 1, the main control unit 10 specifies the number of game medals to be lent based on the inputted lending data, and adds the specified number of lent medals to the number of game medals stored and displayed in the game medal number display device 7.
[0024] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs to the dedicated unit 19 count data that can specify the counted number of gaming medals based on the operation of the count button 2c. The dedicated unit 19 receives the count data output from the medal-less gaming machine 1 and manages the counted number of gaming medals specified based on the count data as the number of held medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner in the game center to exchange the number of medals held for a prize, or can be inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal count display device 7 are linked, so that if the number of game medals stored and displayed in the game medal count display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all game medals have been counted. This prevents the player from failing to return any remaining game medals.
[0025] The dedicated unit 19 can be connected to computers such as hall computers or management computers via a relay device or directly, and is capable of outputting game information such as out and safe, sales information, etc. to the computer. This makes it possible, for example, for the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate the error balls from this gaming information.
[0026] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. A game start process is executed (S1). In the game start process, first, the medal-less gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs an operation to lend gaming medals in the dedicated unit 19, lending data capable of specifying the number of medals to be lent is output from the dedicated unit 19, and the medal-less gaming machine 1 inputs this lending data. When the lending data is input to the medalless gaming machine 1, the main control unit 10 specifies the number of medals to be lent based on the lending data, and stores and displays the number of gaming medals corresponding to the number of medals lent in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the bet number (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and the operation of the start lever 3 is valid.
[0027] A lottery process is executed (S2). When the start lever 3 is tilted in a state in which a game is ready to start, the game starts, and the main control unit 10 executes an internal lottery process for determining a winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 performs control to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (bet) has been used.
[0028] A reel spin process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation speed at a constant speed, and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0029] A reel stopping process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process is displayed.
[0030] The prize-winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols that corresponds to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a winning combination has been achieved if the combination of symbols that has stopped on the winning line is a predetermined combination. Incidentally, "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for each of the three reels 41a to 41c are performed once each for a total of three times.
[0031] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed on the game medal number display device 7.
[0032] The medal-less gaming machine 1 can execute the processes S1 to S6 while transitioning between a plurality of game states. FIG. 5 is a transition diagram of playable game states in the medalless gaming machine 1. As shown in FIG. As shown in FIG. 5, the medal-less gaming machine 1 is configured to be able to transition between a normal gaming state, a CZ state, and an AT state. The main control unit 10 executes control so as to transition from one game state to another game state based on the establishment of a predetermined transition condition. For example, a CZ transition lottery to determine a transition to the CZ state and an AT transition lottery to determine a transition to the AT state are executed in each game, and if the CZ transition lottery is won, the player transitions to the CZ state from the next game onwards, and if the AT transition lottery is won, the player transitions to the AT state from the next game onwards. The sub-controller 20 performs effects via a notification means such as a display 8 according to the game state and predetermined conditions. For example, a winning / losing branching effect may be displayed during a continuous effect (for example, in the CZ state, a display may be displayed suggesting the possibility of winning the AT over multiple games, while the results of the AT transition lottery may be displayed in response to operation of a specific operating means (for example, the MAX BET button 2b)). The normal game state is set to a normal probability state and a high probability state, and in each game, the probability of transition to the CZ state or the AT state is controlled so that the high probability state is higher than the normal probability state. In addition, the probability of winning the AT is controlled so that a high setting value is higher than a low setting value. In addition, the probability of winning the AT can be made different depending on the winning combination. For example, the probability of winning the AT when a rare combination is won is set to be higher than that when a non-rare combination is won.
[0033] The main control unit 10 is provided with a zone control means that can control the game zone to either a normal zone or an advantageous zone, separately from the above game state. The normal zone is a game zone in which push order navigation is not executed, and begins when the next game starts after the advantageous zone ends, and ends when the advantageous zone transition conditions are met. In addition, in the initial state (when reset) of the main control unit 10, it is controlled to the normal zone, and in the normal zone, the advantageous zone lamp 13 is controlled to the off state. In addition, in the normal zone, a transition to the advantageous zone is determined when the conditions for transition to the advantageous zone are met, for example, when a predetermined role is won in an internal lottery.
[0034] The advantageous zone is a play zone in which push order navigation may be executed, and is a play zone that is more advantageous to the player than the normal zone because push order navigation may be executed. In addition, the advantageous zone begins when the next game is started after the advantageous zone transition condition is satisfied in the normal zone, and ends when a predetermined advantageous zone end condition is satisfied. The conditions for the end of the advantageous zone are that the advantageous zone ends and transitions to the normal zone when a specified game state ends or when the advantageous zone limiter is reached. The advantageous zone limiter is set when the condition "the number of game medals won (the difference) during one advantageous zone reaches the upper limit (for example, 2400)" is met. For this reason, the main control unit 10 counts the number of game medals acquired during the advantageous zone and stores it in the memory unit. In addition, in the advantageous zone, the advantageous zone lamp 13 is controlled to be lit. However, without being limited to this, the advantageous zone lamp 13 may start to light up when the game state (such as during AT) is reached in which the number of game medals held by the player increases after transitioning to the advantageous zone. Also, it is possible to provide the advantageous zone lamp 13 but not turn it on. It is also not necessary to provide the advantageous zone lamp 13. In this case, it is preferable to provide a lamp that lights up during AT instead of the advantageous zone lamp 13 so that it is not difficult to recognize during AT.
[0035] A game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2 c , the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7 . More specifically, when the count button 2c is pressed for a short time, the count amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed for a long time, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is continuously pressed, the maximum count amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted amount is output to the dedicated unit 19. The dedicated unit 19 stores the total number of the counted amounts based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed in the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, an IC card is inserted into the card unit instead of inserting cash at S1. As a result, a game start process (S1) can be executed in response to a lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0036] The medal-less gaming machine 1 according to the present invention has the following characteristic configurations in addition to the configurations described above. Each of the configuration items may be installed independently or in combination.
[0037] (Counting guidance by notification means) In the medal-less gaming machine 1 of the present invention, the sub-controller 20 can execute a notification to encourage the operation of the counting button 2c by a notification means such as the counting button lamp 2e. The count button lamp 2e is an LED lamp provided around the count button 2c. The count button lamp 2e can be built into the count button 2c to make the count button 2c itself emit light. For example, when the count button 2c is in an operable state, the count button lamp 2e is turned on, and when the count button 2c is in an inoperable state, the count button lamp 2e is turned off. In other words, when the number of game medals stored and displayed in the game medal number display device 7 is "0" as shown in FIG. 6(a), the counting button lamp 2e is turned off, and when the number of game medals is "1" or more as shown in FIG. 6(b), the counting button lamp 2e is turned on. This makes it possible to inform the player that the count button 2c can be operated when the count button lamp 2e is lit. Also, when the number of game medals stored and displayed in the game medal number display device 7 is close to the upper limit (for example, 15,000 or more), the count button lamp 2e is controlled to flash. In this way, by flashing the counting button lamp 2e, the player can be further encouraged to operate the counting button 2c. In other words, by illuminating the counting button lamp 2e so that the player can easily recognize it, the player can be informed that if the number of game medals is close to the upper limit and the game medals are paid out at this rate, a "no play" state will occur, and that the "no play" state can be avoided by operating the counting button 2c before the "no play" state is reached. When the count button lamp 2e is flashed, it is possible to control the flashing speed to be faster as the number of game medals approaches the upper limit. This makes it easier for the player to recognize that the number of game medals is approaching the upper limit. For example, when the number of game medals stored in the game medal count display device 7 is "15,000 or more and less than 16,000" (for example, "15,000" as shown in Figure 6(c)), the counting button lamp 2e is made to flash slowly, and when the number of game medals is "16,000 or more and less than 16,000" (for example, 16,000 as shown in Figure 6(d)), the counting button lamp 2e is made to flash rapidly. In this way, the notification means such as the counting button lamp 2e can be configured to light up (first notification) the counting button lamp 2e to prompt the player to operate the counting button 2c (counting operation means) when the number of game medals (amount of game value) displayed on the game medal number display device 7 (game value display means) is, for example, "15,000 to 16,000" (first amount), and can be configured to light up (second notification) the counting button lamp 2e to prompt the player to operate the counting button 2c (counting operation means) when the number of game medals (amount of game value) displayed on the game medal number display device 7 (game value display means) is, for example, "16,000 to 16,300" (more than the first amount and less than the upper limit value), and the second notification is configured to flash more rapidly than the first notification so as to be easier for the player to recognize. The counting guidance can be achieved by changing the color of the light emitted from the counting button lamp 2e. For example, the counting button lamp 2e can be lit or flashing in green as a first notification, and the counting button lamp 2e can be lit or flashing in red as a second notification. Moreover, such stepwise counting guidance can also be notified via the display 8. For example, as shown in Figure 7(a), the first notification may display the notification information "Please count" in small letters (small display), and as shown in Figure 7(b), the second notification may display the notification information "Please count" in large letters (large display). As shown in FIG. 7(b), notification information such as "XX more sheets to reach the upper limit" may be added. The notification information can also be notified by sound information such as voice from a speaker. It is also possible to make a notification every predetermined number of games, and the interval between games can be made shorter or the volume can be increased so that the notification timing becomes faster as the upper limit value is approached. By providing counting guidance using such an alarm means, it is possible to guide the player to the appropriate counting operation before the upper limit value is exceeded in the game medal count display device 7, resulting in a "game unplayable" state, thereby preventing the player from reaching the "game unplayable" state.
[0038] (Used when showing the count button) The count button 2c can be used as an operating means during performance. For example, as a winning / losing branching effect in a continuous effect, the sub-control unit 20 normally announces a message such as "Press the MAX BET button" via the display 8 etc., but can instead announce a message such as "Press the counting button", execute a premium effect in response to operation of the counting button 2c, or display a message such as "Defeat XXX bodies" and execute a premium effect in response to the counted amount reaching XXX by operation of the counting button 2c, thereby linking the effect with the counting. Also, when counting is desired, the frequency of these effects may be increased. For example, the closer the number of game medals stored and displayed on the game medal number display device 7 approaches the upper limit, the more frequently the effects are executed. Also, the control may be such that an effect linked to the counting operation is executed only when the "game medal number" exists (is 1 or more). In other words, in an alarm means such as a display 8, when the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) is "1" or more, an alarm can be executed to prompt the operation of the counting button 2c (counting operation means), and when the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) is "0", an alarm can be prevented from being executed to prompt the operation of the counting button 2c (counting operation means).
[0039] (BGM plays while counting) While the game medals are being counted (while the count button 2c is being operated), background music (for example, the payout sound in a conventional slot machine) can be played. For example, sound generating means such as a speaker is provided in a predetermined location (such as around the medal payout opening), and the sub-controller 20 causes the sound generating means to output a payout sound. This makes it possible to execute effects that mimic those of conventional slot machines. However, since counting can be performed during a game (the count button 2c can be operated), the playback mode of the BGM may be controlled according to the game situation. For example, when "not playing," it is played at normal volume, when "playing," it is played at extremely low volume, when "continuous performance" is in progress, it is played silently, and when "a payout is being made due to a win," the payout sound is prioritized (for example, the volume of the payout sound is made louder than other background music). This allows appropriate BGM playback according to the situation. Also, the background music played during counting may be different depending on whether the button is pressed for a short time or for a long time. For example, when you press it briefly, a "beep beep" background music for short presses will be played, and when you press and hold it (50), a "piroriroro" background music for long presses will be played every "50" (every 300 milliseconds). Also, in the case of a short press, the background music will be very short, but if short presses are performed consecutively, each will be determined as a short press in terms of counting, but the background music playback will be determined as a "long press," and background music for long presses will be played. In addition, when the number of game medals stored and displayed in the game medal count display device 7 is large (for example, 10,000), the background music may not be played during the long press, or when a specific number is counted while the long press is maintained (for example, when the number exceeds 10,000), special background music may be switched to be played. When switching to special background music, a linked performance may be performed by further switching the performance content on the display device 8 or lamps.
[0040] (Counting guidance when inserted medals remain) After counting is completed, if the number of game medals displayed on the game medal count display device 7 is "0", the sub-control unit 20 can display notification information 1 indicating the end of the game, such as "Please play again", on the display 8 or output it as audio from the speaker 9. By notifying the user of the notification information 1 in this manner, the user can be made aware of the completion of counting. When the number of game medals stored / displayed after the counting is completed is "1" or more, the notification information 1 is not notified. In this case, the player must operate the count button 2c to reset the number of game medals to "0." This is because if the gaming medal is even "1", the IC card cannot be returned in the dedicated unit 19. However, with the specifications of this dedicated unit 19, if the number of game medals stored and displayed on the game medal number display device 7 is "0", the IC card can be returned even if the bet number is set (inserted medals remain). This can lead to problems such as a player leaving the machine without realizing that inserted medals are still there, or the medals being stolen by another player. Therefore, in the medalless gaming machine 1 of this embodiment, when the number of game medals displayed on the game medal number display device 7 is "0" after counting is completed and inserted medals (number of bets) remain (when the bet number lamp 2f is lit), notification information (notification information 2) is displayed to prompt the user to perform a settlement operation, such as "You have inserted medals! Please settle your balance!" In other words, the notification means such as the display 8 issues a notification encouraging the operation of the settlement button 2d (specific operation means) when the counting button 2c (counting operation means) is operated and the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) becomes "0" and the number of bets (bet) displayed on the bet number lamp 2f (bet display means) is "1" or more, and on the other hand, when the counting button 2c (counting operation means) is operated and the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) becomes "0" and the number of bets (bet) displayed on the bet number lamp 2f (bet display means) is "0", the notification means does not issue a notification encouraging the operation of the settlement button 2d (specific operation means).
[0041] FIG. 8 is a flowchart showing a method of notifying the player whether or not there is a number of inserted medals after counting is completed. As shown in the figure, the main control unit 10 judges whether or not the count button 2c has been operated (S11). That is, it judges whether or not a counting operation has been performed. If the count button 2c has been pressed (Yes), it is determined whether the number of game medals is "0" (S12). In other words, it is determined whether the counting is completed. Specifically, when it is determined that the count button 2c has been pressed, the main control unit 10 determines whether the number of game medals stored and displayed on the game medal number display device 7 is "0" or not. If the number of game medals is not "0" in S12 (S12-No), the process returns to S11. In other words, if the counting is not complete, the number of game medals must be reset to "0" by performing a counting operation. If the number of game medals is "0" in S12 (S12-Yes), it is determined whether the number of inserted medals is "0" (S13). In other words, if the counting is completed, it is next determined whether or not there are any inserted medals. Specifically, to determine whether or not medals have been inserted, if the number of bets "1," "2," or "3" is stored (set) in the RAM, it is determined that the number of medals inserted is not "0" (no medals have been inserted), and if the number of bets is not stored (set), it is determined that the number of medals inserted is "0" (medals have been inserted). In S13, when the number of inserted medals is "0" (S13-Yes), notification information 1 is notified (S14). That is, when there are no inserted medals remaining after the counting is completed, notification information 1 is notified. For example, notification information such as "Please play again" as shown in FIG. By seeing this notification information, the player can finish playing the game with peace of mind. In S13, when the number of inserted medals is not "0" (S13-No), notification information 2 is notified (S15). That is, when the counting is completed and inserted medals remain, notification information 2 is notified. For example, a message prompting payment, such as "You have inserted medals. Please pay!" as shown in FIG. 9(b), is displayed on the display 8. This makes it possible to inform the player that inserted medals remain and that they need to be redeemed. In this way, if even a "1" game medal is stored / displayed on the game medal count display device 7, the IC card cannot be returned in the dedicated unit 19. However, if the number of game medals stored / displayed on the game medal count display device 7 is "0", the IC card can be returned even if inserted medals remain. This prevents problems such as a player leaving without realizing that inserted medals remain, or theft by other players.
[0042] (Press and hold the count button) The main control unit 10 keeps the counting button 2c pressed and held even after the number of game medals stored and displayed in the game medal count display device 7 becomes "0", and when a payout occurs in the game, it determines that this payout amount is also included in the counting caused by the long press. This is because it is possible to play even while operating the counting button 2c, and since the payout amount generated by playing only the remaining few games is also counted while counting, it is possible to end the game without pressing the counting button 2c again.
[0043] This will be described in detail with reference to the time chart of FIG. It is assumed that the number of game medals stored and displayed in the game medal number display device 7 is "120", and the number of inserted medals (bet number) remaining is "3". In this case, if the counting button 2c is continued to be pressed and held, as shown in the figure, the counted amount "50" will be subtracted from the number of game medals upon detection of the first, second, and third long press, and as a result, the number of game medals will become "0" upon detection of the third long press. However, since the inserted medals remain, the player can continue playing even after the number of game medals reaches "0." In this example, after the number of game medals reaches "0", the remaining inserted medals are used to play the game, and a specific minor prize (a prize that pays out 10 medals) is won in the internal lottery process. Here, in the medal-less gaming machine 1 of this embodiment, if the counting button 2c is kept pressed and held even after the number of game medals becomes "0", the medal-less gaming machine 1 controls the operation to treat the operation as valid. This allows the game medals paid out thereafter to be automatically counted within a maximum range of "50." In other words, at this time, the number of game medals displayed on the game medal count display device 7 is updated from "0" to "10" because "10" is added in response to the winning of a specific minor prize, but since the counting button 2 is still pressed and held, the counted amount is automatically increased to "10" without any further operation, and the counting data indicating the counted amount is transmitted to the dedicated unit 19.
[0044] That is, the medal-less gaming machine 1 of this embodiment includes a processing means capable of executing a predetermined process when the counting button 2c (counting operation means) is operated, and this processing means is capable of executing a first process for outputting a game value of "1" (the smallest unit) of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as count data to a dedicated unit 19 (external) when the counting button 2c (counting operation means) is operated by a short press (first mode), and is capable of executing a first process for outputting a game value of "1" (the smallest unit) of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as count data to a dedicated unit 19 (external) when the counting button 2c (counting operation means) is operated by a long press (second mode), which is a mode in which the operation acceptance time is longer than that in the first mode. A second process can be executed to output a game value of "50" (specific unit) as counting data from the game medal number (game value) displayed on the game medal number display device 7 (game value display means), and if the counting button 2c (counting operation means) remains operated in the second mode even after the game medal number (game value) displayed on the game medal number display device 7 (game value display means) becomes 0, and a game medal (game value) is awarded based on the result of the game, a third process is executed to output the game medal (game value) as counting data to the dedicated unit 19 (external). In this way, by playing the game while pressing and holding the counting button 2c, the player can count all of the game medals, including the game medals acquired after the counting operation has started, even after the game medals have been used up. This increases the comfort when the counting button 2c is pressed and held.
[0045] (Omission of presentation related to counting) After the power is turned on, the game becomes playable and the counting button 2c becomes active. At this time, whether or not the execution of various counting-related effects will be delayed is determined based on the state (start-up state) of each device involved in the effects, and whether the effects are executed or omitted can be controlled depending on the result of this determination. For example, in the above-mentioned "Use of the counting button during performance," we explained a performance that links the counting button 2c and the display 8. In this case, if it is determined that the display 8 has not completed starting up after the power is turned on, the performance will be omitted even if certain conditions are met. Furthermore, whether each device involved in the performance has completed startup can be determined based on whether the time required for startup to be completed has elapsed or not, and in the case of the display device 8, for example, image recognition technology can be used to determine whether a specified screen is displayed or not.
[0046] (Explanation of counting operations) The operation method for counting is displayed on the display 8. For example, when the counting button 2c is pressed briefly, the game medal will be counted by "1", when the counting button 2c is pressed for a long time, the game medal will be counted up to "50", and when the counting button 2c is kept pressed for a long time, the game medal will be counted up to "50" at a time. An explanation is displayed on the display 8. In particular, when the above-mentioned "play not possible" state occurs, the method of dealing with the situation (method of reducing the number of game medals below the upper limit by operating the counting button 2c) is displayed on the display 8 at the time when the "play not possible" state occurs. Also, the counting method may be explained using not only text but also diagrams and images on a menu screen or the like displayed on the display 8 during non-play. In particular, a notice is displayed indicating that the player should not accumulate more than 15,000 medals (when the number of medals displayed on the medal count display device 7 approaches the upper limit, the player should operate the counting button 2c to decrease the number) and that the upper limit is 16,300. This makes it possible to effectively support medal-less games for players who are not familiar with medal-less gaming machines 1.
[0047] (Other features) As other functions, the following functions may be provided:
[0048] (Direction on the lower panel) If the lower panel is equipped with a liquid crystal display (display 8), it is possible to display images of medals corresponding to the number of balls dispensed so that the dispensed status can be seen. For example, it plays footage that makes it look like real medals are being dispensed, such as a cash box or medals spilling out from below. If the lower panel does not have an LCD display, the sense of balls dispensed may be expressed by using LEDs or the like to show the number of boxes. This makes it possible to achieve effects similar to those of a conventional slot machine.
[0049] (Installation of small door) A small door that is physically smaller than the front door 1a is provided, and when the small door is opened, only the connectors around the main board and the area around the power button are exposed, allowing these to be checked locally. Conventional slot machines are equipped with devices necessary for coin processing, such as selectors and hoppers, and in order to check these devices it is necessary to open a large door called the front door 1a. In contrast, the medalless gaming machine 1 of the present invention does not use actual medals, and therefore has fewer hardware components such as selectors and hoppers, and therefore the checking range is limited, so it is sufficient to provide a small door in the checking range. This allows the configuration of the medal-less gaming machine 1 to be simplified and made smaller, and also makes it easier for store clerks to check.
[0050] (Response to error balls) It is possible to provide a reset function in case the number of bets (for example, 1 or 2) is left set (remaining). Specifically, the number of game medals stored in the game medal count display device 7 can be reset (to "0") by a store clerk operating the game medal count clear button 14, but even if it is reset when the bet number has been set, the bet number will remain. For this reason, in the medalless gaming machine 1 of the present invention, when the game medal number clear button 14 is operated while there is a remaining number of bets, the number of bets is reset and reset information including the remaining number of bets is output to the dedicated unit 19. If the dedicated unit 19 is configured to transfer the input reset information to a hall computer (not shown), the hall computer will be able to detect the number of remaining bets included in the reset information as error balls (error medal number). If the machine is not equipped with such a remaining bet number reset function, it will be necessary to clear the RAM that stores the bet number and operate the game medal number clear button 14, and when the bet number has been set, it will be necessary to go through the procedure of "operating the settlement button 2d" → "operating the counting button 2c." The medal-less gaming machine 1 of the present invention is provided with a remaining bet number reset function, which eliminates the need for such cumbersome operations and allows the hall computer to efficiently and accurately grasp the number of erroneous balls.
[0051] (Premiere performance) When certain conditions are met, such as when the number of game medals stored and displayed in the game medal number display device 7 or the number of payouts within one advantageous zone reaches a specific number, a premium effect can be produced in the display 8, etc., in which a hopper error has occurred, which is reported in conventional game machines (slot machines that use actual medals). The medal-less gaming machine 1 does not use actual medals, and therefore hopper errors are not possible. For this reason, there is a high possibility that the player will immediately realize that the hopper error display is some kind of effect (premium effect), making it possible to create an unexpected effect. The premiere effect may be a freeze effect of about 5 seconds. In other words, the notification means is capable of issuing notifications such as hopper errors and other effects related to real medals (gaming media) that were previously implemented in conventional slot machines (gaming machines) that allow play using real medals (gaming media) when certain conditions are met.
[0052] (Notification using wait time) Notification can be made using the wait time. In slot machine play, even if the start lever 3 is operated, if the time that has elapsed since the start of rotation of the reel 41 in the previous game has not yet reached the specified time (4.1 seconds), the start of rotation of the reel 41 is temporarily put on hold (a wait time is generated) to delay the start of rotation of the reel. In slot machine games using actual medals, a medal must be inserted at some point, and since it takes time to insert the medal, there is no wait time, making it difficult to play at full wait. In contrast, in medal-less games, inserting a game medal requires only operating a bet button, so no time is required for insertion, and therefore there is often a wait time, making it easy to play with a full wait. However, even in medal-less gaming, the lending operation at the dedicated unit 19 is necessary, so in the medal-less gaming machine 1 of this embodiment, the sub-control unit 20 controls the display on the display 8 during the wait time (player's side). This makes it easier to play at full weight. Also, the notification may be made when the number of game medals stored and displayed on the game medal number display device 7 becomes "0", or when the number of game medals becomes 1 or 2.
[0053] (Bonus announcement using counting buttons) A bonus win can be announced in response to operation of the counting button 2c. 2. Description of the Related Art Among type A slot machines that allow real bonus games, there are known models that are provided with notification lamps for notifying players that they have won a bonus. It is known that this type of notification lamp is controlled so that it does not light up and goes into standby mode if any of the game operation buttons (bet button 2a, MAX bet button 2b, stop button 5, start lever 3) are operated at the end of a bonus winning game. In the medal-less gaming machine 1 of the present invention, such bonus notification control can be performed. In this case, the game operation buttons may or may not include the count button 2c. When the game operation buttons include a counting button 2c, as shown in FIG. 11(a), if the counting button 2c is pressed beyond the end of the bonus game (when the third stop button is released), the bonus announcement is put on hold while the button is pressed, and is executed when the button is released (when the player's finger is released from the counting button 2c). As shown in FIG. 11(b), when certain conditions are met, such as when the number of game medals stored and displayed in the game medal count display device 7 is equal to or greater than a predetermined number (for example, 5,000 or more) and a specific lottery is won, a notification lamp may light up when the bonus winning game ends, even if the counting button 2c is being operated, and this may be presented as a premium pattern. This allows for unprecedented performances to be achieved.
[0054] (Notification to encourage lending operations) The notification means can perform a predetermined notification when the number of game medals displayed on the game medal number display device 7 reaches a predetermined number. For example, when the number of game medals on the game medal number display device 7 becomes "1" or "2", a message such as "Please lend" is displayed on the display 8. In other words, the notification means is capable of issuing a notification to prompt a lending operation (an operation for inputting the game value available for play from the outside as lending data) in the dedicated unit 19 when the number of game medals (game value) displayed on the game medal number display device 7 (game value display means) reaches a specific amount. This makes it possible to prevent a problem in which a game cannot be played due to an insufficient number of game medals and game play is interrupted.
[0055] As described above, the gaming machine of the present invention is a medal-less gaming machine 1 that allows playing without using actual medals, and is configured to issue a notification to encourage a counting operation when the number of gaming medals displayed on the gaming medal count display device 7 is below an upper limit value and equal to or greater than a predetermined number. For example, an LED or other light emitting means can be provided on or around the counting button 2c, and can be controlled to light up when counting is possible, turn off when counting is not possible, and flash when inducing counting (when the number of game medals is 16,000 or more). This makes it possible to guide the player on the appropriate operation before the game becomes "unplayable." Furthermore, when the gaming machine of the present invention performs an operation to count the number of gaming medals displayed on the gaming medal number display device 7, if the number of gaming medals becomes "0" and there are remaining inserted medals (bet amount), it issues a notification urging the player to settle or use the inserted medals, but if the number of gaming medals is not "0", it does not issue the above notification. This prevents the card return operation from being performed in the dedicated unit 19 if there is a game medal remaining on the game medal number display device 7 even if it shows "1", but prevents forgetting to remove the bet amount even if the specification allows the card return operation to be performed if the game medal number display device 7 shows 0 game medals even if game medals have been bet.
[0056] Furthermore, when the gaming machine of the present invention performs an operation to count the number of gaming medals displayed on the gaming medal count display device 7, a long press of the counting button 2c executes control to continue counting by "50". By controlling the counting button 2c to continue being pressed and held even after the number of gaming medals on the gaming medal count display device 7 becomes 0, if a game is played while the long press state continues and a payout occurs in that game, this payout amount can also be processed as a target for counting by the long press. This increases the comfort when pressing and holding the counting button 2c.
[0057] On the other hand, as a conventional gaming machine, a patent document (JP 2015-134010 A) discloses a slot machine that can be played without using medals. However, in such conventional gaming machines, there is a problem in that the processing of the gaming value stored as data in the gaming machine is not sufficiently considered. According to the gaming machine of this embodiment, it is possible to solve all or part of the above-mentioned problems that need to be improved in conventional gaming machines.
[0058] Second embodiment In the second embodiment, the counting process of MY on the gaming machine side and the processes associated therewith will be described. In the following explanations and drawings, parts that perform similar functions in each embodiment and other embodiments are appropriately given similar names, and the same reference numerals or the same reference numerals at the end (last two digits) are appropriately given, and duplicate explanations are appropriately omitted.
[0059] (Configuration of gaming machine 201) FIG. 12 is a block diagram showing the control configuration of a gaming machine 201 according to the second embodiment. The gaming machine 201 of this embodiment, like the first embodiment, is capable of playing games without using actual gaming media and is a device capable of managing game values that can be used in games. That is, the gaming machine 201 executes games using pseudo medals (so-called credit medals) stored as medals in the medal count storage unit 212a. The configuration of the sub-control board 220A including the sub-control unit 20 and the like is the same as that of the first embodiment. The sub-control board 220A is capable of controlling, for example, presentations and the like relating to games.
[0060] Meanwhile, the main control board 210A includes a first module 211 that mainly executes processing and control related to games, and a second module 212 that mainly executes processing and control related to the number of medals. In other words, in the main control board of the first embodiment, one module having the main control unit 10 comprehensively executes processing and control related to games and the number of medals, whereas in the main control board 210A of this embodiment, the two modules, the main control unit 211b and the medal number control unit 212b, share and execute these processing and control according to the contents. The first module 211 and the second module 212 may be configured by the same electric board, or may be configured by separating the main control board 210A into two electric boards. In this manner, in a configuration in which main control board 210A is separated into two electric boards, both boards can be connected with an electric cable to enable communication. In this configuration, the case for housing main control board 210A may be a case for housing the two electric boards together, or two cases for housing the two electric boards separately may be provided.
[0061] Communication is possible between the first module 211 and the bet button 2a, the MAX bet button 2b, the settlement button 2d, the start lever 3, the stop button 5, the drum unit 4, the advantageous zone lamp 13, etc., as necessary. The first module 211 includes a main memory unit 211a and a main control unit 211b (game control means). The main memory unit 211a stores information such as tables used in various lottery processes and various programs related to games. The main control unit 211b executes processing and control related to the game (various lottery processing, control of the game state, etc.).
[0062] The second module 212 can communicate with the count button 2c, the game medal number clear button 14, the game medal number display device 7, the power supply device 15, etc., as necessary. The second module 212 and the dedicated unit 19 (inter-machine device) etc. are connected to each other so as to be able to communicate with each other via a connection terminal board 19a provided in the gaming machine 201. In addition, the first module 211 and the second module 212 can communicate with each other as necessary. The second module 212 includes a medal count storage unit 212a, a medal count control unit 212b (game value control means, counting means, first output means, second output means), and the like. The medal count storage unit 212a stores various information (the difference in medal count for the day, MY, programs, etc.) for processing and controlling the medal count. The medal count control unit 212b executes control, processing, etc. relating to the medal count.
[0063] (Medal counting process) FIG. 13 is a graph showing a schematic diagram of the change in the difference in number of coins on the day of playing of the gaming machine 201 of the second embodiment. The medal count control unit 212b counts the difference in number of medals from the start of play on that day, MY, as medal count processing. The medal count control unit 212b resets the difference in number of medals, MY, to zero when the power of the gaming machine 201 is turned on from an off state. Although a detailed explanation will be omitted, the medal count control unit 212b executes medal count processing (counting the number of medals inserted and the number of medals paid out) similar to conventional methods. The medal count control unit 212b transmits these count information (information on the counting results of the counting means) as game performance information to the main control unit 211b and the dedicated unit 19 at each predetermined timing.
[0064] Thereafter, the count information may be transmitted from the dedicated unit 19 via a hall computer or the like to an institution (such as a gaming machine information center) that comprehensively manages a plurality of gaming machines. Furthermore, the main control unit 211b may transmit the medal count information received from the medal count control unit 212b to the sub-control unit 20 at least at regular intervals.
[0065] In the embodiment, the term "MY" means the difference in the number of medals. (Difference in number of sheets) The difference in number of coins (Y coins) is the net difference in number of coins. In other words, "difference in number of coins (Y coins) = total number of coins paid out - total number of coins inserted." Therefore, if the "total number of coins paid out < total number of coins inserted," the difference in number of coins will be negative, but if the "total number of coins paid out > total number of coins inserted," the difference in number of coins will be positive.
[0066] (MY) MY indicates the difference between the difference in number of coins (Y coins) at the time of playing on the day of playing and the minimum difference in number of coins (Ymin). The minimum difference in number of coins is the numerical value at the time of playing when the player's consumption of gaming value is the largest after the power is turned on. MY also indicates how much gaming value the player has acquired since the minimum difference in number of coins was updated. In other words, "MY = |Y-Ymin|." Note that MY is updated only when "Ymin ≦ Y."
[0067] 13, the difference Y decreases after the start of a game. Then, the difference Y becomes -5000 at the time of the number of games played X1. The medal count control unit 212b stores -5000 as Ymin in the medal count storage unit 212a (#1). After the number of games X1, at the time of the number of games X5, the difference Y is −10000, which is a numerical value smaller than −5000. The medal count control unit 212b stores −10000 as Ymin in the medal count storage unit 212a, that is, updates Ymin (#2).
[0068] In the above example, MY from the start of play on that day to the number of plays X1 is zero. In addition, from the number of games played X1 to the number of games played X2, MY is counted based on the difference in number of games played X1 minus 5000. For example, MY at the time of the number of games played X2 (X=X2, Y=2000) is 7000 (=|2000-(-5000)|). From the number of games played X5 onwards, the minimum difference in number of coins Ymin is updated from -5000 to -10000. For example, MY at the time of the number of games played X6 (X=X6, Y=2000) is 12000 (=|2000-(-10000)|). Thus, even though the difference in number of coins is the same 2000 for MY of the number of games played X2 and X6, the numerical value is different because the standard minimum difference in number of coins Ymin is different. In this way, the MY count starts from the minimum difference in number of coins on that day, so when the minimum difference in number of coins is updated at a certain point in time, that minimum difference in number of coins becomes the new starting point.
[0069] (Processing when MY upper limit is reached) The medal count control unit 212b transmits MY upper limit reaching information (specific information) to the main control unit 211b when the condition that MY according to the medal count process has reached the upper limit of 19,000 medals is met. The upper limit of MY can be changed as appropriate according to the specifications of the model, etc. Also, the condition for transmitting the MY upper limit reaching information (specific information) may be that MY has exceeded 19,000 medals, etc. In addition, in a game in which MY exceeds 19,000 medals, the medal count control unit 212b also counts the difference in medal count by the amount by which MY exceeds 19,000 medals. For example, if MY is 18999 before betting, and MY is 18996 when 3 coins are bet at the start of the game, and a 15-coin winning combination is achieved, MY becomes 19011. In this case, the medal count control unit 212b counts the 11 coins that exceed 19000 as the difference (i.e., the medals won by the player).
[0070] 13, at the end of the game of the number of games X8, MY is 19000. Therefore, the medal count control unit 212b transmits game end information to the main control unit 211b at the end of the game of the number of games X8 (#3). The main control unit 211b constantly monitors whether or not there is an input of MY upper limit reaching information. The CPU constituting the main control unit 211b may have an input terminal to which the MY upper limit reaching information is input, or may receive the MY upper limit reaching information through normal communication processing. In addition, since MY increases or decreases only after the medal payout process is completed, the main control unit 211b may perform monitoring of the MY upper limit reaching information (processing to determine whether or not specific information has been received) only after the medal payout process is completed. In response to receiving the MY upper limit reaching information from the medal count control unit 212b, the main control unit 211b transmits an operation stop command (issuance of a command to stop operation) to the medal count control unit 212b.
[0071] In response to receiving the operation stop command from the main control unit 211b, the medal count control unit 212b notifies the dedicated unit 19 that the operation stop command has been received. After receiving the operation stop command, the medal count control unit 212b may stop medal counting processing. In addition, after this notification, the dedicated unit 19 may stop lending new medals.
[0072] In response to receiving the operation stop command, the medal count control unit 212b notifies the main control unit 211b in the same manner as when the dedicated unit is not connected. In response to this, the main control unit 211b controls the game to a game end state (specific state) in which the operation of inserting medals using the bet buttons 2a and 2b and the operation of levers such as the start lever 3 are not accepted. In other words, the main control unit 211b controls the game to a state in which the control (specific control) that accepts the operation of inserting medals and the operation of the start lever 3 is not executable. In this way, the function of controlling the game to end when MY reaches the upper limit value is also called a complete function.
[0073] However, the medal count control unit 212b accepts the operation of the count button 2c (count operation means) even after transmitting the MY upper limit reaching information. This allows the player to count the medals he / she has won, output the count to the dedicated unit 19, and store the count in the IC card for payment. The main control unit 211b may also accept the operation of the settlement button 2d. In addition, the gaming machine 201 and the dedicated unit 19 may automatically perform such counting and payout processing when MY reaches 19,000 or more.
[0074] As a result of the above process, when MY reaches 19,000 or more after the gaming machine 201 is powered on, the gaming machine 201 enters a state in which it does not accept any operations related to the game, and the player cannot continue playing. Regardless of whether the game has ended or not, the medal count control unit 212b resets MY to zero when the gaming machine 201 is powered off and then powered on again. Furthermore, the main control unit 211b cancels the game end state by accepting an operation to change (including replay) the setting values 1 to 6. This causes the gaming machine 201 to be controlled to a state in which play is possible again.
[0075] Control other than the above when MY reaches 19,000 coins can be set appropriately according to the specifications of the gaming machine 201, etc. For example, when MY reaches 19,000, the gaming machine 201 may perform the following control. (1) Even when the main control unit 211b receives MY upper limit reaching information from the medal count control unit 212b, if a predetermined condition is satisfied, the main control unit 211b may execute control not to enter the game end state. The predetermined condition is, for example, when MY reaches 19000 coins in a game during a bonus. In this case, even if the main control unit 211b receives the MY upper limit reaching information, the main control unit 211b may wait to activate the game end state until the bonus ends. In addition, the main control unit 211b may wait to issue an instruction to stop operation to the medal count control unit 212b until the bonus ends. This allows the gaming machine 201 to continue playing until the bonus ends, and also allows the player to count the medals awarded to the player during the bonus (the difference in the number of medals that exceeds 19,000 during the bonus).
[0076] (2) In a game in a state where the number of coins has exceeded the number immediately preceding MY19,000 (a predetermined number such as 18,950 coins) (i.e., immediately before the transmission of MY upper limit reaching information), for example, in a state where there is a possibility of winning a bonus or additional prize by executing various lottery processes in response to winning a strong bell role or rare role, and MY reaches 19,000 coins by awarding a winning medal, the sub-control unit 20 may not perform a winning effect (specific effect) corresponding to the rare role, etc. In other words, the sub-control unit 20 may perform a winning effect of a rare role, etc., until the number immediately preceding MY19,000 coins is reached, but may not perform the effect after the number immediately preceding MY19,000 coins is reached. As a result, even if the lottery process is executed during a game in which MY reaches 19,000 coins and the game ends, the gaming machine 201 can be controlled so as not to make the player aware of the lottery process.
[0077] (3) MY does not increase or decrease even if a replay role is won. Therefore, in the same manner as in (2) above, when a replay role is won in a game in which the number of MY is immediately before 19,000, the sub-control unit 20 may notify the player that the game is nearing the end by changing the presentation of the replay role (winning sound, etc.). In addition, the fact that the game end state is nearing may be notified not only when a replay role is won, but also when another winning role is won.
[0078] (4) The main control unit 211b may notify the sub-control unit 20 of an operation stop command. In this case, the sub-control unit 20 may notify the player that the game has ended by displaying the end of the game on the display 8. Here, if the gaming machine 201 has a function of accepting an operation at the start of a game by the player and an operation at the end of a game, and converting the game history of the player into a two-dimensional code or the like in response to the player's end operation and displaying it on the display 8 (main screen, sub screen, etc.), the sub-control unit 20 may accept this operation at the end of a game even after the notification of an operation stop command. However, since the gaming machine 201 is in a state in which it cannot continue playing after the notification of an operation stop command, the sub-control unit 20 may not accept this operation at the start of a game.
[0079] As described above, the gaming machine 201 of this embodiment can efficiently operate each CPU constituting the control unit by dividing the control and processing of the main control board 210A between the main control unit 211b of the first module 211 and the medal count control unit 212b of the second module 212. Also, the gaming machine 201 can effectively use the counting result of MY for multiple processes.
[0080] In contrast to this, conventional gaming machines do not have a sufficiently sophisticated configuration for processing medal count information stored as data, and are not able to make full use of the medal count information.
[0081] Third embodiment A third embodiment of the present invention will now be described. In the third embodiment, an output signal output from the gaming machine to the dedicated unit and subsequent processing using this output signal will be described. FIG. 14 is a diagram illustrating the configuration of a gaming system 300 according to the third embodiment. FIG. 15 is a diagram for explaining the configuration of the gaming system 300 of the third embodiment and the flow of gaming information output from the slot machine 301S and the pachinko machine 301P. In this embodiment, a gaming system 300 will be described that includes both gaming machines (collectively referred to as smart gaming machines) a slot machine 301S (also referred to as smart pachislot, sumaslot, etc.) and a pachinko machine 301P (also referred to as smart pachinko, smapachi, etc.).
[0082] In the embodiments and drawings, the configuration related to the slot machine 301S is appropriately marked with "S" (machine system 300S, etc.), and the configuration related to the pachinko machine 301P is appropriately marked with "P" (machine system 300P, etc.). Regarding the game media, both the medals in the data format used in the slot machine 301S (so-called credit medals) and the game balls in the data format used in the pachinko machine 301P are appropriately collectively referred to as game balls, and the number of game media in the data format is also referred to as the number of balls, etc.
[0083] In the embodiments, a computer refers to an information processing device equipped with a storage device, a control device, etc., and each of the devices 301S, 301P, 319S, 319P, 330, 331, and 335 is equipped with a storage unit and a control unit, and is included in the concept of a computer. The storage unit is a storage device such as a hard disk or a semiconductor memory element for storing programs, information, etc. required for the operation of each of the devices 301S, 301P, 319S, 319P, 330, 331, and 335. The control unit is a device for performing calculation processing and overall control required for the operation of each device 301S, 301P, 319S, 319P, 330, 331, and 335. The control unit includes, for example, a CPU (Central Processing Unit) and the like. The control unit realizes various functions of the embodiment by appropriately reading and executing various programs stored in the storage unit.
[0084] The pachinko machine 301P is a device that allows players to play without directly touching the game balls, since the game balls (pachinko balls) are sealed inside the cabinet and circulated, and the game balls in data format are lent to the players as electronic information. The pachinko machine 301P is equipped with a game ball number display device 7P, which corresponds to the medal number display device 7 of the slot machine 301S. That is, the game ball number display device 7P is a device that displays the game balls owned by the player, similar to the medal number display device 7. The game ball number display device 7P may change the notification mode depending on the number of game balls stored and displayed. In addition, for example, when the count button is pressed for a long time, the game ball number display device 7P may count a larger number of game balls than when the count button is pressed for a short time, and further, when a game ball is acquired while the count button is pressed for a long time even after the number of game balls stored and displayed becomes 0, the game ball may be counted.
[0085] As shown in FIG. 14 and FIG. 15, the gaming system 300 includes machine systems 300S, 300P, and an HC 335 (hall computer, gaming device). (Configuration of the 300S system) The slot machine system 300S is a system relating to one slot machine 301S. The machine system 300S includes a slot machine 301S, a dedicated unit 319S, an HCBOX 330 (hall computer box), and a call lamp 331 (gaming device). The slot machine 301S and the dedicated unit 319S are connected to each other so as to be able to communicate with each other by a communication cable or the like, and the dedicated unit 319S and the HCBOX330 are connected to each other so as to be able to communicate with each other by a communication cable or the like. The HCBOX330, the call lamp 331, and the HC335 are connected to each other so as to be able to communicate with each other by a communication network such as a LAN. As a result, game information (described later) output from the slot machine 301S is output to the call lamp 331 and the HC335 via the dedicated unit 319S and the HCBOX330. The machine system 300S of the slot machine 301S installed on the same game island and the HC 335 may be connected via an island computer (not shown) that manages the game island.
[0086] As described in the above embodiment, the main control board 310A (control means) of the slot machine 301S can control the slot machine 301S to a game end state (game impossible state, specific state) in which execution of a game is impossible in response to MY reaching 19000 (specific value, first value) during a period (predetermined period) after MY (specific information) is reset (after a predetermined condition is established) before the opening of the store, etc. In the game end state, the player's operations related to the game (operation of each bet button 2a, 2b, operation of the start lever 3, etc.) are more restricted than in the normal state (that is, these operations are invalidated). Also, the main control board 310A of the slot machine 301S outputs game information, which is information related to the game, to the dedicated unit 319S as described above.
[0087] The main control board 310A of the slot machine 301S outputs the following information to the dedicated unit 319S, for example: ●Out signal: Information about the number of balls inserted into the slot machine 301S, that is, information about the number of balls used to play (information about the number of game values used). When the start lever is operated with medals placed on the reel, the out signal is output. ●Safe signal: Information regarding the number of balls paid out (awarded) to the player as a result of the game (awarded game value number information). ●Game status signal: Information indicating the current game status (e.g., BB status, RB status, AT status, etc.). The game status signal has a type corresponding to each game status (e.g., BB signal, RB signal, AT signal, etc.). ●Abnormal signal (specific game information): The abnormal signal is output when the slot machine 301S is in, for example, the following states: The abnormal signal is also called a security signal. End of game state (described later) - Changing settings The change of the set value means that, by receiving an operation from a store clerk or the like, the advantageous degree of the game is changed to, for example, one of the set values 1 to 6. By changing the set value to a larger value, the game progresses advantageously. Checking the setting value The confirmation of the setting of the set value means that the set value is displayed on a display or the like in response to an operation by a store clerk or the like, and the set value is notified to the store clerk or the like. - Various fraud detection In this way, the abnormal signal is output when the game is finished and when a number of different states are present. The above signals are merely examples, and the main control board 310A of the slot machine 301S may output other signals in addition to or instead of these.
[0088] The dedicated unit 319S lends game balls to the player, and pays out game balls to the player by storing game ball information on a game card (a storage medium on which information capable of identifying game value is recorded) and discharging the card. Information on the balls held by a player can be stored in the IC chip of the gaming card, or stored by the HC335 in association with the identification information of the gaming card.
[0089] The dedicated unit 319S includes a cash receiving section 319a, a card insertion / withdrawal section 319b (acceptance means), a memory section 319h, and a control section 319i. The cash receiving unit 319a is a device that receives cash when lending game balls to a player. The cash receiving unit 319a includes an insertion slot for bills, a detection unit for detecting inserted bills, and the like. The card insertion / removal unit 319b is a card unit or the like, and is a device for inserting and ejecting game cards, etc. The card insertion / removal unit 319b includes an insertion / removal opening for inserting and ejecting game cards, etc., a reader / writer for reading and writing ball storage information of game cards, etc., a card stock unit for collecting and storing game cards, etc.
[0090] (HCBOX330) The HCBOX330 performs signal processing (for example, conversion from a serial signal to a pulse signal, etc.) as necessary on the game information received from the dedicated unit 319S, and outputs the information to the call lamp 331 and the HC335. Therefore, the call lamp 331 and the HC 335 can receive the above-mentioned signal output from the slot machine 301S and collect game information of the slot machine 301S.
[0091] (Call lamp 331) The call lamp 331 includes a display unit 331a (notification means), a storage unit 331h, and a control unit 331i (counting means, determination means, abnormality determination means, notification control means). The call lamp 331 is a device for a player to call a store clerk or the like, and is also a display device that displays various information about the slot machine 301S (the number of game balls inserted on the day, the number of jackpots, etc.) to the player. Note that the gaming system 300 may be provided with separate devices that have both functions, instead of the call lamp 331 that has both functions. The call lamp 331 is turned ON or OFF in response to the operation of the call button, and transmits call information (call signal) for calling a store clerk or the like to the HC 335. The HC 335 transmits this call information and its release information to a wireless intercom (not shown) carried by the store clerk or the like, thereby conveying this information to the store clerk or the like. In the embodiment, the process of calling a store clerk or the like in this manner is also referred to as store clerk call processing.
[0092] The HC335 is a computer that can centrally manage each device in an amusement center. The HC 335 includes a display unit 335a (notification means), an operation unit 335b, a storage unit 335h, and a control unit 335i (counting means, determination means, abnormality determination means, notification control means). The operation unit 335b is a device that allows a manager of the game center or the like to operate the HC 335. The operation unit 335b includes, for example, a mouse, a keyboard, and the like. The display unit 335a is a display device such as a liquid crystal display device.
[0093] (Processing related to the 300S system) 16 and 17 are diagrams for explaining the game end state determination process for the slot machine 301S by the call lamp 331 of the third embodiment. FIG. 18 is a diagram illustrating the gaming machine status screen 335c displayed by the HC 335 of the third embodiment. As described in the above embodiment, the slot machine 301S is controlled to enter the game end state when MY reaches 19,000 coins. On the other hand, the call lamp 331 and the HC 335 acquire the game information output by the slot machine 301S via the dedicated unit 319S and the HCBOX 330. Based on the game information thus acquired, the call lamp 331 and the HC 335 can execute a process of determining whether or not the slot machine 301S is controlled to a game end state (also referred to as a game end state determination process in the embodiment). The game end state determination process for the call lamp 331 will be described below, but the same process can be performed for the HC 335.
[0094] (Method of determining whether or not a game has ended using the call lamp 331 (slot machine 301S)) Four types of determination processes 1 to 4 using different determination methods will be described below, but these determination processes may be combined as appropriate.
[0095] (Decision process 1) As shown in FIG. 16, in response to reaching MY19000 as described in the above embodiment, the main control board 310A of the slot machine 301S not only controls the slot machine 301S to the end of game state, but also outputs an abnormality signal. In response to receiving this abnormality signal, the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to the game end state.
[0096] (Decision process 2) The output mode of the abnormal signal output by the slot machine 301S when MY19000 coins are reached is a mode (first output mode) in which the abnormal signal is output for 10 seconds (a predetermined period). Note that this 10 seconds is just an example, and may be different depending on the model of the slot machine 301S. The control unit 331i of the call lamp 331 determines that the slot machine 301S is being controlled to an end-of-game state in response to the fact that this abnormal signal was received for only 10 seconds (i.e., the reception of the abnormal signal ended 10 seconds after it began). This allows the call lamp 331 to determine that the abnormal signal output from the slot machine 301S is a signal related to the game end state. That is, the abnormal signal is not a signal that is output only when the game is over, but is also output when the setting operation is being performed as described above. The output mode (second output mode) of the abnormal signal that is output when the game is not over is different from the output mode when the game is over, that is, the output period is other than 10 seconds, and is output for the period during which the setting operation is being performed, for example. Therefore, the call lamp 331 can determine whether the abnormal signal is a signal related to the game over state based on the reception period of the abnormal signal. In addition, the call lamp 331 may determine whether or not the abnormal signal is a signal related to the game end state based on the state of the signal waveform (such as the rectangular wave 339 shown in Figure 16) (first output state) of the abnormal signal output in the game end state, rather than the period during which the abnormal signal is received.
[0097] (Decision process 3) The call lamp 331 receives an out signal and a safe signal from the slot machine 301S. Therefore, the control unit 331i of the call lamp 331 can count the difference in number (difference in game value number) of the slot machine 301S as shown in Fig. 13, by counting the out signal and the safe signal received from the start of the game on that day, in the same way as the main control board 310A of the slot machine 301S. In addition, MY has the same count value in principle in the slot machine 301S and the call lamp 331. Thus, the control unit 331i of the call lamp 331 counts MY based on the out signal and the safe signal, and when MY reaches 19,000, it can determine that the slot machine 301S is controlled to the game end state. The control unit 331i of the call lamp 331 resets (initializes) the MY counted by the call lamp 331 to zero in response to the occurrence of a daily process for the store's business (for example, a process executed when the date changes). The manner in which the daily process is executed is not limited, and for example, the call lamp 331 itself may execute the process when it receives an operation from a store clerk or the like, or the call lamp 331 may execute the process in response to another device (such as the HC 335) receiving an operation from a store clerk or the like. The call lamp 331 may also receive in advance a setting for the time at which the daily process is to be executed from a store clerk or the like, and execute the daily process when this time is reached.
[0098] Here, the call lamp 331 may not be able to receive the abnormal signal indicating the game end state depending on the specifications of the slot machine 301S and the specifications of the call lamp 331. This is, for example, in the following cases. If the slot machine 301S is designed not to output an abnormal signal when the game is finished In such a specification, the slot machine 301S, in response to being controlled to the game end state, displays a display (such as "Please call a store clerk") on the display 8 or the like to prompt the player to call a store clerk or the like. Usually, the player needs to call a store clerk or the like by operating the call lamp 331 in accordance with this display. Since the call lamp 331 in this embodiment can determine that the slot machine 301S is controlled to the game end state, it is possible to call a store clerk without being operated by the player.
[0099] - If the call lamp 331 is not designed to receive an abnormal signal The number of types of signals that the call lamp 331 can receive is limited by, for example, the number of receiving ports, the number of physical connections, etc. For this reason, the call lamp 331 may be designed not to receive the abnormal signal output by the slot machine 301S in order to receive signals other than the abnormal signal. Even if the call lamp 331 of this embodiment is designed not to receive such an abnormality signal, it can determine that the slot machine 301S is controlled to the game end state based on the out signal and safe signal.
[0100] (Decision process 4) As shown in FIG. 17, the determination process 4 is a combination of the determination processes 1 and 3. That is, the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to the end of game state when two conditions are met: MY calculated based on the out signal and safe signal output from the slot machine 301S reaches 19,000 coins, and an abnormality signal output from the slot machine 301S is received. As described above, the abnormal signal is not output only when the game is over, but is also output when a setting operation is performed, etc. Therefore, when an abnormal signal is output, the call lamp 331 judges whether the calculated MY has reached 19,000 or not, thereby judging whether the abnormal signal is output in response to the slot machine 301S being controlled to the game over state.
[0101] In addition, in this determination process 4, the control unit 331i of the call lamp 331 may calculate the difference between the calculated number of MY at the time when the abnormal signal is received from the slot machine 301S and the MY upper limit value of 19,000, and then determine whether or not this difference is within an allowable range. That is, in a state where the slot machine 301S is operating normally, the timing when the MY calculated by the call lamp 331 based on the out signal and the safe signal reaches 19,000 and the timing when the slot machine 301S outputs an abnormal signal coincide (or almost coincide). Therefore, if an abnormal signal is received from the slot machine 301S at a timing when the MY calculated by the call lamp 331 side is equal to or less than the allowable number (for example, 18,000), which is sufficiently lower than 19,000, there is a possibility that fraudulent behavior is being performed in the slot machine 301S, or a malfunction (breakdown, counting irregularity, cable disconnection, etc.) is occurring in the slot machine 301S. In such a case, the call lamp 331 may perform a store clerk calling process using an intercom. Note that the call lamp 331 may execute a store clerk call process if no abnormality signal is received after the calculated MY reaches 19,000 sheets and before it reaches an allowable number (for example, 20,000 sheets).
[0102] (Processing after determining that the slot machine 301S is controlled to the game end state in the determination process) After it is determined in the above process that the slot machine 301S is controlled to the game end state, the call lamp 331 can execute, for example, the following process. (Game end state notification process) The call lamp 331 displays information (text information such as "game finished") on the display unit 331a to indicate to the player, store clerk, etc. that the slot machine 301S has been controlled to the game end state (see FIG. 14). The call lamp 331 may also notify the player, store clerk, etc. of the control of the game end state by sound, light, etc., by controlling an annunciation device (not shown) such as a speaker or lamp of the call lamp 331. Furthermore, the call lamp 331 may execute store clerk calling processing using an intercom. In this manner, the call lamp 331 executes a predetermined notification.
[0103] At this time, the player may mistakenly believe that the slot machine 301S has been controlled to the game end state as a malfunction or the like, which may lead to trouble with the store. In the embodiment, the call lamp 331 executes the game end state notification process to quickly inform the player, the store clerk, etc. that the slot machine 301S has been controlled to the game end state. In addition, the store clerk can quickly move to the slot machine 301S that has been controlled to the game end state and then explain to the player that the slot machine has been controlled to the game end state. This can prevent the above-mentioned trouble from occurring.
[0104] (Game end state and abnormality determination process after determination) If the control unit 331i of the call lamp 331 receives at least one of an out signal and a safe signal after determining that the machine is controlled to the end of the game, it determines that an abnormal state exists and notifies a store clerk or the like of this determination result via an intercom or the like. That is, the slot machine 301S does not accept medals inserted by the player and does not award medals when it is controlled to the game end state. Therefore, the slot machine 301S does not output an out signal or a safe signal when it is controlled to the game end state. In this way, when the slot machine 301S is controlled to not output an out signal or a safe signal, if the slot machine 301S outputs an out signal or a safe signal, there is a possibility of fraudulent activity or a malfunction of the slot machine 301S as described above. The control unit 331i of the call lamp 331 executes an abnormality determination process after determining the game end state, thereby preventing the above-mentioned fraudulent acts and discovering malfunctions of the slot machine 301S.
[0105] (Reset process) After controlling the slot machine 301S to the game end state, the main control board 310A of the slot machine 301S resets the MY count on the slot machine 301S side and cancels the game end state in response to a setting change operation (including replay). Furthermore, the main control board 310A of the slot machine 301S transmits a setting change signal to the dedicated unit 319S. Upon receiving the setting change signal, the control unit 331i of the call lamp 331 resets the MY count to zero. This allows the call lamp 331 to reset the MY count in conjunction with the return of the slot machine 301S from the game end state. Also, the call lamp 331 can synchronize the reset timing of MY on the call lamp 331 side with the reset timing of MY on the slot machine 301S side.
[0106] (Exceptions to game end state determination process) The main control board 310A of the slot machine 301S may delay the operation of the game end state during a specific game state advantageous to the player, such as a real bonus (so-called first type special feature, second type special feature, feature continuous operation device related to the first type special feature, feature continuous operation device related to the second type special feature), depending on the specifications of the slot machine 301S. The main control board 310A of the slot machine 301S outputs a jackpot signal without sending an abnormal signal during a real bonus, and continues the game appropriately when the number of MY coins exceeds 19,000. For this reason, the slot machine 301S may output an out signal or a safe signal when the number of MY coins exceeds 19,000. The control unit 331i of the call lamp 331 does not determine that the slot machine 301S is controlled to the game end state while the jackpot signal is being received, even after the MY based on the count of the OUT signal and the SAFE signal has reached 19,000 coins. Also, in the above-mentioned "abnormality determination process after determining the game end state", during this period, even if the OUT signal and the SAFE signal are received, exception processing such as not detecting an abnormality is performed.
[0107] Note that, when the operation of the game end state is delayed, that is, when the call lamp 331 is executing this exception processing, it is a state in which the slot machine 301S is certainly controlled to the game end state in response to the end of the real bonus, etc. Therefore, the control unit 331i of the call lamp 331 may execute a finale notification (notification that the game will be controlled to the game end state in response to the end of the real bonus, etc.) to the player and the store clerk using a speaker, lamp, etc., while executing the exception processing.
[0108] Also, the control unit 331i of the call lamp 331 can delay the operation of the game end state on the slot machine 301S side, and may execute this exception processing without being limited to a real bonus, as long as the game state is advantageous to the player (such as a game state in which AT is executed). When the control unit 331i of the call lamp 331 determines that the slot machine 301S is controlled to a specific game state, it may determine whether or not a signal indicating a specific game state is received, or analyze the reception status of at least one of a safe signal and an out signal.
[0109] Also, the presence or absence of a function to delay the activation of the game end state depends on the specifications of the slot machine 301S. Therefore, in an amusement facility, there is a possibility that slot machines 301S having this function and slot machines 301S not having this function are arranged together. The control unit 331i of the call lamp 331 may be configured to set whether or not to execute this exception processing for each slot machine 301S or each model. In this way, the control unit 331i of the call lamp 331 can execute this exception processing only for the slot machines 301S having this function.
[0110] (Game end state determination process in HC335 and processing after that determination) The above explanation is an example of the game end state determination process and the process after the determination, but these processes can also be performed in the HC 335. In addition, when performing these processes in the HC 335, the processes may be performed corresponding to the functions of the HC 335. That is, the HC 335 stores the operation states of the slot machines 301S in the gaming facility in the storage unit 335h and manages them in an integrated manner. When the HC 335 determines that the slot machine 301S is in a game end state, the HC 335 may update the operation state of the slot machine 301S from in operation to a game end state. In addition, the HC 335 may update the display of the operation state of the slot machine 301S determined to be in a game end state from in operation to a game end state among the list screen (not shown) of the display unit 335a showing the operation states of the multiple slot machines 301S in the gaming facility. Through such processing, the HC 335 can match the state of the slot machine 301S in the gaming facility with the management information of the slot machine 301S.
[0111] The above explanation is an example of the configuration of the machine system 300S, the game end state determination process, and the processing after that determination, but these processes can also be executed in the machine system 300P by replacing them with a configuration corresponding to the functions of the pachinko machine 301P, etc. The main differences between the two systems are explained below. (Configuration of the 300P system) 14, the machine system 300P is a system related to one pachinko machine 301P. While the machine system 300S is a system equipped with a slot machine 301S, the machine system 300P is a system equipped with a pachinko machine 301P. The machine system 300P includes a pachinko machine 301P, a dedicated unit 319P, an HCBOX 330, and a call lamp 331. In the embodiment, among these components, the HCBOX 330 and the call lamp 331 have the same functions as the HCBOX 330 and the call lamp 331 of the stand system 300P, and an example will be described in which the same model of device is used. Note that the dedicated units 319S and 319P may also be devices of the same model in both stand systems 300S and 300P.
[0112] The main control board 310A of the pachinko machine 301P outputs the following game information to the dedicated unit 319P, for example. ●Out signal, safe signal: The out signal and safe signal of the pachinko machine 301P are the same as the out signal and safe signal of the slot machine 301S. However, while the out signal and safe signal of the slot machine 301S output one pulse corresponding to one game ball (medal) in data format, the out signal and safe signal of the pachinko machine 301P may output one pulse corresponding to ten game balls (game balls). ●Game status signal: A signal corresponding to each game status of the pachinko machine 301P, and indicating the type of current game status (for example, a probability fluctuation status, a time-saving status, etc.). ● Abnormal signal (specific game information): An abnormal signal is output, for example, when the pachinko machine 301P is in the following state. End of game state -Fraud detection state: A state in which the possibility of fraudulent activity has been detected (for example, when an acceleration sensor or the like detects the shaking of the pachinko machine 301P, vibrations of hitting glass, etc., when a magnetic sensor detects magnetic force from a magnet brought close to glass, etc.) If the pachinko machine 301P is of a model in which the setting values can be changed like the slot machine 301S, the pachinko machine 301P may be configured to output an abnormality signal while the setting values are being changed or while the settings are being checked. ●Door opening / closing signal: A signal that indicates the opening / closing status of the front door.
[0113] The dedicated unit 319P includes a cash receiving section 319a, a card insertion / withdrawal section 319b, a reader / writer, a card stock section, etc., similar to the dedicated unit 319S. In addition, the dedicated unit 319P is a device related to the pachinko machine 301P that uses game balls in data format, and therefore performs processing related to the game balls in data format.
[0114] In this way, the machine systems 300S, 300P have different configurations and output different game information depending on the type of gaming machine and the configuration related to the gaming media handled, but have the same basic configuration.
[0115] (Method of determining whether or not the game is finished on the machine system 300P side (machine system 300P and HC335)) The abnormality determination process and the like of the machine system 300P may be obtained by replacing the game end state determination process and the like of the machine system 300S described above, for example, as follows. MY: 95,000 balls controlled to end of game
[0116] (Exception in the process after it is determined in the machine system 300P side that the pachinko machine 301P is controlled to the game end state) The pachinko machine 301P may be designed to delay the operation of the game end state while in a game state (specific game state) advantageous to the player, such as time reduction, probability change, etc. The pachinko machine 301P outputs a time reduction signal and a probability change signal while in the time reduction, probability change, etc. In the exception of the game end state determination process on the machine system 300P side, the control unit 331i of the call lamp 331 does not determine that the pachinko machine 301P is controlled to the game end state while receiving a jackpot signal, etc., even after reaching MY95000 balls based on the count of the out signal, safe signal, etc. In addition, even if the call lamp 331 receives the out signal or safe signal during this time, it executes exception processing such as not detecting an abnormality.
[0117] [Advance notification of game end state (pre-activation notification)] As described above, the slot machine 301S and the pachinko machine 301P are controlled to the game end state when the MY upper limit value is reached. On the other hand, if the game end state is entered, the player may feel dissatisfied because he or she is suddenly unable to play during a game. As will be described below, the gaming system 300 solves this problem by notifying in advance that control will be made to the game end state. In the following description, the configuration and processing of the call lamp 331 will be mainly described, but the configuration and processing of the HC 335 are similar, and the call lamp 331 and the HC 335 will also be referred to as the call lamp 331, etc., as appropriate. The numerical values of the various conditions described in the embodiment are merely examples. Furthermore, the call lamp 331, etc. may be configured so that these numerical values can be set arbitrarily according to the operation of the store manager, store clerk, etc.
[0118] (Conditions for executing advance notification) The conditions for executing the advance notification can be, for example, the following specifications. (The MY value must meet the following conditions) The MY calculated based on the out signal and safe signal received from the gaming machine by the call lamp 331, etc., has reached the pre-alarm MY value (second value). The advance notification MY value is a value smaller than the MY upper limit value. For example, in the case of an AT slot machine 301S, in which the expected value of the net increase in the number of coins (difference in the number of coins) in the AT stage is set to 2,400 coins, the call lamp 331 etc. may provide an alert when MY reaches 16,600 coins (= 19,000 coins - 2,400 coins). In the case of a normal type slot machine 301S (a so-called A-type machine) where the average winning numbers in BB and RB are 200 for BB and 100 for RB, an alert may be given when MY reaches 18,800 coins (=19,000 coins-200 coins), or when MY reaches 18,850 coins (=19,000 coins-(200 coins+100 coins) / 2).
[0119] In addition, since the slot machine 301S and the pachinko machine 301P are different types of gaming devices, the ease of reaching the MY upper limit may differ. For this reason, the call lamp 331, etc. may have different pre-notification MY values depending on the ease of reaching the MY upper limit. For example, if the pachinko machine 301P is easier to reach the MY upper limit than the slot machine 301S, the pre-notification MY value of the pachinko machine 301P may be 42500 balls, which is 1 / 2 of the MY upper limit of 95000 balls, while the pre-notification MY value of the slot machine 301S may be 4750 coins, which is 1 / 4 of the MY upper limit of 19000 coins.
[0120] In addition, in the case of a pachinko machine 301P with a TY (average number of balls won (difference in number of balls) in one big win (special prize)) of 1350 balls, it may be notified when it reaches 93650 balls (=95000 balls-1350 balls). In addition, in the case of a mode TY (average number of balls won when entering RUSH) of 5000 balls, it may be notified when it reaches 90000 balls = (95000 balls-5000 balls). In addition, the call lamp 331 etc. may perform advance notification in response to reaching MY set by the game center. In this case, the call lamp 331 etc. may store this setting value in the storage unit 331h etc.
[0121] Furthermore, even if the type of game machine is the same, the pre-announcement MY value may be different depending on the model. For example, in the pachinko machine 301P, if the model has a high probability of winning a jackpot of 1 / 100 or less but the expected number of balls to be paid out is within 500 balls (so-called sweet digital) and the model has a low probability of winning a jackpot of around 1 / 400 but the continuation rate is 80% or more (so-called max), the latter model will pay out balls faster. Therefore, in this example, the pre-announcement MY value may be set to a lower value for the latter model than for the former model.
[0122] (Timing (point) of time for executing advance notification) The call lamp 331 and the like may perform advance notification when the above-mentioned conditions are satisfied, and in addition, may perform advance notification when any of the following conditions are satisfied. (a) The big win (AT stage, special stage, etc.) has ended. This condition allows the player to concentrate on playing during the jackpot without worrying about being controlled to the end of the game state.
[0123] (b) The current player (i.e., the player who has reached the pre-notification MY value) has finished playing. When the player finishes playing, he / she counts the game balls and then ejects the game card from the dedicated unit 319S, 319P. The call lamp 331 or the like may perform a pre-notification at the timing when it receives a signal indicating that counting has been performed in the slot machine 301S or the pachinko machine 301P, and then receives a signal indicating that the card has been ejected from the dedicated unit 319S, 319P. This allows the player to concentrate on playing the game without worrying about being controlled to the game end state.
[0124] Here, even if the current player is not notified in advance of the end of the game during the game, he or she may sense that the game will soon be controlled to end based on the winning number difference, etc. In such a case, it may be an opportunity for the current player to end the game. On the other hand, a new player who starts playing may not be able to grasp the remaining number of MY until the end of the game because he or she cannot grasp the winning number difference, etc. of the previous player. Under condition (b), the advance notification of the end of the game is continuously executed from the time the current player ends the game, so that the new player can know the number of MY remaining until the end of the game by the advance notification of the end of the game.
[0125] (c) Dedicated units 319S and 319P accept cash or gaming cards (having gaming value). When a player starts playing, he or she inserts cash or a gaming card holding gaming value into the dedicated units 319S, 319P. The dedicated units 319S, 319P output a signal to the HCBOX 330 indicating that they have been accepted. The call lamp 331 etc. may perform advance notification at the timing when these signals are received. As a result, as in (b) above, when starting a game, the player can know the number of MY remaining until the end of the game.
[0126] (Remaining business hours, etc. and advance notification processing) The advance notification MY value may be varied according to the remaining business hours of the day (i.e., the remaining period during which the gaming machine can be played). In other words, regardless of whether the machine is controlled to the game end state, the player must end the game when the store closes. Even if the machine is controlled to the game end state just before closing time, the player will not feel dissatisfied because he or she will not be able to play for a long time. For this reason, the call lamp 331 and the like may change the manner of advance notification processing depending on the remaining business hours and the like. For example, advance notification may not be performed after a predetermined time (for example, after one hour before closing time).
[0127] Also, for example, the number of games that can be played per hour on a typical slot machine 301S is about 800 games. When the control unit 331i of the call lamp 331, etc., determines that the timing of control to the game end state will be close to closing time based on the number of games that can be played and the current MY, the advance notification MY value for the time period before closing time (for example, one hour after closing time) may be greater than the advance notification MY value for normal business hours. For this reason, the call lamp 331, etc. will not perform advance notification, or if it does perform advance notification, it will be close to closing time. This allows the player to be naturally prompted to end the game in response to the fact that closing time has been reached. Furthermore, the call lamp 331 etc. may not need to perform advance notification if the MY upper limit is not reached within one hour from the closing time. This allows the call lamp 331 etc. to urge the player to play until the closing time without making the player aware that the game will be controlled to the end state.
[0128] (Mode of advance notice) In this way, the call lamp 331 etc. notifies in advance information that the MY until the game end state is approached based on the fact that the advance notification MY value has been reached. The call lamp 331 can execute the advance notification by displaying the above information on the display unit 331a, but it may also execute the advance notification by sound, light, etc. by controlling a speaker, lamp, etc. The call lamp 331 displays, for example, the following information on the display unit 331a: (a) Notification of remaining game value: "XX balls / pieces remaining until the end of the game" etc. (b) Notification of current MY: "Current MY is XXX" etc. (c) Abstract notification of the remaining game value: "Half / a little bit / almost to the end of the game", "The game end condition is close to being achieved", etc. (d) By moving to a stage corresponding to a big win, it is possible that the MY upper limit value will be reached (i.e., the game may be controlled to the end state), and it is notified: "The game may end at the next win. Please be careful", "The game will end soon", "The game will end after ○ wins", etc.
[0129] In addition, in response to or instead of executing the advance notification in the above manner, the call lamps 331, etc. may control the state of the device (such as the status of the call lamps 331, etc.) to a call state, an abnormality notification state, etc., and then release this state by receiving a remote control operation from a store clerk, etc. In this way, the store clerk can explain to the player that the slot machine 301S will be controlled to the game end state in a short period of time before the game end state is reached, and the player can understand this from the call lamps 331, etc. in the call state, abnormality notification state, etc. In addition, when the slot machine 301S is controlled to the game end state, or when the period until the slot machine 301S is controlled to the game end state is short, the call lamp 331 etc. may display a dedicated screen such as "Play is over, congratulations" on the display unit 331a by accepting a remote control operation from a store clerk. The store clerk can perform such an operation, for example, when he / she judges that further operation of the slot machine 301S is not expected, when he / she judges that further play will increase the dissatisfaction of the player, etc. In this way, the store clerk can prevent unexpected trouble with the player, complaints from the player, etc., before the slot machine 301S is controlled to the game end state.
[0130] When the HC 335 executes the process related to advance notification, the status of each gaming machine (a state in which the game has been controlled to an end state, a state in which advance notification has been executed, etc.) may be displayed on the display unit 335a. As shown in FIG. 18, in this case, the HC 335 may display a gaming machine status screen 335c. The gaming machine status screen 335c displays the status of each gaming machine on a layout diagram showing the arrangement of each gaming machine in the gaming facility. In the example of Fig. 18, the HC 335 accepts a selection operation of a status from "game end state (state controlled to game end state)" and "advance notification (state where advance notification has been executed)", and displays a symbol (circle, triangle) corresponding to the accepted status in the section corresponding to each gaming machine. The store clerk or the like can check the status of each gaming machine by checking the gaming machine status screen 335c. It should be noted that the gaming machine status screen 335c in FIG. 18 is an example that displays two statuses, "Game End State" and "Advance Notification", but other statuses (AT in progress, special chance in progress, etc.) may also be displayed in addition to these.
[0131] (Period and frequency of advance notification) After the advance warning MY value is reached, the call lamp 331 etc. may continue to display the advance warning on the display unit 331a, or may only do so for a period of time sufficient to notify the player (for example, a few seconds, tens of seconds, etc.). Also, the period of advance notification may be longer for the call lamp 331 of the pachinko machine 301P than for the call lamp 331 of the slot machine 301S. Furthermore, the call lamp 331 etc. may continue to perform advance notification when the remaining MY until the game ends is within a predetermined value (for example, 5000 balls for the pachinko machine 301P, 1000 coins for the slot machine 301S, etc.), that is, when MY is equal to or greater than "MY upper limit value - predetermined value". This predetermined value may be the expected value of winning when a jackpot occurs once for the model of the slot machine 301S. In this case, the call lamp 331 etc. can be controlled so that the predetermined value is different for two or more slot machines 301S of the same type depending on the model (manufacturer, title, etc.).
[0132] The call lamp 331 and the like may repeatedly execute the advance warning after the advance warning MY value is reached. When the advance notification is repeated, the control unit 331i of the call lamp 331, etc. may change the manner of repetition according to the type of gaming machine, that is, according to the difference in the number of remaining game values until the game ends in the slot machine 301S and the pachinko machine 301P. For example, in the case of the slot machine 301S, the advance notification may be executed every time MY increases by 1000 coins, and in the case of the pachinko machine 301P, the advance notification may be executed every time MY increases by 2500 balls. In addition, when the advance notification is repeated, the call lamp 331 etc. may be set to perform the advance notification for a longer period as the MY increases, thereby producing and notifying the player that the end of the game is approaching. Furthermore, when the remaining game value until the end of the game falls below a predetermined value (for example, 5000 balls for the pachinko machine 301P and 1000 coins for the slot machine 301S), the execution periods of both the slot machine 301S and the pachinko machine 301P may be set to the same period.
[0133] (The extravagant advance notice) As mentioned above, the ease with which a gaming machine reaches the MY upper limit value may differ depending on the type, model, etc. The call lamps 331 and the like may be made more conspicuous by changing the flashiness of the advance notification presentation depending on the type and model of the gaming machine. For example, if the pachinko machine 301P is easier to reach the MY upper limit value than the slot machine 301S, the call lamp 331 may be more showy in the pachinko machine 301P than in the slot machine 301S. In this case, the call lamp 331 may perform advance notification only with the display unit 331a for the slot machine 301S, and may additionally perform advance notification with a lamp for the pachinko machine 301P. Also, the call lamp 331 may perform advance notification only with the display unit 331a, lamp, etc. for the slot machine 301S, and additionally perform advance notification with a speaker for the pachinko machine 301P. Thereby, the call lamp 331 can make the slot machine 301S and the pachinko machine 301P, which are likely to be controlled to the game end state, stand out, that is, the notification method can be changed according to the ball payout expectation of the gaming machine.
[0134] In addition, since the pachinko machine 301P does not have the concept of a favorable zone like the slot machine 301S, it is possible, although unlikely, to reach the MY upper limit of 95,000 balls during one big win game. For this reason, the call lamp 331, etc. may be configured to actively notify the history of the total number of times the pachinko machine 301P has been controlled to the game end state.
[0135] (Handling power outages and other power outages) The slot machine 301S etc. may be controlled to a power off or on state depending on the power cut due to a power outage or the like and the recovery (resumption of power supply). In addition, the slot machine 301S etc. may experience an unexpected error or the like that accompanies the power off or on even if no power outage or the like occurs. In this case, the main control board 310A of the slot machine 301S and the pachinko machine 301P controls to reset the MY count value. For this reason, when a power outage or the like occurs, the slot machine 301S etc. may not be able to count MY accurately, and may not be able to be appropriately controlled to the game end state even if the original MY upper limit value is reached. On the other hand, the call lamp 331 etc. can hold MY and continue to calculate it even if the power is interrupted by storing MY in a flash memory or using various backup power sources. This allows the call lamp 331 etc. to accurately count MY even when the slot machine 301S etc. is in a state where it cannot be properly controlled to the game end state, and also allows accurate determination that the slot machine 301S etc. is in a state where it should be controlled to the game end state.
[0136] Therefore, the call lamp 331 etc. can accurately determine whether the condition for advance notification based on MY is satisfied, and can execute advance notification in response to the satisfaction. If there is a possibility that the slot machine 301S etc. cannot be properly controlled to the game end state due to a power outage or the like, the store staff etc. may explain the situation to the player. In this case, when the MY count reaches the MY upper limit value, the call lamp 331 etc. may display on the display unit 331a etc. that the store side may end the game even if the slot machine 301S etc. cannot be controlled to the game end state.
[0137] (Slot machine 301S etc.) Although not shown in the figures, the gaming system 300 is provided with a display device such as a 7-segment display or a liquid crystal display device for presentation purposes on the top of the slot machines 301S, etc. Even if the slot machines 301S, etc. do not pay out actual gaming media, this display device can, for example, present a feeling of ball payout (an atmosphere that game value is being given to the player) in the following manner, and can also increase the motivation of customers, etc., who are selecting which slot machine 301S, etc. to play on. (a) The display device displays the number of credits (the number of balls held by the player that are counted by the gaming machine), and changes the light emission pattern when the number of credits reaches or exceeds a certain value. In addition, the display device may display, for example, that the number of balls held is increased all at once when a special prize or other prize is won. In addition, when paying out 15 game balls, the display device may display the text "+15 balls" in a flowing manner. This allows the display device to prominently display the additional number of acquired balls.
[0138] (b) The display device displays to the player a display corresponding to the number of balls to be awarded (for example, a display that lights up in rainbow colors corresponding to the number of balls to be awarded) in advance before the game balls are awarded, before an additional AT set is awarded, before a jackpot round is awarded, etc. The display device may also notify the user of the transition of the game state beforehand (for example, when BB is determined).
[0139] (c) When a player is replaced, the display device may display information (game information such as MY for the day) according to the situation such as the display period of the demo screen. Also, when a player leaves his / her seat during a jackpot or the like and takes a break, and ejects a game card from the dedicated unit 319S, 319P, the display device may continue to display the ball information before the game card was ejected.
[0140] In addition, for example, in cases where the data display section of the call lamp 331 is difficult to see due to an upward protruding design part at the top of the slot machine 301S or the like, this display device can display the game information for the day in an easily understandable manner to the player. Furthermore, when an error or the like occurs in the slot machine 301S or the like, the display device may display information to inform a player, a store clerk, or the like of the error or the like in the slot machine 301S or the like.
[0141] As described above, the call lamps 331, HC 335, etc. of the gaming system 300 of this embodiment are devices other than gaming machines, but can notify players, store clerks, etc. of various information in response to the gaming machine being controlled to the game end state. In response to these notifications, store clerks, etc. can respond appropriately and quickly to malfunctions and fraud of the gaming machine, and to the response of players in the game end state. In addition, for the player, by being notified in advance before the end of the game, dissatisfaction when the game is controlled to end can be reduced or eliminated. In this way, the gaming system 300 can prevent trouble between the store and the player.
[0142] In contrast, conventional gaming devices cannot determine whether the play stopping function has been activated in a gaming machine, or the period until the play stopping function is activated, etc. For this reason, conventional gaming devices cannot provide the various notifications described in the embodiment, and therefore cannot achieve the above-mentioned functions and effects.
[0143] Although the preferred embodiment of the present invention has been described above, the present invention is not limited to the above-mentioned embodiment, and various modifications are possible within the scope of the present invention. Note that the configurations of the above-mentioned embodiment and the configurations of the modified embodiment described below can be used in appropriate combination, but detailed description thereof will be omitted.
[0144] (Variations) (1) In the embodiment, various processes such as advance notification are performed by a call lamp, HC, etc., but the present invention is not limited to this. For example, these processes may be performed by a dedicated unit, a data disclosure machine (a device equipped with a large display device to disclose information on multiple gaming machines in the store to customers), a counter, etc. In addition, a management server may be provided to manage multiple gaming machines, and by connecting to the management server from an information terminal (personal computer, mobile phone, etc.) owned by a player, the information that can be viewed on the HC may also be viewed on the information terminal.
[0145] When the dedicated unit performs the above process, the dedicated unit may display a message on the display unit of the dedicated unit to confirm the player's intention to continue playing, such as "Play will end soon, do you want to play?", and then when the operation unit of the dedicated unit receives an operation from the player to continue playing, the game balls stored in the game card received by the card insertion / withdrawal unit may be made available for use. In other words, the dedicated unit may control the game balls of the game card inserted in the card insertion / withdrawal unit so that they cannot be used unless the player performs the above operation. Furthermore, the dedicated unit may execute a performance (such as turning on a lamp provided in the card slot) to encourage the player to eject the game card at the timing of the advance notification of the end of the game. This allows the player to choose whether to end the game by himself at the timing of the advance notification, or to continue playing until the game is controlled to the end state.
[0146] Also, the judgment as to whether or not to execute advance notification, whether or not the game has ended, etc. may be executed only by the HC, and the call lamp may not execute these judgment processes. In this case, the HC may transmit the judgment result to the call lamp, and the call lamp may receive the judgment result and execute a predetermined process (advance notification, notification that the game has been controlled to the end state, etc.).
[0147] (2) In the embodiment, the control unit of the call lamp executes both a judgment process (also called a game end state judgment process) that judges whether or not the gaming machine is in a state in which it can be controlled to the game end state based on the MY counted by the control unit itself, and an abnormality judgment process that judges whether or not an abnormal state is occurring based on the output of an out signal or a safe signal after the game end state judgment process, but this is not limited to an example.
[0148] The game end state determination process may be executed by a device other than the call lamp, and the control unit of the call lamp may obtain the determination result to determine whether or not the game is not playable, and then execute the abnormality determination process. The device other than the call lamp may be, for example, a dedicated unit that is a device capable of counting MY, an HC, or the like, or may be a camera, a microphone, or the like that obtains information regarding the display screen of the display unit that is displayed when the gaming machine is in the game end state, the sound output from the speaker, and the like. In these cases, the gaming device is not limited to a single call lamp, but may be a system concept including a call lamp, a dedicated unit, a HC, a camera, a microphone, etc. Similarly, the dedicated unit, HC, may obtain the determination result of the game end state determination process from another device, determine whether or not it is in a game impossible state, and then execute the abnormality determination process.
[0149] (3) In the embodiment, various processes such as the game end state and advance notification are shown as examples of processes executed based on MY, but are not limited to this. For example, these processes may be executed based on the difference in the number of balls and the total number of winning balls.
[0150] (4) In the embodiment, the gaming machine is of a type that is controlled to a game end state, but the present invention is not limited to this. For example, the store may operate a gaming machine of a type that is not controlled to a game end state so that the gaming end or a pre-notification is performed based on the MY counted by the call lamp, HC, etc.
[0151] (5) In the embodiment, an example was shown in which the gaming machine outputs an abnormality signal even in a state other than the game end state (such as when fraud is detected), but this is not limited to this. The gaming machine may output an abnormality signal only when it is controlled to the game end state. In this case, the call lamp or the like can accurately determine that the gaming machine has been controlled to the game end state by receiving the abnormality signal. In addition, the gaming machine may output a dedicated signal (game end state signal) corresponding only to the game end state, separate from the "abnormal signal", and the call lamp, HC, etc. may determine that the gaming machine has been controlled to the game end state based on this signal.
[0152] (6) The call lamp, HC, etc. may issue a notice to instruct the power of the gaming machine to be turned off and then on at the timing of processing after closing time, processing before opening time (memory erasure), etc., i.e., to issue a notice to instruct the reset operation of the gaming machine. In other words, since the control of the game end state is executed based on the MY of the day, if the store clerk does not reset the gaming machine after closing time, etc., there is a problem that the MY will be carried over to the next day. The call lamp, HC, etc. can solve this problem by instructing the reset operation of the gaming machine. The call lamp, HC, etc. may be capable of extracting gaming machines for which a reset operation is to be instructed from among multiple gaming machines in an arcade, based on the conditions of the area configuration such as gaming machine, type, corner, row, island, etc., and the data conditions such as a certain operation, sales, MY, etc. The call lamp, HC, etc. may not instruct the reset operation for gaming machines that have not been in operation all day, for example, but may instruct the reset operation only for gaming machines that have operation information.
[0153] (7) The call lamps, etc. may issue an advance warning before the conditions for issuing an advance warning are met, if the player operates the break button, etc., when the conditions for issuing an advance warning are close to being met (for example, the current MY is within 500 coins of the warning MY value). This allows the call lamps, etc. to notify the player that there is a high possibility that the game will be controlled to the end state in a short period of time, encouraging the player to continue playing without taking a break, etc.
[0154] (8) Some or all of the operations performed by the sub-control board may be performed by the main control board. For example, the sub-control board may control the game medal count display device, and may also be responsible for control in response to the operation of the counting button, the game medal count clear button, and the dedicated unit. In addition, the operation of the counting button lamp and the bet number lamp may be controlled by the main control board.
[0155] (9) In the embodiment, the gaming machine 1 has been shown to have a beneficial zone limiter (such as a difference in number of coins of 2400), but may have a configuration that does not have a beneficial zone limiter. [Explanation of symbols]
[0156] 300: Gaming system 300S, 300P: Unit system 301P: Pachinko machine 301S: Slot machine 310A: Main control board 319S, 319P: Dedicated unit 319h, 331h, 335h: Storage section 319i, 331i, 335i: Control unit 331: Call lamp 331a, 335a: Display section 335:HC
Claims
1. A gaming device capable of reporting information about a gaming machine, the gaming device comprising: an output means capable of outputting gaming information including used gaming value number information regarding the number of gaming values used in a game and granted gaming value number information regarding the number of gaming values granted in the game; and a control means capable of controlling the gaming machine to a non-playable state in which execution of a game is impossible when the difference in the number of gaming values in a predetermined period of time reaches a specific value, A counting means for counting a difference in game value based on the used game value number information and the awarded game value number information outputted from the output means; a notification means for executing a predetermined notification regarding the control to the non-playable state when the difference game value number counted by the counting means reaches a specific value; Equipped with The notification means includes: When the difference game value number counted by the counting means reaches a special value that is smaller than a specific value, a specific notification different from the predetermined notification can be executed; When the difference game value number counted by the counting means reaches a special value at a predetermined time, the specific notification is not executed. A gaming device comprising:
2. A gaming system capable of reporting information relating to a gaming machine, the system comprising: an output means capable of outputting gaming information including used gaming value number information relating to the number of gaming values used in a game and granted gaming value number information relating to the number of gaming values granted in the game; and a control means capable of controlling the gaming machine to a non-playable state in which execution of a game is impossible when the difference in the number of gaming values in a predetermined period of time reaches a specific value, A counting means for counting a difference in game value based on the used game value number information and the awarded game value number information outputted from the output means; a notification means for executing a predetermined notification regarding the control to the non-playable state when the difference game value number counted by the counting means reaches a specific value; Equipped with The notification means includes: When the difference game value number counted by the counting means reaches a special value that is smaller than a specific value, a specific notification different from the predetermined notification can be executed; When the difference game value number counted by the counting means reaches a special value at a predetermined time, the specific notification is not executed. A gaming system characterized by:
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