gaming machines
The gaming machine adapts setting confirmation functions for Smart Pachislot by displaying and updating game values during play, allowing paused verification and auditory feedback, enhancing user experience.
Patent Information
- Application Number
- JP2023115119
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-13
- Publication Date
- 2025-12-17
- Estimated Expiration
- 2043-07-13
AI Technical Summary
The transition to Smart Pachislot machines, which use electronic gaming value instead of physical medals, necessitates an adaptation of setting confirmation functions to ensure players can efficiently check and confirm setting values.
A gaming machine with a display control mechanism that updates and displays game values during normal play, allowing transition to a setting confirmation mode where the display is paused, enabling players to check setting values without interrupting gameplay, and includes sound outputs to indicate playable and unplayable states.
Enables seamless confirmation of setting values during gameplay, improving user experience by allowing players to verify settings without interrupting the game, and providing auditory feedback on playable and unplayable states.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines (slot machines) equipped with multiple reels with symbols arranged on their outer peripheries have been known for some time. These types of gaming machines assign a fixed gaming value to gaming media, such as medals or pachinko balls, and players play to acquire these gaming media. When a player inserts gaming media into a designated slot and bets a specified number of gaming media, the gaming machine becomes operational to start the game. When the player initiates a spin start operation, an internal lottery is conducted and the multiple reels begin to spin. When the player initiates a stop operation, the multiple reels are stopped in a manner corresponding to the results of the internal lottery. The outcome of the game is determined by the symbol combination displayed on the pay line when the multiple reels are stopped, and medals or other items are paid out according to the outcome of the game.
[0003] Furthermore, gaming machines equipped with a function that allows the user to check a setting value that indicates the degree of advantage have been known for some time. For example, there is a slot machine known that, in gaming mode, when a setting key is inserted into the setting key switch 25 and the setting key is turned 90 degrees clockwise from the initial position, and then the setting change switch 26 is pressed, the machine enters a setting confirmation mode in which the setting value can be checked (see Patent Document 1).
[0004] In recent years, Smart Pachislot (registered trademark) has become known, which allows players to play using electronic gaming value as a gaming medium without using physical medals. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent Publication No. 2021-10399 Summary of the Invention [Problem to be solved by the invention]
[0006] Smart pachislot machines will introduce new specifications due to the elimination of physical medals, and therefore the setting confirmation functions will also need to be adapted to the new specifications, and there is a desire to improve the setting confirmation functions.
[0007] The present invention has been made in consideration of the above circumstances, and its object is to provide a gaming machine that can improve the function related to setting confirmation. [Means for solving the problem]
[0008] (1) The present invention relates to a gaming machine that is equipped with a display control means for displaying a game value number and a setting confirmation means for transitioning to a setting confirmation mode in which a setting value can be confirmed, and that is capable of transmitting game values by a predetermined counting operation, wherein the display control means updates and displays the game value number when the counting operation is performed, and stops updating and displaying the game value number when transitioning to the setting confirmation mode, and the setting confirmation means is capable of transitioning to the setting confirmation mode while the game value number is being updated and displayed.
[0009] In the present invention, since it is possible to switch to the setting confirmation mode while the number of play values is being updated and displayed, it is possible to check the setting value while the number of play values is being updated and displayed, thereby improving the function related to setting confirmation. Also, in the present invention, when the mode is switched to the setting confirmation mode, the update display of the number of play values is stopped, so that the player can grasp the number of play values.
[0010] (2) In the gaming machine of the present invention, in the setting confirmation mode, the display of the game value number may be maintained, and when the setting confirmation mode ends during the counting operation, the updated display of the game value number may be started without the need to perform the counting operation again.
[0011] In this way, in the setting confirmation mode, the display of the game value number is maintained, and when the setting confirmation mode ends during the counting operation, the updated display of the game value number begins without the need to perform the counting operation again, thereby improving the function related to counting the game value.
[0012] (3) The gaming machine of the present invention may further include a presentation control means for outputting a sound from a sound device, and the presentation control means may be configured to output a first sound related to the counting operation when all of the game value is transmitted based on the counting operation, and to output a second sound related to the unplayable state when a transition to an unplayable state occurs while the first sound is being output.
[0013] In this way, if the game enters an unplayable state while the first sound related to the counting operation is being output, the second sound related to the unplayable state is output without stopping the output of the first sound, so that the first sound can be heard to the end. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a perspective view showing the external configuration of a gaming machine according to a first embodiment of the present invention. [Figure 2] 1 is a block diagram showing a schematic electrical configuration of a gaming machine and a dedicated unit according to a first embodiment of the present invention. [Figure 3] 1 is a diagram illustrating the functional blocks of a gaming machine according to a first embodiment of the present invention. [Figure 4] 1 is an external view for explaining the general mechanical configuration of a gaming machine and a dedicated unit according to a first embodiment of the present invention. FIG. [Figure 5] 4 is a flowchart illustrating main startup processing of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 6] 4 is a flowchart illustrating main startup processing of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 7] 4 is a flowchart illustrating main startup processing of a main board in the gaming machine according to the first embodiment of the present invention. [Figure 8] 4 is a flowchart illustrating game progress processing on a main board in the gaming machine according to the first embodiment of the present invention. [Figure 9] 10 is a timing chart showing the timing of notification of gaming machine information, counting notification, loan notification, and loan receipt result response in the gaming machine and dedicated unit of the first embodiment of the present invention. [Figure 10] 3 is an explanatory diagram for explaining the timing of transmitting a gaming machine information notification in the gaming machine according to the first embodiment of the present invention. FIG. [Figure 11] 4 is a flowchart illustrating communication specifications when the gaming machine according to the first embodiment of the present invention is powered on. [Figure 12] 10 is a flowchart illustrating communication permission processing of the medal count control board in the gaming machine according to the first embodiment of the present invention. [Figure 13] 2 is a diagram illustrating a medal count control board in the gaming machine according to the first embodiment of the present invention. FIG. [Figure 14] 10 is a flowchart illustrating a game medal count clear process of the medal count control board in the gaming machine according to the first embodiment of the present invention. [Figure 15] 1A to 1C are diagrams showing images displayed in a menu presentation in the gaming machine according to the first embodiment of the present invention. [Figure 16] 1A to 1C are diagrams showing images displayed in a menu presentation in the gaming machine according to the first embodiment of the present invention. [Figure 17] 1A to 1C are diagrams showing images displayed when a specific error is notified in the gaming machine according to the first embodiment of the present invention. [Figure 18] 1A to 1C are diagrams illustrating errors in the gaming machine according to the first embodiment of the present invention. [Figure 19] 10 is a flowchart illustrating a main board insertion process in the gaming machine according to the first embodiment of the present invention. [Figure 20] 10 is a flowchart illustrating complete error processing and error stop processing of the main board in the gaming machine according to the first embodiment of the present invention. [Figure 21]10 is a flowchart illustrating a door open error monitoring process and a setting value confirmation process on a main board in the gaming machine according to the first embodiment of the present invention. [Figure 22] FIG. 2 is a diagram showing the display of an error history in the gaming machine according to the first embodiment of the present invention. [Figure 23] FIG. 2 is a diagram showing the display of loan count history in the gaming machine of the first embodiment of the present invention. [Figure 24] FIG. 10 is a diagram illustrating a liquid crystal display in a gaming machine according to a second embodiment of the present invention. [Figure 25] 10A to 10C are diagrams illustrating the display displayed during a demo effect in the gaming machine of the second embodiment of the present invention. [Figure 26] FIG. 10 is a diagram illustrating another example of a display that is displayed during a demo effect in the gaming machine according to the second embodiment of the present invention. [Figure 27] FIG. 10 is a diagram illustrating another example of a display that is displayed during a demo effect in the gaming machine according to the second embodiment of the present invention. [Figure 28] FIG. 10 is a diagram illustrating another example of a display that is displayed during a demo effect in the gaming machine according to the second embodiment of the present invention. [Figure 29] 10A and 10B are diagrams illustrating the display on the lower panel of the gaming machine according to the second embodiment of the present invention. [Figure 30] FIG. 10 is an exploded perspective view illustrating the configuration of a lower panel in a gaming machine according to a second embodiment of the present invention. [Figure 31] 10 is a schematic cross-sectional view of a sheet that constitutes a lower panel in a gaming machine according to a second embodiment of the present invention. FIG. [Figure 32] 10A and 10B are diagrams illustrating another example of the display on the lower panel in the gaming machine according to the second embodiment of the present invention. [Figure 33] FIG. 10 is a front view of a gaming machine and a dedicated unit in a gaming machine according to a second embodiment of the present invention. [Figure 34] 10A and 10B are diagrams illustrating the texture of the front panel that constitutes the lower panel in the gaming machine according to the second embodiment of the present invention. [Figure 35]FIG. 10 is a front view of another gaming machine to which the present invention can be applied. [Figure 36] FIG. 36 is a diagram illustrating the display on the upper panel of the gaming machine shown in FIG. 35. [Figure 37] FIG. 10 is a diagram showing the display of the number of game medals in a gaming machine according to a modified embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0015] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiments are necessarily essential constituent elements of the present invention.
[0016] 1. First embodiment 1-1.Configuration FIG. 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.
[0017] The gaming machine of this embodiment is called a smart pachislot, and is a type of gaming machine that maintains the playability of a slot machine while using electronic medals, which are electronic gaming value, as the gaming medium used in the game instead of physical medals.
[0018] The gaming machine of this embodiment contains a reel unit 310 consisting of a first reel R1 to a third reel R3 (multiple reels) housed in a box-shaped cabinet consisting of a storage box BX (an example of a gaming machine body), an upper front door UD (an example of a front door), and a lower front door DD (an example of a front door). A power supply unit with a built-in power supply and various switches such as a power switch, a setting change key cylinder, and a setting change button is housed below the reel unit 310 in the cabinet. The gaming machine of this embodiment also contains a control board mounted with a CPU (an example of a computing means), a ROM (an example of an information storage medium), a RAM (an example of a temporary storage means), etc., for controlling the operation of the gaming machine. In this embodiment, multiple types of electronic circuit boards are provided, including a main board 10 that serves as a control board and controls the progress of the game, a sub-board 20 that receives signals sent from the main board and performs control to execute game presentations that match the progress of the game, and a medal number control board 30 that controls the number of digitized medals that are electronically held in the gaming machine and can be used for games (number of gaming medals).In the following, the total number of digitized medals that are electronically held in the gaming machine and can be used for games will sometimes be referred to as the "number of gaming medals," and the memory unit that holds the digitized medals will sometimes be referred to as the "medal holding unit."
[0019] The upper front door UD and lower front door DD, which close the front (an example of the front) of the storage box BX in an openable and closable manner, are provided so as to be able to be opened and closed individually, and the upper front door UD is provided with a display window DW which allows the rotation and stopped states of the first reel R1 to the third reel R3 to be observed.
[0020] In the gaming machine of this embodiment, each reel is provided with an upper, middle, and lower display positions for observing the symbols through the display window DW, and an activated line is set by the combination of the display positions of each reel. In the gaming machine of this embodiment, when the number of electronic medals required for one game, that is, the so-called specified number of medals, is inserted (bet), an activated line L1 formed by the middle of each of the first reel R1 to the third reel R3 is activated.
[0021] The game result is determined by the symbol combination displayed on the active line in the display window DW, and if the symbol combination on the active line corresponds to a predetermined winning combination, that winning combination is considered to have won and electronic medals are paid out.
[0022] Additionally, the upper front door UD is provided with a game information display section DS. The game information display section DS is made up of LEDs, lamps, 7-segment displays, etc., and displays various game information such as the number of electronic medals paid out or won in one game (the difference between the number of electronic medals paid out and the number inserted), the total number of electronic medals paid out or won in bonus games, etc.
[0023] The upper front door UD is also provided with a liquid crystal display LCD and a frame lamp AL for game presentations. The liquid crystal display LCD displays various videos (or images) to assist and liven up the game, and the frame lamp AL lights up and flashes to liven up the game.
[0024] In addition, in the gaming machine of this embodiment, a plurality of speakers SP for producing game effects are provided on the lower front door DD. These speakers SP output various sounds to assist and liven up the game.
[0025] Additionally, the lower front door DD is provided with a game medal count display device 70 (an example of a display device). The game medal count display device 70 displays the total number of digitized medals held in the medal holding section, i.e., the number of game medals (an example of a game value number). However, the number of game medals does not include the digitized medals bet. Therefore, the game medal count display device 70 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The game medal count is displayed in a numerical range of 0 to 16,382 on a 5- or 6-digit 7-segment display or the like located in a position visible to the player. If the numerical value exceeds 15,000 (a specific number, an example of a first number), a notification is issued to prompt the player to count (to send some or all of the digitized medals held in the medal holding section to the dedicated unit 50, described later), the digitized medal lending process (the process of sending digitized medals from the dedicated unit 50, described later, to the gaming machine) is restricted, and a test counting signal (a signal output during a type test to prompt counting) is output for approximately 3,500 msec. However, the player can continue playing. If the numerical value exceeds 16,369 (an example of a second number), the progress of the game is restricted. Specifically, operation of the bet button B0, start lever SL, and settlement button B4 is disabled. Note that, instead of when the numerical value exceeds 16,369, if the numerical value is likely to exceed 16,369, the payout of digitized medals may be prohibited until the player performs counting. For example, the game may be stopped when the numerical value is equal to or greater than 16,357, which is obtained by subtracting 12 coins, the maximum difference that can be obtained in one game (= maximum payout number (e.g., 15 coins) - specified insertion number (e.g., 3 coins)), from 16,369. Furthermore, the game medal count display device 70 reflects and displays the updated number of game medals within approximately 300 msec after the number of game medals held in the medal holding section is updated.
[0026] The lower front door DD is provided with various operating means. The operating means include a bet button (an example of an inserting operation means, a game operating means) B0 for inserting (betting) electronic medals held in the medal holding section, a start lever SL (an example of a game starting operation means, a game operating means) for performing an operation that triggers the first reel R1 to the third reel R3 to spin and start a game, stop buttons B1 to B3 (an example of a stop operation means, a game operating means) for performing an operation that triggers the first reel R1 to the third reel R3 that are driven to rotate by a stepping motor to stop each of them, and a return (settlement) button for returning all inserted (betted) electronic medals to the medal holding section. The gaming machine is provided with a settlement button B4 (an example of a predetermined operation means, settlement operation means, or game operation means) for performing an operation to change the effects performed on the gaming machine, a performance button (performance operation means) B5 for performing an operation that triggers a change in the effects performed on the gaming machine, a menu button B6 (first performance operation means) for performing an operation to start or end the display of a menu screen (an operation related to the transition between the display of the game screen and the display of the menu screen), and a cross key B7 (second performance operation means) for performing an operation to change the settings of the effects performed on the gaming machine (a predetermined change operation), an operation to check the game history, or an operation to change the volume or light intensity setting (a predetermined change operation). The cross key B7 is composed of an up button B7A (an example of a light intensity operation means), a down button B7B (an example of a light intensity operation means), a left button B7C (an example of a volume operation means), and a right button B7D (an example of a volume operation means).
[0027] Furthermore, the lower front door DD is provided with a counting button B8 (an example of a counting operation means, a gaming operation means) as an operation means for transferring (counting) some or all of the digitized medals held in the medal holding section to a dedicated unit 50 (an example of a specific unit) described later. In this embodiment, the counting button B8 can be operated in two ways: a short press of less than 500 msec and a long press of 500 msec or more; with a short press, one digitized medal is counted for each operation, and with a long press, 50 digitized medals are counted at a time when a count notification is issued every 300 msec.
[0028] The lower front door DD is provided with a lower panel 91. As will be described in detail later, a light source (LED) for illumination is provided on the rear side of the lower panel 91, and the light emitted from this light source illuminates the lower panel 91 from behind.
[0029] In the gaming machine of this embodiment, when a player inserts (bet) a specified number of electronic medals by pressing the bet button B0 in a state where a game can be started, the machine is set to a ready state where rotation control of the first reel R1 to the third reel R3 can be started, and pressing the start lever is permitted (enabled). Then, when the player presses the start lever SL, the control board starts rotating the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using a random number value. On the condition that the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, pressing the stop buttons B1 to B3 is permitted (enabled).
[0030] Thereafter, when the player presses the stop buttons B1 to B3 at any timing, the stop switch (stop signal output means: for example, a photosensor, a conductivity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 turns on, changing the reel stop signal input to the control board from the off state to the on state.
[0031] Furthermore, when the player releases any of the pressed stop buttons B1 to B3 at any time, the stop switches corresponding to the respective stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from on to off.
[0032] The control board then stops the first reel R1 to the third reel R3 at a stop position according to the result of the internal lottery based on the change from OFF to ON of the reel stop signal, whose signal state changes depending on the timing of pressing and releasing the stop buttons B1 to B3.
[0033] When medals are paid out in accordance with the results of a game, the electronic medals are paid out (stored) to the medal holding section, and the display of the number of game medals is updated on the game medal count display device 70. In this way, in the gaming machine of this embodiment, operations on predetermined operating means are validated in accordance with the progress of the game, and the game progresses based on the valid operations on the operating means.
[0034] In addition, the gaming machine of this embodiment is provided with a door sensor (detection means) that detects the open / closed state of the upper front door UD and a door sensor (detection means) that detects the open / closed state of the lower front door DD, and is configured to be able to detect the open / closed state of each of the upper front door UD and the lower front door DD based on the input signal (detection signal) input from the door sensor to the control board (main board).
[0035] FIG. 2 is a block diagram showing a schematic electrical configuration of the gaming machine and the dedicated unit 50 of this embodiment, and FIG. 3 is a functional block diagram of the gaming machine of this embodiment.
[0036] The gaming machine of this embodiment is electrically connected to a dedicated unit 50, which is an external device, via a gaming ball etc. lending device connection terminal board 40. The dedicated unit 50 is provided with a dedicated unit control board 60 that transmits and receives electronic medals to and from the gaming machine.
[0037] The gaming machine of this embodiment is controlled by a control board including a main board 10 (main control unit, first control unit), a sub-board 20 (sub-control unit), and a medal count control board 30 (game value count control unit, second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, and a settlement switch 250, performs various calculations to execute a game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub-board 20 receives input signals from input means such as an effect button switch 270, a menu button switch 280, an up button switch 290A, a down button switch 290B, a left button switch 290C, and a right button switch 290D, as well as signals sent from the main board 10, performs various calculations to execute effects according to the progress of the game, and controls the operation of output means such as a display device 330 and a sound device 340 based on the calculation results. Furthermore, the medal count control board 30 receives input signals from input means such as the count button switch 255, medal count clear switch 256, and error reset switch 257, performs various calculations to manage the number of medals, and controls the operation of output means such as the medal count display device 70 and status display device 80 based on the calculation results. The functions of each board such as the main board 10, sub-board 20, and medal count control board 30 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.
[0038] The main board 10 includes a main CPU 10a, a main ROM 10b, a main RAM 10c, etc., and the main CPU 10a executes various programs stored in the main ROM 10b to function as a main startup processing means 100, a deposit acceptance means 105 (acceptance control means, deposit processing means, settlement processing means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a winning determination means 140, a payout control means 150, a replay processing means 160, a game status control means 170, a performance status control means 180 (auxiliary game control means), a communication control means 190, a setting confirmation means 195, etc. The main RAM 10c retains data without erasing it even when the power is cut off, but the data is erased when the set value for the payout rate is changed and the RAM is cleared.
[0039] The main startup processing means 100 performs main startup processing when the power is turned on. The main startup processing includes various initial settings and a state restoration processing that restores the state before power was cut off based on the backup information stored when power was cut off. In this embodiment, the main RAM 10c of the main board 10 is backed up when power is cut off, and when the backup is completed successfully, backup successful completion information (e.g., 55H) indicating that the backup was completed successfully is stored in a predetermined storage area provided in the main RAM 10c. The information stored in the main RAM 10c is then maintained (backed up) by the backup power supply even after power is cut off.
[0040] Furthermore, if an abnormality occurs in the information stored in the main RAM 10c, the main startup processing means 100 performs an initialization process to initialize the information (e.g., the ratio of reels) stored in a predetermined storage area of the main RAM 10c.
[0041] The main startup processing means 100 also performs a setting change process to change the setting value among multiple setting values (e.g., six levels) with different degrees of advantage. Changing the setting value changes the lottery probability for the internal lottery, and the lottery probability for the internal lottery changes so that the expected value of the payout rate increases from setting 1 to setting 6. In this embodiment, the machine is switched between starting in a game mode (an example of a playable state in which the player can play) and starting in a setting change mode (an example of an unplayable state in which the player cannot play) depending on the state of the setting change permission switch 262 when the power is turned on. When the setting key is inserted into the setting change key cylinder and turned clockwise from the initial position, the signal state of the setting change permission switch 262 becomes ON. When the power switch is operated in this state and power is supplied from the power supply unit, the machine is started in the setting change mode.
[0042] In this embodiment, a setting value can be selected from six setting values, from Setting 1 to Setting 6. When the setting change switch 264 is activated by pressing the setting change button in setting change mode, the main startup processing means 100 changes the setting value in the order of Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... each time it receives an input signal from the setting change switch 264, determines the setting value based on a game start signal from the start switch 230, which is activated by pressing the start lever SL, and stores the determined setting value in a predetermined setting value storage area provided in the main RAM 10c. In this embodiment, the signal state of the setting change permission switch 262 can be changed to the OFF state by returning the setting key inserted in the setting change key cylinder to the initial position, thereby transitioning from setting change mode to game mode.
[0043] In addition, in the setting change mode, the main startup processing means 100 performs an initialization process to initialize predetermined information related to the game (for example, game status, presentation status, etc.) stored in a predetermined storage area of the main RAM 10c. Note that information such as setting values is not initialized by the initialization process in the setting change mode and is retained.
[0044] In this embodiment, when the power is turned on with the setting change key cylinder in the initial position, the game is started in game mode based on the signal state of the setting change permission switch 262 being in the OFF state. In this embodiment, game play is possible in game mode but setting values cannot be changed, while setting values can be changed in setting change mode but game play is not possible. In this way, the main board 10 can be controlled to game mode (playable state) or setting change mode (unplayable state). In addition to the game mode and setting change mode, the main board 10 can also be controlled to setting confirmation mode (unplayable state) in which setting values can be confirmed. The setting confirmation mode (confirmation of setting values) will be described later.
[0045] When the main startup process is complete, the machine enters a playable state where play is possible, provided that the VL connection signal (described later) is in the ON state, and electronic medals can be inserted. The playable state means that operations on the bet button B0, start lever SL, stop buttons B1 to B3, and settlement button B4 are valid, and processing for game progress based on these operations can be executed, and operations on the count button B8 are valid, and counting processing based on operation of the count button B8 can be executed.
[0046] The insertion acceptance means 105 accepts the insertion of electronic medals for each game, and performs control to validate a game start operation for the start lever SL (game start operation means) based on the insertion of a specified number of electronic medals (for example, three medals). In the gaming machine of this embodiment, the first pressing operation of the start lever SL, which is validated based on the insertion of a specified number of electronic medals, is accepted as a game start operation, and serves as a trigger to start the rotation of the first reel R1 to the third reel R3 and also as a trigger to execute an internal lottery.
[0047] In addition, when the bet button B0 is operated while the deposit acceptance means 105 is accepting the deposit of electronic medals, the bet switch 220 is activated and an deposit process (bet process) is performed to set the electronic medals held in the medal holding section to a deposited state (bet state) up to a specified deposit number.
[0048] In addition, when the settlement button B4 is operated while the deposit acceptance means 105 is accepting the deposit of electronic medals, the settlement switch 250 is activated, and a settlement process is performed to return all of the electronic medals set to the deposited state to the medal holding section.
[0049] The random number generating means 110 is a means for generating random numbers for lottery. The random number can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the "random number" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.
[0050] The internal lottery means 120 performs an internal lottery to determine whether or not multiple types of roles such as replays, small roles, and bonuses have been won, based on a start signal from a start switch 230 that is activated by a game start operation on the start lever SL (first pressing of the activated start lever SL). If a role is won in the internal lottery, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state).
[0051] The reel control means 130 starts the rotation of the first reel R1 to the third reel R3 using a stepping motor based on a start signal from a start switch 230 which is activated by a game start operation on the start lever SL, and controls the first reel R1 to the third reel R3 to start rotating by pressing a stop button B1 to B3 (stop operation means) corresponding to the reel that is rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3 that are being rotated by the stepping motor to stop in a manner according to the setting state of the lottery flag (the result of the internal lottery).
[0052] When the stop switch 240 is activated by the player pressing one of the stop buttons B1 to B3 while the stop operation for the stop buttons B1 to B3 is enabled, the reel control means 130 disables the operation for the operated stop button, and based on the reel stop signal from the stop switch 240, supplies a full-phase excitation drive pulse to the stepping motor of the reel unit 310, thereby controlling the stopping of each of the first reel R1 to the third reel R3.
[0053] The winning determination means 140 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. A winning combination is achieved when a symbol combination that indicates a winning form predetermined for each winning combination is displayed on an active pay line.
[0054] When a small winning combination is achieved, the payout control means 150 determines the number of electronic medals to be paid out based on a payout predetermined for each combination, and pays out the determined number of electronic medals to be paid out to a medal holding section.
[0055] When a replay wins, the replay processing means 160 performs replay processing (replay processing) to set the next game to the same preparation state as the previous game without requiring the player to insert any electronic medals that he owns. That is, in the gaming machine of this embodiment, when a replay wins, an automatic insertion process is performed to automatically insert the same number of electronic medals as in the previous game without using any electronic medals that the player has in hand, and the machine waits for the next game start operation using the start lever SL with the same pay lines as in the previous game set.
[0056] The gaming state control means 170 performs a gaming state transition process that transitions the gaming state between multiple gaming states. The gaming state transition condition may be a single condition or multiple conditions. When multiple conditions are defined, the gaming state can be transitioned to another gaming state when one of the multiple predetermined conditions is met, or when all of the multiple predetermined conditions are met. Examples of gaming states include a normal state, a bonus state that is transitioned to when a bonus is won, and a bonus state that is transitioned to when a bonus is won.
[0057] The presentation state control means 180 performs a presentation state transition process that transitions the presentation state between multiple types of presentation states. The transition condition for the presentation state may be one condition or multiple conditions. When multiple conditions are defined, the presentation state can be transitioned to another presentation state based on the fulfillment of one of the multiple predetermined conditions, or the fulfillment of all of the multiple predetermined conditions. Examples of presentation states include a non-AT state in which a winning assistance effect that assists in the winning of a winning combination is not executed, and an AT state in which a winning assistance effect that assists in the winning of a winning combination is executed.
[0058] The communication control means 190 controls the transmission of signals to the sub-board 20. In the gaming machine of this embodiment, the main board 10 and the sub-board 20 are connected in a communication manner such that only one-way communication from the main board 10 to the sub-board 20 is possible, and signals cannot be transmitted from the sub-board 20 to the main board 10.
[0059] The communication control means 190 then transmits signals (commands) to the sub-board 20 to notify the results of the internal lottery, the results of the winning determination, the operations performed by the player (operations on the bet button B0, start lever SL, stop buttons B1 to B3, and settlement button B4), etc. In this way, in the gaming machine of this embodiment, based on various notifications from the main board 10, the presentation control means 210 of the sub-board 20 can cause the display device 330, the sound device 340, etc. to execute presentations according to the results of the internal lottery, the results of the winning determination, the operations performed by the player, etc.
[0060] The communication control means 190 also controls the transmission of signals to the medal count control board 30. In the gaming machine of this embodiment, the main board 10 and the medal count control board 30 are connected to each other so that two-way communication is possible, and various information can be exchanged to appropriately determine whether the game is playable or in an error state.
[0061] When the bet button B0 is operated while the insertion of electronic medals is being accepted, the communication control means 190 transmits to the medal count control board 30 a gaming medal insertion command notifying the requested number of medals to be inserted.
[0062] Furthermore, when the settlement button B4 is operated while the insertion of electronic medals is being accepted, the communication control means 190 transmits to the medal count control board 30 a gaming medal insertion command notifying the requested number of medals to be inserted.
[0063] Furthermore, when electronic medals are paid out in response to the winning of a small winning combination, the communication control means 190 transmits a payout end command to the medal number control board 30 to notify the number of electronic medals paid out.
[0064] The setting confirmation means 195 performs a setting value display process to display a setting value indicating the degree of advantage. In the setting value display process, a numerical value (for example, "1" to "6") indicating the current setting value among multiple setting values (for example, 6 levels) is displayed on the game information display unit DS. This allows the setting value to be confirmed.
[0065] Furthermore, when a setting confirmation condition (an example of a predetermined transition condition) is satisfied while accepting the insertion of a digitized medal or while game progress is restricted by the complete function described below (an example of when game progress is stopped), the setting confirmation means 195 transitions to a setting confirmation mode in which the setting values can be confirmed. In the setting confirmation mode, the setting values can be confirmed, but game play is not possible. Here, "while accepting the insertion of a digitized medal" refers to the period from the start of the acceptance of the insertion of a digitized medal to the operation of the start lever SL to start game play, and also includes cases where the digitized medal is set to the inserted state (betting state) or the replay operation state following a replay win. In other words, in this embodiment, as long as the insertion of a digitized medal is being accepted, the setting confirmation mode can be transitioned even if the digitized medal is set to the inserted state (betting state) or the replay operation state. However, even if the insertion of a digitized medal is being accepted, transition to the setting confirmation mode may not be permitted if the digitized medal is set to the inserted state (betting state) or the replay operation state.
[0066] Furthermore, when the error type is set to a door open error, the setting confirmation means 195 determines that the setting confirmation condition is met if the signal state of the setting change permission switch 262 is turned ON by inserting the setting key into the setting change key cylinder and turning the setting key clockwise from the initial position. Note that in this embodiment, even if the signal state of the setting change permission switch 262 is turned ON, the setting confirmation condition is not met unless the error type is set to a door open error.
[0067] When the setting confirmation mode is entered, the setting confirmation means 195 performs a setting value display process, and when the signal state of the setting change permission switch 262 is changed to the OFF state, the display of the setting value is terminated and the game mode (door open error) is returned to.
[0068] Next, we will explain the sub-board 20. The sub-board 20 is equipped with a sub-CPU 20a, a sub-ROM 20b, a sub-RAM 20c, etc., and functions as a sub-startup processing means 200, a performance control means 210, etc., by the sub-CPU 20a executing various programs stored in the sub-ROM 20b. Note that, like the main RAM 10c, the sub-RAM 20c is also connected to a backup power supply (not shown), so that data is not erased but is retained even if the power is cut off.
[0069] The sub-startup processing means 200 performs sub-startup processing when the power is turned on. The sub-startup processing includes various initial settings, initial settings for the liquid crystal display LCD, and a state restoration process that restores the state before the power was turned off based on the backup information stored when the power was turned off.
[0070] The effect control means 210 controls display effects performed using the display device 330 (an example of an effect device) and sound effects performed using the sound device 340 (an example of an effect device) based on effect data stored in the sub-ROM 20b of the sub-board 20. For example, in response to the insertion (betting) of electronic medals, the operation of the bet button B0, the start lever SL, or the stop buttons B1 to B3, or the occurrence of game events such as changes in the game state, the effect control means 210 controls the execution of effects to liven up the game or to assist the game (for example, winning assistance effects) according to the progress of the game.
[0071] Furthermore, when the presentation state is the AT state, the presentation control means 210 controls the display device 330 and the sound device 340 to execute a winning assistance presentation that assists the winning of a winning combination.
[0072] Furthermore, the presentation control means 210 causes the display device 330 and the sound device 340 to execute a demo presentation (standby presentation) when a game has not been played continuously for a predetermined time (e.g., 60 seconds) under a predetermined circumstance. In this embodiment, the time during which a game has not been played continuously is measured by a monitoring timer (timing means) in the sub-RAM 20b. The presentation control means 210 keeps the monitoring timer running while the gaming machine is powered on, and initializes (resets) the measurement value of the active monitoring timer to the initial value "0" and resumes timing every time a signal is input from the main board 10, the presentation button switch 270, or the menu button switch 280. When the monitoring timer has measured the predetermined time (e.g., 60 seconds), it determines that a game has not been played continuously for the predetermined time (e.g., 60 seconds).
[0073] In addition, in the demonstration performance, a demonstration image (demonstration video, demonstration screen) is displayed on the liquid crystal display LCD, the frame lamp AL is turned on or blinks in a demonstration performance pattern, and the volume of the speaker SP is muted.
[0074] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and includes a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc. The medal CPU 30a executes various programs stored in the medal ROM 30b to manage the digitized medals used in games, and the medal RAM 30c functions as a medal holding unit (an example of a storage means) that holds the digitized medals. Like the main RAM 10c, the medal RAM 30c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power is cut off. In the gaming machine of this embodiment, the medal count control board 30 is connected to the dedicated unit 50 via the game ball etc. dispensing device connection terminal board 40 so as to enable bidirectional communication. The medal holding unit stores the number of game medals up to a predetermined upper limit (e.g., 16,382 medals).
[0075] When the medal CPU 30a receives a medal insertion command sent by the main board 10, it determines the total number of electronic medals that can be inserted (bet) from the medal holding unit based on the number of inserted medals, which is the total number of electronic medals set to the inserted state, the requested number of insertions, and the number of game medals, and updates the number of game medals based on the determined number of insertable medals. Therefore, when an insertion process is performed on the main board 10, the number of game medals held in the medal holding unit decreases, and when a settlement process is performed, the number of game medals increases.
[0076] The medal CPU 30a also transmits a medal insertion reply command to the main board 10 to notify the number of medals that can be inserted and the updated number of medals, and updates the display of the number of medals on the medal number display device 70.
[0077] In this embodiment, the main board 10 also stores the number of inserted medals and the number of game medals based on a medal insertion reply command or the like, and when performing insertion processing, the insertion acceptance means 105 determines the number of medals that can be inserted based on the number of inserted medals, the requested number of medals to be inserted, and the number of game medals, performs insertion processing to insert the determined number of electronic medals that can be inserted, and transmits a medal insertion command to the medal number control board 30. When the main CPU 10a receives the medal insertion reply command, it checks whether the number of game medals and the like match those on the medal number control board 30. Also in this embodiment, when performing insertion processing, the main CPU 10a may determine the number of medals that can be inserted, transmit a medal insertion command to the medal CPU 30a, receive a reply command in response to that command (a medal insertion reply command), and then perform insertion processing based on that reply command.
[0078] Also, when performing settlement processing, the insertion acceptance means 105 determines the number of insertable medals based on the number of inserted medals, the requested number of insertion medals, and the number of game medals, performs settlement processing to return the determined number of electronic medals that can be inserted, and transmits a game medal insertion command (settlement command) to the medal number control board 30. When the main CPU 10a receives the game medal insertion reply command, it checks whether the number of game medals and the like match the game medal number control board 30. Note that in this embodiment, when performing settlement processing, the main CPU 10a may determine the number of insertable medals, transmit a game medal insertion command (settlement command) to the medal CPU 30a, receive a reply command in response to that command (game medal insertion reply command), and then perform settlement processing based on that reply command.
[0079] In addition, when the medal CPU 30a receives the payout end command sent by the main board 10, it adds the number of payout medals to the number of game medals, and updates the display of the number of game medals on the game medal number display device 70 based on the number of game medals after the addition.
[0080] The gaming ball etc. lending device connection terminal board 40 is a connection terminal board for connecting the gaming machine and the dedicated unit 50, and receives signals related to the lending of electronic medals, transmits the results of receiving the loan of electronic medals, transmits signals related to the counting of electronic medals, and transmits various information about the gaming machine.
[0081] Next, we will explain the dedicated unit 50. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic medals to players and counting the electronic medals that players have won. The dedicated unit 50 is provided with a dedicated unit control board 60, to which are connected a cash insertion port 61, a card insertion port 62, a lending switch 63, a return switch 64, a game switch 65, a point display device 66, and an acquired medal count display device 67.
[0082] The cash insertion unit 61 functions as an insertion slot for inserting cash. The card insertion unit 62 allows the insertion and withdrawal of card media capable of storing digitized medals. The lending switch 63 detects the operation of transferring digitized medals corresponding to the number of points of cash held in the dedicated unit 50 to the gaming machine. The return switch 64 detects the operation of transferring digitized medals held in the dedicated unit 50 to a card medium and withdrawing the card medium from the dedicated unit 50 through the card insertion unit 62. The game switch 65 detects the operation of transferring digitized medals held in the dedicated unit 50 to the gaming machine. The point display unit 66 displays the point number held in the dedicated unit 50, i.e., the number of points equivalent to the cash inserted from the cash insertion unit 61. The acquired medal count display unit 67 displays the number of acquired medals, which is the total number of digitized medals held in the dedicated unit 50.
[0083] 4 is an external view for explaining the general mechanical configuration of the gaming machine of this embodiment and the dedicated unit 50. The flow of starting a game and the flow of ending a game in the gaming machine of this embodiment will be explained with reference to FIG.
[0084] When playing a game, first, cash is inserted into the cash insertion section 61 of the dedicated unit 50 shown in Figure 4. Then, the number of points corresponding to the inserted cash (for example, "10" for an insertion of 1,000 yen) is displayed on the point display device 66 of the dedicated unit 50. When the lending button B10 is operated, the lending switch 63 is actuated, and electronic medals corresponding to the number of points held in the dedicated unit 50 (for example, "50") are transferred to the gaming machine all at once. Then, the number of transferred electronic medals (for example, "50") is displayed on the gaming medal number display device 70 of the gaming machine.
[0085] Next, when the bet button B0 of the gaming machine is operated, electronic medals are inserted (bet). At this time, the gaming medal count display device 70 displays a value (e.g., "47") obtained by subtracting the number of electronic medals inserted (bet) (e.g., "3"). The player is then able to start playing. If, as a result of playing, a small winning combination resulting in a payout of 11 medals is won, the number of electronic medals paid out (e.g., "11") is displayed on the gaming information display unit DS, and the gaming medal count display device 70 displays a value (e.g., "58") obtained by adding the number of electronic medals paid out.
[0086] Furthermore, if the settlement button B4 is operated while electronic medals have been inserted (betted) and before the start lever SL is operated (game starts), the number of electronic medals inserted (for example, "3") will be added to the game medal count display device 70 (for example, "50"), and the electronic medal insertion state will be canceled.
[0087] When the player wishes to end the game, the counting button B8 is operated to transfer the electronic medals held in the medal holding section to the dedicated unit 50. This causes the number of game medals held in the medal holding section to be displayed on the acquired medal count display device 67 of the dedicated unit 50, and "0" is displayed on the game medal count display device 70. When the return button B11 is operated, the return switch 64 is actuated, and the electronic medals held in the dedicated unit 50 are transferred to a card, which is then removed from the dedicated unit 50 through the card insertion section 62. In this way, the player can store the electronic medals they have won on the card medium.
[0088] When playing again, the player can insert the card medium into the card insertion section 62 instead of cash and play using the digitized medals stored on the card medium. The digitized medals stored on the card medium are transferred to the dedicated unit 50, and the total number of digitized medals stored on the card medium is displayed on the acquired medal count display device 67. When the player operates the play button B12 instead of the lend button B10, the game switch 65 is activated and the digitized medals (for example, "50") held in the dedicated unit 50 are transferred to the gaming machine all at once.
[0089] When the lending button B10 or the counting button B8 is operated, the medal CPU 30a executes the lending process or counting process of the electronic medal and sends a command notifying the main CPU 10a of this, and the main CPU 10a, upon receiving this command, sends a command notifying the sub-CPU 20a of this. Then, as the electronic medal is actually lent or counted in the lending process or counting process, the sub-CPU 20a outputs a predetermined sound representing the movement of the electronic medal from the speaker SP.
[0090] Next, specific processing on the main board 10 will be described based on a flowchart. Figures 5 to 7 are flowcharts explaining the main startup processing on the main board 10 in the gaming machine of this embodiment, and Figure 8 is a flowchart explaining the game progress processing on the main board 10 in the gaming machine of this embodiment.
[0091] When power is supplied, the main CPU 10a performs a main startup process. In the main startup process, the main CPU 10a first reads a program from the main ROM 10b and performs an initial setting process (step S100) to perform initial settings required to execute various processes, as shown in FIG.
[0092] After the initial setting process is completed, a startup wait time (for example, 10.5 seconds) is set and timing is started (step S101). The startup wait time is the time to wait for the power supply to stabilize and also the time to wait for the startup of the performance device (particularly the liquid crystal display LCD).
[0093] When the counting of the startup wait time starts, it is determined whether a power-off warning signal has been detected (step S102). In this embodiment, the main board 10 is provided with a power-off detection circuit, and when the power supply voltage drops below a predetermined value, the power-off detection circuit outputs a power-off warning signal. When the power-off warning signal is detected (Y in step S102), the counting of the startup wait time is restarted from the beginning.
[0094] If the startup wait time has elapsed without detecting a power-off warning signal (N in step S102, Y in step S103), access to the main RAM 10c is permitted (step S104).
[0095] Next, a checksum verification process is performed (step S105). In the checksum verification process, a checksum is calculated and it is determined whether the calculated checksum does not match the checksum saved at the time of power-off (is abnormal) and whether the backup is abnormal (specifically, whether backup normal completion information indicating that the backup has ended normally is not saved). If it is determined that either the checksum or the backup or both are abnormal, the backup abnormality flag is turned ON, and if it is determined that neither the checksum nor the backup are abnormal, the backup abnormality flag is turned OFF.
[0096] Next, a startup command is set to notify information required at startup (for example, main control chip ID number, main control chip manufacturer code, main control chip product code, internal state, error type, etc.) and information such as the ratio of winning devices, and is sent to the medal CPU 30a (step S106).
[0097] Next, it is determined whether the backup abnormality flag is ON (step S107), and if the backup abnormality flag is ON (Y in step S107), cold start processing is performed (step S108). The cold start processing will be described later.
[0098] On the other hand, if the backup abnormality flag is OFF (N in step S107), a setting change process is performed to change the set value (step S109), and a state restoration process is performed to restore the state to the state immediately before the power was shut off (step S110). The setting change process will be described later.
[0099] In the cold start process of step S108 shown in Fig. 5, a used area RAM check process is performed (step S120) to perform a read / write check to confirm whether information can be read and written normally from the used area of the main RAM 10c, and a separate area RAM check process is performed (step S121) to perform a read / write check to confirm whether information can be read and written normally from another area of the main RAM 10c, as shown in Fig. 6. The used area is an area used in specific processes including the main startup process and game progress process, and the separate area is an area other than the used area that is used in ratio processes to calculate ratios such as bonus ratios.
[0100] Next, the RWM error flag corresponding to the RWM error indicating a read / write error in the main RAM 10c is set to ON (step S122).
[0101] If, as a result of the check processes in steps S120 and S121, no abnormality is detected in either the used area or the other area (N in step S123), a setting change process is performed (step S124), and a backup error flag corresponding to a backup error indicating a backup abnormality in the main RAM 10c is set to ON (step S125).
[0102] Then, the game information display unit DS displays an error according to the type of error, sets the internal state to an error state, and performs error processing in an infinite loop, stopping other processing until the power is cut off (step S126).
[0103] In the setting change processing of step S109 shown in Fig. 5 and step S124 shown in Fig. 6, it is determined whether or not the setting change condition is met (step S130), as shown in Fig. 7. Specifically, it is determined that the setting change condition is met when setting change permission switch 262 is ON, and it is determined that the setting change condition is not met when setting change permission switch 262 is OFF.
[0104] If the setting change condition is met (Y in step S130), the internal state is set to setting change in progress (setting change mode) (step S131), a setting change start command is set to notify the start of changing the setting value, and sent to the medal CPU 30a (step S132), and setting value data indicating the current setting value is obtained from the setting value memory area of the main RAM 10c (step S133).
[0105] When the setting change button is operated (Y in step S134), the setting value data is incremented by 1 (step S135), and when the start lever SL is operated (Y in step S136), the setting value is confirmed by storing the setting value data in the setting value memory area (step S137), and an initialization process is performed to initialize predetermined information related to the game (for example, the game status, presentation status, etc.) (step S138).
[0106] When the main startup process shown in Figure 5 is completed, the process moves to the game progress process. In the game progress process, as shown in Figure 8, an insertion process is performed to set the electronic medal to an insertion state based on an operation on the bet button B0 (step S150), an internal lottery process is performed to conduct an internal lottery based on a game start operation on the start lever SL (step S151), a reel rotation start process is performed to start the rotation of the first reel R1 to the third reel R3 and rotate them steadily at a predetermined speed (step S152), a reel rotation stop process is performed to stop the rotating reels in a manner according to the result of the internal lottery based on a stop operation on the stop buttons B1 to B3 (step S153), a win determination process is performed to determine whether or not a winning combination has been achieved (step S154), a payout process is performed to pay out an electronic medal if a minor combination has been achieved (step S155), and a state transition process is performed to transition the game state and the presentation state (step S156).
[0107] One game is executed through a series of processes from step S150 to step S156, and thereafter, steps S150 to S156 are repeated.
[0108] In this embodiment, various information is exchanged between the gaming machine and the dedicated unit 50 to ensure their normal operation. For example, the gaming machine (in this embodiment, the medal CPU 30a of the medal count control board 30) sends gaming machine information notification, counting notification, loan receipt result response, etc. to the dedicated unit 50.
[0109] The gaming machine information notification transmits one of three pieces of gaming machine information to the dedicated unit 50: gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information. The gaming machine performance information includes the total number of coins inserted, the total number of coins paid out, MY (maximum difference in coins), the total number of coins paid out for special features, the total number of coins paid out for consecutive features, the ratio of special features, the ratio of consecutive features, the ratio of advantageous zones, the ratio of special features with instructions, the ratio of special features, the number of games played, reserve, reservation 1, and reservation 2. Here, MY is the difference between the number of electronic medals inserted (number of coins bet) and the number of coins paid out, with 0 being the lowest. The difference in coins since the power was reset can also be used instead of or in addition to MY.
[0110] The gaming machine installation information includes the main control chip ID number, the main control chip manufacturer code, the main control chip product code, the medal count control chip ID number, the medal count control chip manufacturer code, and the medal count control chip product code.
[0111] The hall control and fraud monitoring information includes the number of gaming medals, the number of inserted medals, the number of paid out medals, main control status 1, main control status 2, gaming machine error status, gaming machine fraud 1, gaming machine fraud 2, gaming machine fraud 3, number of gaming information, type information 1, count information 1, type information 2, and count information 2. Here, the relationship between the number of gaming medals, the number of inserted medals, and the number of paid out medals is "number of gaming medals" = "number of gaming medals" sent previously - "number of inserted medals" + "number of paid out medals" + "number of loaned medals" received after the number of gaming medals sent previously - "number of counted medals" sent after the number of gaming medals sent previously, and if this relationship is not met, it can be determined that the hall control and fraud monitoring information is abnormal. Furthermore, the first bit (e.g., bit 0) of gaming machine fraud 1 is assigned a setting change signal as a fraud prevention signal, the second bit (e.g., bit 1) is assigned a setting confirmation signal as a fraud prevention signal, the third to fifth bits (e.g., bits 2 to 4) are assigned fraud detection signals as fraud prevention signals, the first bit (e.g., bit 1) of gaming machine fraud 2 is assigned a door open signal as a fraud prevention signal, and the second bit (e.g., bit 3) is assigned a game medal count clear signal (an example of a specific signal) as a fraud prevention signal. The setting change signal indicates that the setting value is being changed, the setting confirmation signal indicates that the setting value is being confirmed, the fraud detection signal indicates that an arbitrarily defined fraud has been detected, the door open signal indicates that the lower front door DD (or upper front door UD) is being opened, and the game medal count clear signal indicates that the game medal count has been cleared to 0. When outputting a fraud prevention signal such as a setting change signal or a game medal count clear signal, the signal is turned ON by setting "1" to the bit position to which the signal is assigned, and when signal output is to be terminated, the signal is turned OFF by setting "0" to the bit position to which the signal is assigned. Furthermore, these fraud prevention signals are output for a predetermined period of time or more (at least 3 seconds or more, for example 5 seconds) to prevent fraud.Furthermore, in game information consisting of a combination of type information 1 and count information 1, or a combination of type information 2 and count information 2, type information 1 and 2 indicate whether it is a specified number (when the start switch 118 is operated) or the number of coins paid out (at the end of the game), and count information 1 and 2 indicate the number of coins. When a replay is won, the specified number (number of coins inserted) at the time of replay activation is notified. The number of game information indicates the number of game information, and if the number of game information is 0, the four items of type information 1, count information 1, type information 2, and count information 2 are not sent.
[0112] The count notification transmits the number of counted medals and the cumulative counted number of medals to the dedicated unit 50. The counted number of medals is the number of electronic medals counted at the time of the count notification, and the cumulative counted number of medals is the value of the number of counted medals accumulated since it was cleared to 0 when the gaming machine was turned on.
[0113] The loan receipt result response is a response indicating the receipt result (whether it is normal or not) when a loan notification is received from the dedicated unit 50.
[0114] Furthermore, the dedicated unit 50 sends a loan notification to the gaming machine (the medal CPU 30a in this embodiment). The loan notification is sent to the gaming machine when the dedicated unit 50 receives a counting notification from the gaming machine, and the number of loaned medals, which is the number of electronic medals loaned, is transmitted to the gaming machine.
[0115] In this embodiment, if a specific abnormality occurs inside the gaming machine, communication with the dedicated unit 50 can be prevented. For example, if a specific abnormality such as a backup abnormality or a RAM (RWM) abnormality occurs when the gaming machine is started, or if the manufacturer codes do not match, the medal CPU 30a of the gaming machine issues a manufacturer code mismatch error (operation stop error) and restricts the start of communication with the dedicated unit 50.
[0116] Furthermore, when the medal CPU 30a receives a setting change start command from the main CPU 10a, it notifies the dedicated unit 50 that the setting value is being changed.
[0117] FIG. 9 is a timing chart showing the timing of notification of gaming machine information notification, counting notification, loan notification, and loan receipt result response in the gaming machine and dedicated unit 50 of this embodiment. As shown in FIG. 9, the gaming machine (in this embodiment, the medal CPU 30a) transmits a gaming machine information notification to the dedicated unit 50 at intervals of 300 msec (at least 300 msec and no more than 310 msec) from the completion of startup of the gaming machine. The gaming machine (the medal CPU 30a) also transmits a counting notification to the dedicated unit 50 100 msec (at least 90 msec and no more than 100 msec) from the start of the gaming machine information notification. The dedicated unit 50 transmits a loan notification to the gaming machine within 170 msec from the start of reception of the counting notification. After completing reception of the loan notification, the gaming machine (the medal CPU 30a) notifies the dedicated unit 50 of a loan receipt result response within 10 msec. This allows a time of 20 msec or more to be secured between the time when the gaming machine notifies the loan receipt result response and the time when the gaming machine issues the next gaming machine information notification.
[0118] FIG. 10 is an explanatory diagram illustrating the transmission timing of gaming machine information notifications in the gaming machine of this embodiment. As described above, gaming machine information notifications are sent to the dedicated unit 50 at 300-msec intervals. The gaming machine information notifications include three types of gaming machine information: gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information. As shown in FIG. 10, each type of gaming machine information has a different notification timing and priority. For example, gaming machine installation information is sent 60 seconds after the gaming machine has started up, and is then sent every 60 seconds. Furthermore, gaming machine performance information is sent 180 seconds after the gaming machine has started up, and is then sent every 180 seconds. Hall control / fraud monitoring information is sent every 300 msec after the gaming machine has started up. However, the transmission timing of these three notifications may overlap. If the transmission timing overlaps, the gaming machine information notifications are sent sequentially according to priority. For example, if gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information overlap at 180 seconds, and there is no update to the main control status in the hall control / fraud monitoring information and there is no game information, the gaming machine installation information with the higher priority will be notified first, followed by the gaming machine performance information 300 msec later, and the hall control / fraud monitoring information 300 msec later. Also, if gaming machine installation information and hall control / fraud monitoring information overlap at 60 seconds, and there is no update to the main control status in the hall control / fraud monitoring information and there is no game information, the gaming machine installation information with the higher priority will be notified first, followed by the hall control / fraud monitoring information 300 msec later. However, if there is an update to the main control status or game information in the hall control / fraud monitoring information, the hall control / fraud monitoring information with the higher priority will be notified first, followed by the gaming machine installation information and gaming machine performance information. With this configuration, the gaming machine and the dedicated unit 350 can confirm gaming machine information notifications (gaming machine performance information, gaming machine installation information, hall control and fraud monitoring information), counting notifications, loan notifications, and loan receipt result responses with appropriate timing and appropriate priority.
[0119] In this embodiment, the game ball etc. dispenser connection terminal board 40 receives power from the dedicated unit 50, uses this power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 50, and outputs it to the medal CPU 30a of the medal count control board 30. The medal CPU 30a may or may not send a command to the main CPU 10a indicating that it has received the VL connection signal. When the medal CPU 30a sends a command to the main CPU 10a indicating that it has received the VL connection signal, the main CPU 10a can restrict (prohibit) the activation of only the main board 10, only the medal count control board 230, or both the main board 10 and the medal count control board 30, or can stop the progress of the game, depending on whether the command indicates the reception of the VL connection signal. When the medal CPU 10a does not send a command to the main CPU 10a indicating that it has received the VL connection signal, the medal CPU 10a can individually restrict (prohibit) the activation of the medal count control board 30 or stop the progress of the game.
[0120] That is, if the VL connection signal is ON, the gaming machine can determine that it is properly connected to the dedicated unit 50 and that the dedicated unit 50 is powered ON, and can therefore execute various processes targeting the main CPU 10a and the dedicated unit 50. On the other hand, if the VL connection signal is OFF, the gaming machine determines that it is not properly connected to the dedicated unit 50 (disconnected state) or that the dedicated unit 50 is powered OFF (disconnected state), and can restrict the progress of the game. Specifically, it disables operations on the bet button B0, start lever SL, and settlement button B4 and restricts (prohibits) all processes for game progress based on these operations, disables operations on the counting button B8, and restricts (prohibits) counting processes based on operation of the counting button B8. Note that if the VL connection signal is OFF, the main CPU 10a and the medal CPU 30a may not be started.
[0121] Here, the counting process refers to the process of transferring some or all of the electronic medals held in the medal holding section to the dedicated unit 50 when the count button switch 255 is activated by the player's operation of the count button B8. Specifically, if no operation is accepted on the count button B8, if the number of game medals in the medal holding section is zero, if the VL connection signal is in the OFF state, or if counting is disabled, the counted medal count (count value number) is set to "0." If a short press of the count button B8 is accepted, the counted medal count is set to "1." If a long press of the count button B8 is accepted, if the number of game medals in the medal holding section is less than 50, all of the electronic medals (number of game medals) are set as the counted medal count, and if the number is 50 or more, the counted medal count is set to "50." The counted medal count is then added to the cumulative counted medal count, and a counting notification is sent to the dedicated unit 50. At the same time, the number of counted medals is subtracted from the number of game medals held in the medal holding section.
[0122] Furthermore, the medal CPU 30a (counting processing means) always executes counting processing when the counting button B8 is operated while play is possible. "While play is possible" refers to a state in which the gaming machine and the dedicated unit 50 are connected and both are powered on (a state in which a player can borrow electronic medals, play on the gaming machine, and perform a series of operations to count the results of that play). Note that if the gaming machine is powered on but the dedicated unit 50 is not, or if the gaming machine and the dedicated unit 50 are not connected, there is a risk that the counted medal count will be lost if counting processing is performed. Therefore, operation of the counting button B8 is invalid, and this period is not included in the "while play is possible" period. Furthermore, the "while play is possible" period does not include the initial setup after power-on, initialization processing, changing settings, checking settings, or error states that require recovery processing such as resetting, in which the gaming machine will not (or cannot) proceed with play as a standalone device. Note that the counting process may or may not be executed during the initial settings after power-on, during initialization processing, while changing the setting value, while checking the setting value, and during an error state that requires recovery processing by resetting, etc. In particular, while changing the setting value and checking the setting value, the counting process may be executed, which is included in "while play is possible."
[0123] In this way, when the VL connection signal is in the ON state, the gaming machine continues playing the game and accepts counting processing while play is possible. On the other hand, when the VL connection signal is in the OFF state, the gaming machine stops playing the game and restricts (prohibits) counting processing. This is because, as described above, when the VL connection signal is in the OFF state, it can be determined that the gaming machine is not properly connected to the dedicated unit 50 or that the power of the dedicated unit 50 is OFF.
[0124] As described with reference to FIG. 9 , the gaming machine (in this embodiment, the medal CPU 30a) transmits a counting notification including information on the counted medal count to the dedicated unit 50. Here, if the dedicated unit 50 is not properly prepared to receive the counting notification, for example, if the gaming machine and the dedicated unit 50 are not properly connected (disconnected state) or the dedicated unit 350 is powered off (disconnected state), and the gaming machine receives an input operation (e.g., a pressing operation) of the counting button B8 and transmits the counting notification to the dedicated unit 50, the counted medal count based on the input operation may be lost. If the counted medal count is lost, the total number of digitized medals decreases, resulting in an inconsistency of the digitized medals. In this embodiment, the inconsistency refers to a difference between the total number of digitized medals, which is the sum of the number of game medals and the number of acquired medals (i.e., the total number of digitized medals held by the dedicated unit 50), before and after the input operation of the counting button B8 due to an unintended loss or increase of digitized medals. For example, when the total number of game medals is counted by operating the counting button B8, if the number of game medals held in the gaming machine before counting differs from the number of medals acquired and transferred to the dedicated unit 50 by counting, an inconsistency has occurred.
[0125] Therefore, before sending a counting notification to the dedicated unit 50, the gaming machine (the medal CPU 30a in this embodiment) determines whether the dedicated unit 50 is connected by checking the ON / OFF state of the VL connection signal, which indicates the connection state with the dedicated unit 50. If the VL connection signal is in the OFF state, which indicates that the dedicated unit 50 is not connected, the gaming machine sets the number of counted medals to "0" to limit the counting process itself.
[0126] When the counted medal number is set to "0," the gaming machine updates the number of game medals by subtracting the counted medal number "0" from the number of game medals. In other words, the updated number of game medals remains substantially unchanged from before the update. The gaming machine displays the updated number of game medals on the game medal number display device 70, but because the number of game medals remains substantially unchanged, the display on the game medal number display device 70 also remains unchanged.
[0127] The gaming machine also transmits a counting notification including information on the counted medal count, which is set to "0," to the dedicated unit 50. If the dedicated unit 50 is not connected, the dedicated unit 50 cannot properly receive the counting notification, and therefore the number of earned medals does not change. Since the number of earned medals does not change, the display on the earned medal count display device 67 does not change either.
[0128] By setting the number of counted medals to "0" in this way, the number of game medals in the gaming machine and the number of medals acquired by the dedicated unit 50 do not change, and the total number of digitized medals also does not change. As a result, the gaming machine does not execute the counting process, and it is possible to prevent digitized medals from being lost in response to an input operation of the count button B8. This makes it possible to avoid inconsistencies in the digitized medals.
[0129] Furthermore, in this embodiment, the medal CPU 30a counts the time that the count button B8 is continuously operated regardless of the number of game medals (even if the number of game medals is "0"), so it can reliably determine whether a long press operation has occurred when the cycle for sending a count notification arrives. This allows the player to quickly grasp the final number of medals won and quickly begin the next operation, thereby improving the operability of the gaming machine. Furthermore, the program executed by the medal CPU 30a does not require a determination (branch) as to whether the number of game medals is "0," which reduces the processing load and memory capacity.
[0130] The cycle (e.g., 300 msec) at which the medal CPU 30a sends count notifications and the cycle (a predetermined display cycle based on a timer interrupt: e.g., 1 msec) at which the display on the medal count display device 70 is updated are managed independently. Therefore, depending on the time relationship between the timing of the payout process and counting process for the electronic medals described above and the timing of updating the display on the medal count display device 70, a situation may arise in which the displayed number of medals on the medal count display device 70 differs from the actual number of medals.
[0131] If the counting process were to be performed while waiting for the display content of the medal count display device 70 to be updated, the counting process would be delayed accordingly. However, in this embodiment, if the count button B8 has been continuously operated for a predetermined time (e.g., 500 msec) or more when the cycle for transmitting the counting notification arrives, the medal CPU 30a transmits at least a portion of the medal count to the dedicated unit 50 without unnecessarily waiting for the display of the medal count display device 70 to be updated. This allows the counting process to be performed quickly, and the player can quickly grasp the final medal count. This allows the next operation to be started quickly, improving the operability of the gaming machine.
[0132] In this embodiment, the main CPU 10a transmits predetermined commands to the medal CPU 30a. For example, when the bet button B0 is operated, the main CPU 10a transmits a game medal insertion command to the medal CPU 30a notifying the requested number of medals to be inserted, when the start lever SL is operated, a start lever press command to the medal CPU 30a notifying the requested number of medals to be inserted, when payout is completed, a payout completion command to the medal CPU 30a notifying the number of medals to be paid out, when one game is completed, a one game completion command to the medal CPU 30a notifying information such as the ratio of winning combinations, when starting up, a startup command to the medal CPU 30a notifying information required at startup and the ratio of winning combinations, and when the internal state changes, when an error occurs, or when the error is cleared, a state transition command to the medal CPU 30a. Information on the ratio of reels, etc. includes the total number of coins inserted, the total number of coins paid out, MY (maximum difference in coins), the total number of coins paid out from reels, the total number of coins paid out from consecutive reels, the ratio of reels, the ratio of consecutive reels, the ratio of advantageous zones, the ratio of reels with instructions, the ratio of the state of reels, etc., and the number of times played.
[0133] The medal CPU 30a can determine errors based on commands sent from the main CPU 10a. For example, the medal CPU 30a extracts the number of inserted and paid-out electronic medals in the game medal insertion command, payout end command, and one game end command, and verifies that there is no inconsistency in the relationship between the total number of inserted and paid-out electronic medals. The medal CPU 30a also verifies that the number of inserted electronic medals is not 0 based on a start lever press command. The medal CPU 30a also verifies that there is no inconsistency in the specified number of electronic medals corresponding to the game status based on the game medal insertion command.
[0134] The medal CPU 30a also transmits predetermined commands to the main CPU 10a. For example, when the medal CPU 30a receives a medal insertion command, a start lever press command, a payout end command, or a startup command from the main CPU 10a, it transmits a reply command to the main CPU 10a notifying the number of medals that can be inserted and the number of medals. The medal CPU 30a does not transmit a reply command in response to a one-game end command or a state transition command. The reply command also includes information indicating whether the medal CPU 30a successfully received the command transmitted from the main CPU 10a. If the received reply command includes information indicating successful reception, the main CPU 10a can proceed to the next process, assuming that communication between the main CPU 10a and the medal CPU 30a has been successfully completed. If the reply command includes information indicating an abnormality or if the reply command cannot be received, the system may transition to an error state.
[0135] Furthermore, communication between the main CPU 10a and the medal CPU 30a as in this embodiment may be continuously performed or may be subject to a predetermined restriction. For example, two-way communication between the main CPU 10a and the medal CPU 30a may be initiated upon completion of an internal lottery or an AT lottery (a lottery determining whether or not to transition to the AT state) based on the operation of the start lever SL, and may be restricted upon completion of one game. In this embodiment, when a game start operation is performed on the start lever SL, a random number value is acquired and used for the internal lottery or the AT lottery. Therefore, when a game start operation is performed, communication between the main CPU 10a and the medal CPU 30a is not performed until the internal lottery or the AT lottery is completed, and communication is initiated upon completion of the internal lottery or the AT lottery. This eliminates the risk that communication between the main CPU 10a and the medal CPU 30a will affect the timing of acquiring the random number value, making it possible to acquire the random number value appropriately.
[0136] Next, the communication specifications when the power is turned on between the main board 10 and the medal count control board 30 will be explained. Fig. 11 is a flowchart explaining the communication specifications when the power is turned on in the gaming machine of this embodiment, and Fig. 12 is a flowchart explaining the communication permission process of the medal count control board 30 in the gaming machine of this embodiment. The medal CPU 30a determines that communication with the main CPU 10a has been established upon normal reception of the startup command.
[0137] When the power is turned on, the main CPU 10a sets a startup command after the startup wait time has elapsed (step S106), as shown in FIG. 5. As shown in FIG. 11, if the power-off warning signal is not detected (N in step S160), the main CPU 10a sends the startup command to the medal CPU 30a (step S161), sets a communication timer (step S162), and transitions to a wait state for a reply command (step S163). The startup command includes information required for startup (e.g., main control chip ID number, main control chip manufacturer code, main control chip product code, internal status, error type, etc.) and information such as the ratio of game features. The startup command may be configured to include information indicating that the internal status is being changed if the setting change condition is met, or information indicating that the internal status is being played or an error state if the setting change condition is not met. Alternatively, the startup command may be configured to include information indicating that the internal status is being changed regardless of whether the setting change condition is met.
[0138] On the other hand, when the power is turned on, the medal CPU 30a performs an initial setting process (step S170), performs a startup process (step S171), and transitions to a state of waiting for a startup command (step S172).
[0139] When the medal CPU 30a successfully receives the startup command sent from the main CPU 10a (Y in step S172), it sends a reply command to the main CPU 10a (step S173). The reply command includes information required at startup (for example, the number of game medals, counting and lending information). The startup command and reply command are composed of serial signals of a start bit, command type information, a stop bit, and a parity bit, and the medal CPU 30a determines that the startup command is normal if the command type indicates a startup command and the parity bit is normal. The parity bit is not the only thing used to determine whether the startup command is normal.
[0140] Furthermore, when the medal CPU 30a normally receives the startup command transmitted from the main CPU 10a, it determines that communication with the main CPU 10a has been established.
[0141] Then, the medal CPU 30a performs communication permission processing (step S174), starts communication with the dedicated unit 50, and transitions to a countable state. The communication permission processing will be described later.
[0142] When the main CPU 10a receives a reply command sent from the medal CPU 30a normally while waiting for the reply command (Y in step S163), the main CPU 10a proceeds to setting change processing, status restoration processing, or cold start processing. If the command type indicates a reply command and the parity bit is normal, the main CPU 10a determines that the reply command is normal. Note that the parity bit is not the only thing used to determine whether the reply command is normal.
[0143] The main CPU 10a may determine that communication with the medal CPU 30a has been established by sending a startup command to the medal CPU 30a, or may determine that communication with the medal CPU 30a has been established by successfully receiving a reply command sent from the medal CPU 30a. After sending the startup command, the main CPU 10a may transition to setting change processing, status restoration processing, or cold start processing without waiting for the reply command, and may transition to an error state if it cannot confirm successful reception of the reply command after completing setting change processing or status restoration processing.
[0144] Furthermore, while waiting for a reply command (step S163), the main CPU 10a counts a predetermined time using a communication timer (step S162), and if the predetermined time has elapsed without receiving a reply command, it may determine that communication with the medal CPU 30a has not been established, or that communication has been established but then disconnected, and may limit the progress of the game. In this case, it may be configured not to return to normal unless the power is turned on again.
[0145] In the communication permission process of step S174 shown in FIG. 11, as shown in FIG. 12, the main control chip manufacturer code (identifier) is extracted (acquired) from the startup command (step S180), and compared with the manufacturer code (specific identifier) of the medal count control board 30 pre-stored in the medal ROM 30b of the medal count control board 30 to determine whether they match (step S181). The manufacturer code is an identifier that can uniquely identify the manufacturer that produced the gaming machine. Therefore, if the main board 10 and the medal count control board 30 are boards from the same manufacturer, the manufacturer codes will match, and if the main board 10 and the medal count control board 30 are boards from different manufacturers, the manufacturer codes will be different.
[0146] If the manufacturer codes are compared and the two match (Y in step S181), the medal CPU 30a turns on the communication permission flag (step S182); on the other hand, if the two do not match (N in step S181), the medal CPU 30a turns off the communication permission flag (or keeps it OFF if it is already OFF) (step S183), and sets a manufacturer code mismatch error managed by the medal CPU 30a (step S184).
[0147] The communication permission flag is a flag for controlling whether or not communication is possible between the medal CPU 30a and the dedicated unit 50. The medal CPU 30a resets (OFF) the communication permission flag when the power is turned on, and if the communication permission flag is ON (valid), communication with the dedicated unit 50 can be executed, but if the communication permission flag is OFF (invalid), the medal CPU 30a does not execute (start) communication with the dedicated unit 50.
[0148] Therefore, the medal CPU 30a checks the communication permission flag every time it sends a notification (gaming machine information notification, counting notification, loan receipt result response) to the dedicated unit 50 shown in Figure 9, and sends a notification if the communication permission flag is ON.
[0149] Furthermore, when the medal CPU 30a receives a loan notification from the dedicated unit 50, if the timing is appropriate and the communication permission flag is ON, it executes processing for the loan notification. However, if the reception timing is inappropriate or the communication permission flag is OFF, the medal CPU 30a ignores (discards) the loan notification and does not execute processing for the loan notification. Here, the appropriate timing is approximately 170 msec after the medal CPU 30a sends the counting notification or approximately 270 msec after the medal CPU 30a sends the gaming machine information notification, as shown in FIG. 9.
[0150] In this way, when the medal CPU 30a (second control unit) receives a startup command (information) from the main CPU 10a (first control unit), it acquires a manufacturer code (identifier) from the startup command. In this embodiment, if the medal CPU 30a determines that the manufacturer code is equal to a predetermined manufacturer code (specific identifier), it enables communication with the dedicated unit 50. Therefore, if the connection between the medal CPU 30a and the main CPU 10a is correct and communication is being performed appropriately, the medal CPU 30a can communicate with the dedicated unit 50. As a result, if communication between the medal CPU 30a and the main CPU 10a is not being performed appropriately, communication between the medal CPU 30a and the dedicated unit 50 will not be initiated, and processing between the medal CPU 30a, the main CPU 10a, and the dedicated unit 50 can be performed appropriately.
[0151] Furthermore, in this embodiment, proper communication between the medal CPU 30a and the main CPU 10a is confirmed by a startup command when the gaming machine is powered on. The startup command is sent earliest among the commands (startup command, medal insertion command, start lever press command, payout end command, one game end command, and state transition command) sent by the main CPU 10a to the medal CPU 30a. Therefore, communication between the medal CPU 30a and the main CPU 10a can be confirmed early before other commands (medal insertion command, start lever press command, payout end command, one game end command, and state transition command), and communication between the medal CPU 30a and the dedicated unit 50 can be started early.
[0152] The information used to confirm that communication between the medal CPU 30a and the main CPU 10a is being performed properly is not limited to the startup command, but may be other commands (a medal insertion command, a start lever push command, a payout end command, a game end command, a state transition command). In this way, it is possible to confirm that communication between the medal CPU 30a and the main CPU 10a is being performed properly by using any of the commands.
[0153] In this embodiment, the manufacturer code included in the startup command is used to confirm that communication between the medal CPU 30a and the main CPU 10a is being carried out properly, but it is not limited to the manufacturer code; any identifier that can identify the connection relationship between the main CPU 10a and the medal CPU 30a (the connection relationship between the main board 10 and the medal count control board 30) will suffice. For example, gaming machine information or chip ID, which is information required at startup and included in the startup command, or any identifier included in other commands (game medal insertion command, start lever press command, payout end command, one game end command, state transition command) can also be used.
[0154] FIG. 13 is a diagram illustrating the medal count control board 30. As shown in FIG.
[0155] As shown in Figure 13 (A), the medal count control board 30 is provided with a first connector 82, a second connector 84, a status display device 80, a game medal count clear button B13, and an error reset button B14. The first connector 82 is a connector for connecting a cable for communicating with the dedicated unit 50, and the second connector is a connector for connecting a cable for communicating with the main board 10. The status display device 80 displays error states and game medal count clear, etc. The game medal count clear button B13 is for performing an operation to clear the game medal count to 0, and the error reset button B14 is for performing an operation to reset a predetermined error (for example, a backup error).
[0156] The medal count control board 30 is housed in a transparent or semi-transparent board case 350 composed of a case body 352 and a case lid 354. The case body 352 is provided with a body-side connecting part 358 (an example of sealing means) that is connected to the case lid 354 with a connecting pin 356 (an example of sealing means), and the case lid 354 is provided with a lid-side connecting part 360 (an example of sealing means) that is connected to the case body 352 with the connecting pin 356. When the medal count control board 30 is housed in the board case 350 and closed, the body-side connecting part 358 of the case body 352 fits into the lid-side connecting part 360 of the case lid 354. In this state, by inserting the connecting pin 356 into the fitted body-side connecting part 358 and lid-side connecting part 360, the case body 352 and the case lid 354 are connected and the medal count control board 30 is sealed.
[0157] The board case 350 in which the medal count control board 30 is housed and sealed is installed above the reel unit 310 inside the housing so that the display of the status display device 80 installed on the medal count control board 30 can be seen from the front with the upper front door UD open, as shown in Figure 13(B). For this reason, in this embodiment, the display of the status display device 80 can be seen by opening the upper front door UD. The medal count control board 30 may also be arranged below the reel unit 310 inside the housing (for example, near the power supply unit).
[0158] In addition, the case cover 354 has openings at positions corresponding to the game medal count clear button B13 and the error reset button B14, and when the medal count control board 30 is stored in the board case 350, the game medal count clear button B13 and the error reset button B14 are exposed from the openings in the case cover 354 and are configured to be operable (pressable).
[0159] In this embodiment, when a predetermined medal count clear condition (an example of a predetermined clear condition) is satisfied, the medal CPU 30a clears (initializes) the number of medals (an example of a game value number) in the medal holding section to 0. In this embodiment, when the power is turned on while the medal count clear button B13 is operated (pressed) (the medal count clear switch 256 is ON), it determines that the medal count clear condition has been satisfied. When the medal count is cleared to 0, the medal CPU 30a updates the display of the medal count on the medal count display device 70 to "0," causes the status display device 80 of the medal count control board 30 to issue a specific clear notification (an example of a specific notification) notifying the user that the medal count has been cleared to 0, and outputs a medal count clear signal to the dedicated unit 50 for a predetermined time (e.g., 5 seconds). When the predetermined time (e.g., 5 seconds) has elapsed, the medal count clear signal is terminated and the specific clear notification is also terminated.
[0160] The status display device 80 is composed of a 7-segment display, and the medal CPU 30a issues a specific clear notification by lighting up the dot display section DP (see FIG. 13) that displays decimal points and the like on the 7-segment display, and ends the specific clear notification by turning off the dot display section DP. Note that the specific clear notification is not limited to this, and the specific clear notification may be made by flashing the dot display section DP or by displaying a predetermined identification symbol on the 7-segment display.
[0161] The functions of the gaming machine of this embodiment can be virtually realized by a computer system (including a game system). In these systems, the functions can be realized by downloading programs that cause a computer to function as the main board 10, sub-board 20, and medal count control board 30 of this embodiment from an information storage medium such as a CD or DVD or via a network from a web server on the Internet. In the above computer system, the bet switch 220, start switch 230, stop switch 240, etc. can be virtually realized by assigning their functions to operating means such as a keyboard, pointing device (mouse, etc.), or controller. In the above computer system, the reel unit 310, etc. are not essential components, and these device units can virtually realize their functions by controlling the images displayed on a display (display device).
[0162] 1-2. Method of this embodiment The control method employed in the gaming machine of this embodiment will be specifically described below with reference to Fig. 14. Fig. 14 is a flowchart illustrating the game medal count clear process of the medal count control board in the gaming machine of this embodiment.
[0163] After power is turned on, the medal CPU 30a performs a game medal count clear process when the startup process of step S171 shown in Fig. 11 is completed. In the game medal count clear process, as shown in Fig. 14, it determines whether or not a game medal count clear condition has been met (step S190). Specifically, if the ON state of the game medal count clear switch 256 is detected, it determines that the game medal count clear condition has been met, and if the ON state of the game medal count clear switch 256 is not detected, it determines that the game medal count clear condition has not been met.
[0164] If the medal count clear condition is met (Y in step S190), the medal count in the medal holding section is cleared to 0 (step S191), the medal count display on medal count display device 70 is updated to "0" (step S192), the second bit (e.g., bit 3) of gaming machine fraud 2 in the hall control fraud monitoring information is set to "1" to set the medal count clear signal to ON (step S193), and a timer is set for a predetermined time (e.g., 5 seconds) (step S194). However, since the communication permission flag is OFF at this stage, the medal count clear signal is not output to dedicated unit 50, and the timer does not start timing.
[0165] Then, when the communication permission flag is turned ON (step S195), a game medal count clear signal is output to the dedicated unit 50 through a game machine information notification including hall control and fraud monitoring information (step S196), a specific clear notification is executed by lighting up the dot display unit DP in the status display device 80 of the medal count control board 30 (step S197), and timing of a predetermined time (e.g., 5 seconds) begins.
[0166] Then, after a predetermined time (e.g., 5 seconds) has elapsed (Y in step S198), the second bit (e.g., bit 3) of gaming machine fraud 2 in the hall computer fraud monitoring information is set to "0" to set the medal count clear signal to the OFF state (step S199), and the dot display unit DP in the status display device 80 of the medal count control board 30 is turned off to terminate the specific clear notification (step S200). In this way, the medal count clear signal is maintained in the ON state for the predetermined time (e.g., 5 seconds), the output of the medal count clear signal continues, and the specific clear notification is executed while the output of the medal count clear signal continues. Note that when the dedicated unit 50 receives the medal count clear signal, it notifies the hall computer or the like of that fact.
[0167] In this embodiment, when the medal CPU 30a receives a startup command from the main CPU 10a after power-on, it determines that communication with the main CPU 10a has been established. If the manufacturer codes match, the medal CPU 30a turns on the communication permission flag and begins communication with the dedicated unit 50 regardless of the control status of the main CPU 10a. The medal CPU 30a can output a medal count clear signal to the dedicated unit 50 via a gaming machine information notification, including hall control and fraud monitoring information. Thus, according to this embodiment, the medal CPU 30a, using the establishment of communication with the main CPU 10a as a start condition, satisfies the medal count clear condition. Once the start condition is met, the medal CPU 30a transmits a medal count clear signal to the dedicated unit 50 regardless of the control status of the main CPU 10a. This allows the dedicated unit 50 to be promptly notified that the medal count has been cleared. The control status of the main CPU 10a includes a playable state and an unplayable state. The unplayable state includes, for example, initial setup after power-on, initialization processing, changing a setting value, checking a setting value, and an error state requiring recovery processing such as a reset.
[0168] Here, if the start condition is that the internal state of the main CPU 10a has become playable, then if the setting value is changed and the number of game medals is cleared at the same time, the game medal number clear signal will not be sent to the dedicated unit 50 until the setting value change is complete. However, in this embodiment, it is possible to notify the dedicated unit 50 that the number of game medals has been cleared at the time communication between the main CPU 10a and the medal CPU 30a is established, so that even if the setting value is changed and the number of game medals is cleared at the same time, the dedicated unit 50 can be quickly notified that the number of game medals has been cleared.
[0169] Specifically, if the setting change conditions are met when the power is turned on, the main CPU 10a notifies the medal CPU 30a via a startup command that the setting value is being changed, and a situation may arise in which the main CPU 10a is in the middle of changing the setting value when the medal CPU 30a sends a game medal count clear signal to the dedicated unit 50. However, the medal CPU 30a, using the establishment of communication with the main CPU 10a as a start condition, satisfies the game medal count clear condition and, once the start condition is met, sends a game medal count clear signal to the dedicated unit 50 even if the main CPU 10a is in the middle of changing the setting value (a state in which play is not possible). This allows the dedicated unit 50 to be notified that the game medal count has been cleared without waiting for the setting value change to be completed and play to become possible, and the dedicated unit 50 to be promptly notified that the game medal count has been cleared. This allows the player to quickly grasp that the game medal count has been cleared.
[0170] If the medal CPU 30a starts communicating with the dedicated unit 50 before receiving the startup command from the main CPU 10a, the dedicated unit 50 may not be able to receive the command correctly or may encounter an error because it does not know information about the main CPU 10a, such as the main control chip ID number and main control chip manufacturer code.However, according to this embodiment, the dedicated unit 50 can be properly notified that the number of game medals has been cleared at the earliest possible timing after power is turned on.
[0171] In addition, in this embodiment, the medal CPU 30a starts when communication with the main CPU 10a is established, and when the game medal count clear condition is met, the medal CPU 30a causes the status display device 80 of the medal count control board 30 to execute a specific clear notification regardless of the control status of the main CPU 10a, thereby enabling quick notification that the game medal count has been cleared.
[0172] If the start condition here is that the internal state of the main CPU 10a has become playable, then if the setting value is changed and the number of game medals is cleared at the same time, the specific clear notification cannot be executed until the setting value change is complete. However, in this embodiment, the specific clear notification can be executed at the time communication between the main CPU 10a and the medal CPU 30a is established, so that even if the setting value is changed and the number of game medals is cleared at the same time, it can be quickly notified that the number of game medals has been cleared.
[0173] Specifically, the medal CPU 30a, with the establishment of communication with the main CPU 10a as a start condition, satisfies the medal count clear condition and the start condition, and causes the status display device 80 to execute a specific clear notification even if the main CPU 10a is changing the setting value (in a state where play is disabled), so that it can notify that the medal count has been cleared without waiting for the setting value change to end and play to become enabled, and can quickly notify that the medal count has been cleared. This allows the player to quickly grasp that the medal count has been cleared.
[0174] In addition, in this embodiment, the medal CPU 30a uses the establishment of communication with the main CPU 10a as the start condition, and when the game medal count clear condition is met and the start condition is also met, causes the status display device 80 to execute a specific clear notification regardless of the connection status with the dedicated unit 50.Therefore, even in a situation where it is not possible to notify the dedicated unit 50 that the game medal count has been cleared due to not being connected to the dedicated unit 50, it is possible to notify a store clerk or the like of this fact by the specific clear notification, and to properly notify the game medal count that has been cleared.
[0175] In addition, in this embodiment, a specific clear notification is executed by the status display device 80, so that it is possible to know that the number of game medals has been cleared without checking the display of the number of game medals on the game medal number display device 70.
[0176] 15 and 16 are diagrams showing images displayed in the menu presentation in the gaming machine of this embodiment, and FIG. 17 is a diagram showing images displayed in the specific error notification in the gaming machine of this embodiment.
[0177] In this embodiment, when the effect button B5 or the menu button B6 is operated during execution of the demo effect, the sub-CPU 20a (effect control means 210) ends the demo effect and transitions to a menu effect in which a predetermined menu is displayed in response to the operation of the effect button B5 or the menu button switch 280. In the menu effect, in response to the operation of the effect button B5 or the menu button B6, a menu screen 400 (predetermined menu screen) is displayed on the liquid crystal display LCD (menu display) as shown in FIG. 15. When the transition to the menu screen 400 is made, the image that was displayed up until then is no longer displayed.
[0178] As shown in FIG. 15, the menu screen 400 displays the options "Volume," "Light Intensity," "Performance Customization," "Game History," and "Exit." By operating the cross key B7 to move the cursor and select one of the options, and then pressing the menu button B6 to confirm, the screen will change to the screen corresponding to the selected option.
[0179] When "Volume" is selected and confirmed on the menu screen 400, the screen transitions to a volume setting screen 410 for setting the volume of the sound output from the speaker SP, as shown in Fig. 16(A). When "Light Intensity" is selected and confirmed on the menu screen 400, the screen transitions to a light intensity setting screen 430 for setting the light intensity of the outer perimeter lamp AL and the liquid crystal display LCD, as shown in Fig. 16(B). When "Effect Customization" is selected and confirmed on the menu screen 400, the screen transitions to a effect customization screen (not shown) for setting the effect mode. When "Game History" is selected and confirmed on the menu screen 400, the screen transitions to a game history screen (not shown) for checking the game history, such as the number of bonus wins. In this embodiment, the volume can be set in five levels, from "1" to "5." As shown in Fig. 16(A), the volume setting screen 410 displays a volume bar image 420 corresponding to the five levels of volume. The volume can be changed by increasing or decreasing the scale of the volume bar by operating the left button B7C or the right button B7D, and the volume is set by operating the menu button B6. The light intensity can also be set in five levels from "1" to "5", and the light intensity setting screen 430 displays a light intensity bar image 440 corresponding to the five levels of light intensity, as shown in Fig. 16(B), and the light intensity can be changed by increasing or decreasing the scale of the light intensity bar by operating the left button B7C or right button B7D, and the light intensity is determined by operating the menu button B6. Also, on the effect customization screen, it is possible to select the effect mode corresponding to a specific character.
[0180] When the menu button B6 is operated on the volume setting screen 410, the light intensity setting screen 430, the presentation customization screen, or the game history screen, the screen returns to the menu screen 400, and when "End" is selected and confirmed on the menu screen 400, the menu screen 400 is terminated and the screen returns to the game presentation (game screen) (the menu display is terminated).
[0181] Furthermore, when an operation is performed on the bet button B0, the settlement button B4, the start lever SL to start a game, or the counting button B8 on the menu screen 400, the volume setting screen 410, the light intensity setting screen 430, the presentation customization screen, or the game history screen, these displays are terminated and the game presentation is restored.
[0182] Furthermore, when the left button B7C or the right button B7D is operated in a playable state (a situation in which play is possible) or during play (a situation in which play is possible), the sub-CPU 20a (presentation control means 210) performs a volume change process that changes the volume within a range of five levels (1 to 5) in response to the actuation of the left button switch 290C or the right button switch 290D, and performs a volume display process that displays a volume bar image 420 indicating (or suggesting) the current volume on the liquid crystal display LCD for a predetermined period of time (e.g., 2 seconds), and an operation sound output process that outputs an operation sound (e.g., a "Pong" sound) from the speaker SP at the current volume. Similarly, when the volume bar image 420 is displayed on the volume setting screen 410, when the left button B7C or the right button B7D is operated, the sub-CPU 20a performs a volume change process, and performs a volume display process that displays the volume bar image 420 until the volume setting screen 410 transitions to another screen, and an operation sound output process. In these cases, the volume display process displays a volume bar image 420 indicating the current volume after the change, and the operation sound output process outputs the operation sound at the current volume after the change.
[0183] Furthermore, when the up button B7A or the down button B7B is operated in a playable state or during play, the sub-CPU 20a (presentation control means 210) performs a light intensity change process to change the light intensity within a five-level range of "1" to "5" in response to the activation of the up button switch 290A or the down button switch 290B, and performs a light intensity display process to display a light intensity bar image 440 indicating (or suggesting) the current light intensity on the liquid crystal display LCD for a predetermined period of time (e.g., 2 seconds), and an operation sound output process to output an operation sound (e.g., "pong") at the current volume from the speaker SP. Similarly, when the light intensity bar image 440 is displayed on the light intensity setting screen 430, when the up button B7A or the down button B7B is operated, the sub-CPU 20a performs a light intensity change process, and performs a light intensity display process to display the light intensity bar image 440 until the light intensity setting screen 430 transitions to another screen, and an operation sound output process.
[0184] In this embodiment, when the VL connection signal is OFF, the medal CPU 30a outputs a medal count VL unconnected signal to the main CPU 10a, and continues outputting the signal until the VL connection signal is ON. If the ON state of the medal count VL unconnected signal continues for a predetermined time (e.g., 154.96 msec) or longer, the main CPU 10a sets a lending device connection error flag corresponding to a lending device connection error (specific error) to ON, entering an error state and restricting game progress. When a lending device connection error occurs, the main CPU 10a sends a specific error occurrence command to the sub-CPU 20a notifying it of the occurrence of a lending device connection error. The sub-CPU 20a can recognize from the specific error occurrence command that it is in an unconnected state with the dedicated unit 50.
[0185] Furthermore, if the OFF state of the medal count VL unconnected signal continues for a predetermined time (for example, 655.60 msec) or more during a lending device connection error, the main CPU 10a cancels the lending device connection error and sends a specific error cancellation command to the sub-CPU 20a notifying the same. The specific error cancellation command enables the sub-CPU 20a to determine that it is properly connected to the dedicated unit 50 and that the power of the dedicated unit 50 is ON.
[0186] Furthermore, if the VL connection signal is OFF at startup, the medal CPU 30a starts outputting the medal count VL unconnected signal, and if the VL connection signal turns ON, it stops outputting the medal count VL unconnected signal. When the main startup process is complete, if the medal count VL unconnected signal remains OFF for a predetermined time (e.g., 655.60 msec) or longer, the main CPU 10a determines that the dedicated unit 50 is properly connected and that the dedicated unit 50 is powered ON, and transitions to a playable state. At this time, the main CPU 10a sends a connection command to the sub-CPU 20a notifying it of the receipt of the VL connection signal. The sub-CPU 20a can determine from the connection command that it has received the VL connection signal and is in a playable state.
[0187] In this embodiment, when the sub-startup process is completed, the sub-CPU 30a (performance control means 210) executes performance processing based on a command from the main CPU 10a, but when a specific error occurrence command is received, it causes the display device 330 and the sound device 340 to execute a specific error notification (specific notification) that notifies (or suggests) that the dedicated unit 50 is not connected.
[0188] In the specific error notification, as shown in Figure 17, a specific image 450 including text such as "Rental unit starting up" or "Please wait. This operation may take several minutes" is displayed on the liquid crystal display LCD, the frame lamp AL is turned on or flashes in a specific error pattern, and a specific error sound is output from the speaker SP.
[0189] Furthermore, in this embodiment, when the sub startup process is completed, the sub CPU 20a (presentation control means 210) enables (accepts) operation of the menu button B6 and the cross key B7 regardless of the internal state of the main CPU 10a (such as a playable state or an error state). That is, in this embodiment, even if the internal state of the main CPU 10a is in a rental device connection error state, the sub CPU 20a accepts operation of the menu button B6 and the cross key B7. Furthermore, when operation of the menu button B6 and the cross key B7 is enabled, the sub CPU 20a turns on the LEDs built into the menu button B6 and the cross key B7, and when operation of the menu button B6 and the cross key B7 is disabled, the sub CPU 20a turns off the LEDs built into the menu button B6 and the cross key B7. That is, in this embodiment, even if the internal state of the main CPU 10a is in a rental device connection error state, the sub CPU 20a turns on the LEDs built into the menu button B6 and the cross key B7.
[0190] In this embodiment, when the left button B7C or the right button B7D is operated while the specific image 450 is being displayed, the sub-CPU 20a (performance control means 210) outputs an operation sound while continuing to display the specific image 450 shown in FIG. 17 without displaying the volume bar image 420. Specifically, in response to the operation of the left button B7C or the right button B7D, a volume change process is performed, and a volume display process and an operation sound output process are performed. However, in the volume display process, the volume bar image 420 is drawn on a layer lower than the layer on which the specific image 450 is drawn, so the volume bar image 420 is not displayed. In other words, the display of the specific image 450 takes priority over the volume bar image 420. Furthermore, in the operation sound output process, an operation sound is output at the current volume after the change.
[0191] Furthermore, when the up button B7A or the down button B7B is operated while the specific image 450 is being displayed, the sub-CPU 20a (performance control means 210) outputs an operation sound while continuing to display the specific image 450 shown in Fig. 17 without displaying the light intensity bar image 440. Specifically, in response to the operation of the up button B7A or the down button B7B, a light intensity change process is performed, and a light intensity display process and an operation sound output process are performed. However, in the light intensity display process, the light intensity bar image 440 is drawn on a layer lower than the layer on which the specific image 450 is drawn, so the light intensity bar image 440 is not displayed. In other words, the display of the specific image 450 takes priority over the light intensity bar image 440.
[0192] Furthermore, when the sub-CPU 20a (performance control means 210) receives a specific error release command while the specific error notification is being executed, it terminates the specific error notification. At this time, if the volume bar image 420 or the light intensity bar image 440 is drawn on a lower layer, the volume bar image 420 or the light intensity bar image 440 is displayed along with the hiding of the specific image 450.
[0193] Thus, in this embodiment, when the dedicated unit 50 is not connected, the sub-CPU 20a executes a specific error notification to notify (or suggest) that the dedicated unit 50 is not connected, and the specific error notification causes a specific image 450 including a character string such as "rental unit starting up" to be displayed on the liquid crystal display LCD, as shown in Fig. 17. In this embodiment, the volume can be changed by operating the left button B7C or the right button B7D, and when the left button B7C or the right button B7D is operated while the specific image 450 is being displayed, a volume change process is performed and an operation sound (an example of a predetermined sound) is output at the current volume while the specific image 450 continues to be displayed, so that the volume can be checked even when the dedicated unit 50 is not connected, thereby improving the volume change function.
[0194] Furthermore, in this embodiment, the light intensity can be changed by operating the up button B7A or the down button B7B, and when the up button B7A or the down button B7B is operated while the specific image 450 is being displayed, a light intensity change process is performed, and the operation sound is output at the current volume while continuing to display the specific image 450. This makes it possible to confirm that the volume change operation using the left button B7C or the right button B7D and the light intensity change operation using the up button B7A or the down button B7B are valid even when the dedicated unit 50 is not connected. In particular, according to this embodiment, it is possible to confirm that the cross key B7 is valid, for example, when checking the operation at the time of shipment from the factory, even without connecting the dedicated unit 50.
[0195] Furthermore, in this embodiment, the volume that can be changed by volume change operation using the left button B7C or right button B7D is applied to operation sounds, background music, sound effects, and other sound effects, but is not applied to error sounds or warning sounds, so the volume of the error sound related to the specific error notification will not change even if the volume is changed by volume change operation when not connected to the dedicated unit 50. This allows for appropriate notification of an error state.
[0196] Furthermore, in this embodiment, the light intensity that can be changed by the light intensity change operation using the up button B7A or down button B7B is applied to game effects and demo effects, and is not applied to effects that notify or warn of errors, such as specific error notifications, so the light intensity for specific error notifications will not change even if the light intensity is changed by the light intensity change operation when not connected to the dedicated unit 50. This allows for appropriate notification of error conditions.
[0197] Furthermore, in this embodiment, if a lending device connection error occurs during a game (while the reels are spinning), the main CPU 10a restricts game progress after the game in which the lending device connection error occurred is completed. In particular, in this embodiment, if a lending device connection error occurs during a game (while the reels are spinning) and a small winning combination is won in that game, the main CPU 10a restricts game progress after the payout of the electronic medals is completed. Specifically, the main CPU 10a sends a payout end command to the medal CPU 30a when a small winning combination is won in the game in which the lending device connection error occurred, and after the game is completed, performs an error determination in the insertion process that accepts the insertion of a new electronic medal, sets the internal state to an error state, and restricts game progress. Upon receiving the payout end command, the medal CPU 30a adds the number of medals paid out to the number of medals played and updates the display of the number of medals on the medal count display device 70 based on the added number of medals. Therefore, if a lending device connection error occurs during play (while the reels are spinning) and a minor winning combination is achieved during that game, the display of the number of medals played is updated and game progress is restricted. However, because the communication connection with the dedicated unit 50 is cut off, the medal CPU 30a does not notify the dedicated unit 50 of the number of electronic medals paid out. When the communication connection with the dedicated unit 50 is restored, the unnotified number of medals paid out is notified. Furthermore, if the sub-CPU 20a receives a specific error occurrence command during play (while the reels are spinning), it will execute a specific error notification after the game at which the command was received is completed. As a result, in this embodiment, if a lending device connection error occurs during a game (while the reels are spinning) and a small winning combination is achieved in that game, the display of the number of game medals on the game medal count display device 70 is updated before a specific error notification is executed, so the player can understand that the payout of electronic medals has been completed while the specific error notification is being issued. If the game progress is stopped and a specific error notification is issued without updating the display of the number of game medals, the player may mistakenly believe that the electronic medals have not been paid out, or may become suspicious that the number of electronic medals equivalent to the number paid out may have disappeared. However, according to this embodiment, it is possible to prevent the player from being given unnecessary misunderstandings or from having unnecessary suspicions.The main CPU 10a may set the internal state to an error state at the timing when a rental device connection error occurs, thereby restricting the progress of the game. Even in this case, in this embodiment, the progress of the game based on the stop operation of the stop buttons B1 to B3 is not restricted, so the progress of the game is restricted after the end of the game in which the rental device connection error occurred.
[0198] Furthermore, in this embodiment, as described above, when the counting button B8 is operated, the medal CPU 30a executes the counting process for the electronic medals and sends a command to notify the main CPU 10a of this fact, and the main CPU 10a, upon receiving this command, sends a command to notify the sub CPU 20a of this fact, and the sub CPU 20a (presentation control means 210), upon receiving this command, outputs a predetermined counting sound from the speaker SP. Furthermore, when the counting button B8 is released or the counting process is completed, the medal CPU 30a sends a command to the main CPU 10a notifying the release of the pressed state of the counting button B8 (end of operation) or the end of the counting process, and the main CPU 10a, upon receiving this command, sends a command to notify the sub CPU 20a of this fact, and the sub CPU 20a, upon receiving this command, stops outputting the predetermined counting sound. Specifically, when the counting button B8 is pressed briefly, the sub-CPU 20a outputs a first counting sound from the speaker SP, and when the counting button B8 is pressed and held, the sub-CPU 20a outputs a second counting sound (e.g., a predetermined song) from the speaker SP. The output of the second counting sound continues until the long press operation or the counting process is completed, and when the long press operation or the counting process is completed, the output of the second counting sound is terminated.
[0199] Furthermore, in this embodiment, as described above, the counting process is always executed whenever the counting button B8 is operated while play is enabled. Therefore, for example, even during play (while the reels are spinning), electronic medals can be counted by operating the counting button B8. Therefore, in this embodiment, sound effects such as background music or sound effects may overlap with counting sounds such as the first counting sound or the second counting sound. When sound effects such as background music or sound effects overlap with the second counting sound, the sub-CPU 20a (performance control means 210) reduces the volume of the sound effects (e.g., background music). This makes the second counting sound easier to hear. The sub-CPU 20a then restores the reduced volume to its original level when a predetermined time has passed since the long press operation or the counting process was performed, the long press operation or the counting process has ended, the predetermined time has passed since the long press operation or the counting process has ended, the output of the second counting sound has ended, or the predetermined time has passed since the output of the second counting sound has ended. When the first counting sound overlaps with a sound effect such as background music or a sound effect, the volume of the sound effect (e.g., background music) is not reduced because the first counting sound is a short sound, but it may be reduced. When the volume of the background music or sound effect is reduced, it may be reduced below the volume of the overlapping counting sound, or it may be reduced below the volume set in the volume change process.
[0200] FIG. 18 is a diagram illustrating an error in the gaming machine of this embodiment.
[0201] In this embodiment, as shown in Figure 18, multiple types of errors are set as detectable errors by the main CPU 10a, such as backup errors and rental device connection errors. When the main CPU 10a detects an error, it sets the error flag corresponding to the error to ON, setting the internal state to an error state, restricting game progress, and sends a command notifying the sub-CPU 20a of the occurrence (detection) of the error. Upon receiving the command, the sub-CPU 20a (presentation control means 210) executes an error notification to notify the error. To notify the error, the liquid crystal display LCD displays a predetermined error image including an error code (an identification symbol indicating the type of error) shown in Figure 18, lights or flashes the base frame lamp AL in a predetermined error pattern, and outputs a predetermined error sound from the speaker SP. Furthermore, when the main CPU 10a detects an error, it displays the error code shown in Figure 18 on the game information display unit DS. In this embodiment, depending on the type of error, the counting process may be executable when the progress of the game is restricted, and if it is possible to count electronic medals in an error state, the error sound and the counting sound may overlap. When the error sound and the counting sound (first counting sound or second counting sound) overlap, the sub-CPU 20a outputs both from the speaker SP without lowering the volume of either. Note that the types of errors are not limited to those shown in FIG. 18.
[0202] In this embodiment, when multiple types of error flags are set to the ON state, the main CPU 10a sets the earliest detected error among them as the type of error currently being detected and displays the error code on the game information display unit DS. However, priority may be assigned to the error codes in advance, and the error code with the highest priority may be displayed on the game information display unit DS. Furthermore, when the error that occurred is resolved, the error flag is set to the OFF state.
[0203] This embodiment also includes a so-called complete function (an example of a specific function). As shown in FIG. 18, the complete function is a function that limits (stops) the progress of a game when the increase in the number of digitized medals since power-on reaches a predetermined upper limit (e.g., 19,000 medals). The main CPU 10a counts the difference in the number of digitized medals since power-on (the difference between the number of medals inserted (number of medals bet) and the number of medals paid out (number of medals awarded)). Using the lowest point at which the difference in the number of digitized medals has decreased as a reference, when the difference in the number of digitized medals (increase, MY) from the lowest point reaches a predetermined upper limit (e.g., 19,000 medals), the main CPU 10a determines that the complete activation condition has been met and activates the complete function that limits the progress of a game. Furthermore, when the power is reset, the main CPU 10a initializes (resets) the difference in the number of digitized medals to 0.
[0204] In this embodiment, the operation of the complete function is also set as an error that the main CPU 10a can detect, and when the complete operation condition is met, the main CPU 10a sets a complete error flag corresponding to the complete error indicating the operation of the complete function to the ON state, sets the internal state to an error state, and sends a complete operation command notifying the same to the sub-CPU 20a. Upon receiving the complete operation command, the sub-CPU 20a executes a complete effect to notify the user that the complete function has been operated. In the complete effect, a predetermined complete image is displayed on the liquid crystal display LCD, the underframe lamp AL is turned on or flashes in a predetermined complete pattern, and a predetermined complete operation sound is output from the speaker SP.
[0205] Furthermore, when the difference in the number of digitized medals exceeds a specified number (e.g., 18,900 medals) that is a predetermined number less than the upper limit number (e.g., 19,000 medals), the main CPU 10a sends a complete warning command to the sub-CPU 20a notifying the same, and upon receiving the complete warning command, the sub-CPU 20a executes a complete warning effect that warns that the complete function is about to be activated. In the complete warning effect, a predetermined warning image is displayed on the liquid crystal display LCD, the base frame lamp AL is turned on or flashes in a predetermined warning pattern, and a predetermined complete warning sound is output from the speaker SP. Hereinafter, the complete operation sound and the complete warning sound are collectively referred to as the complete function sound.
[0206] In this embodiment, the main CPU 10a can execute the counting process while the game progress is limited by the complete function, so that the complete function sound and the counting sound may overlap. When the complete function sound and the counting sound (first counting sound or second counting sound) overlap, the sub-CPU 20a outputs both from the speaker SP without lowering the volume of either sound, but may lower the volume of either sound.
[0207] Furthermore, when the complete function sound and the effect sound such as background music or sound effects overlap, the sub-CPU 20a outputs both from the speaker SP without reducing the volume of either, but it may also be configured to reduce the volume of either one.
[0208] In this embodiment, when the number of game medals reaches 15,000 (an example of a first number), the medal CPU 30a transmits a command to the main CPU 10a notifying the player that the number of game medals is 15,000 or more. The main CPU 10a then transmits a command to the sub-CPU 20a notifying the player of this fact. The sub-CPU 20a then executes a counting warning effect (an example of a specific notification) to notify the player that the number of game medals is approaching an upper limit (for example, 16,382 medals). In the counting warning effect, a predetermined counting warning image is displayed on the liquid crystal display LCD, the frame lamp AL is lit or flashes in a predetermined counting warning pattern, and a predetermined counting warning sound is output from the speaker SP. This encourages the player to count.
[0209] In this embodiment, the counting warning sound and the counting sound may overlap, in which case the sub-CPU 20a outputs both the counting warning sound and the counting sound (first counting sound or second counting sound) from the speaker SP without reducing the volume of either one, but it may also be possible to reduce the volume of either one.
[0210] In addition, when background music, sound effects, or other special sounds overlap with the counting warning sound, the sub-CPU 20a outputs both from the speaker SP without reducing the volume of either, but it may also reduce the volume of one of them.
[0211] Furthermore, when the complete function sound and the count warning sound are sounded at the same time, the sub-CPU 20a outputs both of them from the speaker SP without reducing the volume of either sound, but it may also be configured to reduce the volume of either one of them.
[0212] Figure 19 is a flowchart explaining the insertion processing of the main board 10 in the gaming machine of this embodiment, Figure 20 is a flowchart explaining the complete error processing and error stop processing of the main board 10 in the gaming machine of this embodiment, and Figure 21 is a flowchart explaining the door opening error monitoring processing and setting value confirmation processing of the main board 10 in the gaming machine of this embodiment.
[0213] In this embodiment, the main CPU 10a performs a door-open error monitoring process that monitors for door-open errors during the insertion process, and can transition from the door-open error monitoring process to the setting check mode. In this embodiment, if a complete error occurs, game progress is restricted. However, because there is a possibility that the upper front door UD or the lower front door DD may be opened, door-open errors are monitored even while game progress is being restricted by the complete function. Specifically, the main CPU 10a also monitors for complete errors during the insertion process, and performs the door-open error monitoring process even when a complete error occurs. As a result, in this embodiment, the setting check mode can be transitioned to not only when the setting check conditions are met during the insertion of electronic medals, but also when the setting check conditions are met while game progress is being restricted by the complete function.
[0214] In this embodiment, if the setting confirmation condition is satisfied during the reception of inserted electronic medals, the main CPU 10a shifts to the setting confirmation mode even during the execution of the count warning effect.
[0215] In addition, in this embodiment, the main CPU 10a does not transition to the setting confirmation mode if the error type is set to an error other than either the door open error or the complete error. For example, even if the upper front door UD or the lower front door DD is opened when the error type is set to another error such as a medal over error, a dispensing device connection error, or a medal count control error, the error type does not change to a door open error and the current error type is maintained, so the setting confirmation condition is not met. However, if a door open error occurs during another error such as a medal over error and then the other error such as a medal over error is cleared, the error type changes to the door open error, and the setting confirmation condition may be met.
[0216] The transition to the setting check mode will be described below with reference to FIGS.
[0217] In the input process of step S150 shown in Fig. 8, the main CPU 10a performs a door open error monitoring process (step S210) for monitoring a door open error as shown in Fig. 19. The door open error monitoring process will be described later.
[0218] Furthermore, if a medal over error occurs (Y in step S211), error wait processing is performed (step S212). In the error wait processing, although a detailed explanation is omitted, a medal over error flag corresponding to the medal over error is set to ON to enter an error state, the error type is set to medal over error, an error code (EH) indicating the medal over error is displayed on the game information display unit DS, and the system waits for the medal over error to be resolved.
[0219] If a complete error occurs (Y in step S213), the process proceeds to complete error processing, which will be described later.
[0220] The main CPU 10a also performs a settlement button monitoring process that monitors operations on the settlement button B4 (step S214), and a bet button monitoring process that monitors operations on the bet button B0 (step S215). A detailed description of these processes will be omitted, but when the settlement button B4 is operated, a settlement process is performed in which all electronic medals set to the inserted state are returned to the medal holding section, and when the bet button B0 is operated, a process is performed in which the electronic medals held in the medal holding section are set to the inserted state.
[0221] Then, when the specified number of electronic medals are set to the inserted state (bet state) (Y in step S216) and a game start operation is performed on the start lever SL (Y in step S217), the main CPU 10a ends the insertion process and proceeds to the internal lottery process of step S151 shown in Figure 8.
[0222] In addition, in the complete error processing, the main CPU 10a sets the complete error flag corresponding to the complete error to the ON state to enter an error state, sets the error type to complete error (step S220), and transitions to error stop processing, as shown in Figure 20(A).
[0223] In the error stop processing, the main CPU 10a performs an error stop setting process (step S230) as shown in Fig. 20(B). In the error stop setting process, processing such as setting during an error and displaying an error code indicating the set error type on the game information display unit DS is performed. For example, if the error type is set to a complete error in the complete error processing shown in Fig. 20(A), an error code (EY) indicating a complete error is displayed on the game information display unit DS.
[0224] Furthermore, if a complete error occurs (Y in step S231), a door open error monitoring process is performed (step S232), and if a door open error has occurred (Y in step S233), the process transitions again to the complete error process shown in FIG. 20(A), and the error type is set again from a door open error to a complete error (step S220).
[0225] In the door opening error monitoring processing of step S210 of the input processing shown in Figure 19 and step S232 of the error stop processing shown in Figure 20(B), when a door opening error occurs (Y in step S240), the main CPU 10a sets the door opening error flag corresponding to the door opening error to the ON state to enter an error state, sets the error type to the door opening error, and displays an error code (E8) indicating the door opening error on the game information display unit DS (step S241), and when the signal state of the setting change permission switch 262 becomes the ON state (Y in step S242), performs setting value confirmation processing (step S243).
[0226] In the setting value confirmation process, the main CPU 10a transitions to setting confirmation mode as shown in Figure 21 (B), displays a number indicating the current setting value (e.g., "1" to "6") on the game information display unit DS (step S250), and when the signal state of the setting change permission switch 262 is changed to the OFF state (step S251), ends the display of the setting value and returns to game mode (door open error) (step S252).
[0227] In this way, in this embodiment, since it is possible to switch to the setting confirmation mode not only while accepting the insertion of electronic medals that can be used to play a game, but also while game progress is being restricted by the complete function, it is possible to check the setting values even while game progress is being restricted by the complete function, thereby improving the setting confirmation function. In particular, according to this embodiment, it is possible to check the setting values when the complete function is activated without turning off the power or changing the settings.
[0228] In addition, in this embodiment, if the setting confirmation conditions are met while accepting the insertion of an electronic medal, the device will transition to setting confirmation mode even while the counting warning display is being executed, so that the setting value can be confirmed even while the counting warning display is being executed, thereby improving the setting confirmation function.
[0229] In addition, in this embodiment, the setting confirmation mode is not entered during other errors other than the door open error and the complete error (for example, a medal over error, a lending device connection error, a medal count control error, etc.), but it is possible to enter the setting confirmation mode while game progress is restricted by the complete function.Therefore, while the setting value cannot be checked during other errors, the setting value can be checked while game progress is restricted by the complete function, thereby improving the setting confirmation function.
[0230] In addition, in this embodiment, the system does not transition to setting confirmation mode during a medal over error or a lending device connection error (no connection to the dedicated unit 50), so priority can be given to resolving the medal over error or the no connection to the dedicated unit 50.
[0231] In addition, in this embodiment, the door opening error monitoring process executed during the insertion process is used in common while the game progress is restricted by the complete function, thereby improving the function related to setting confirmation while reducing the program capacity.
[0232] In this embodiment, when the medal CPU 30a (display control means) executes a counting process by performing a counting operation (short press or long press) using the count button B8, it updates and displays (counts down) the number of medals (number of game values) on the medal count display device 70. In this embodiment, it is possible to transition to the setting confirmation mode even during the update display (counts down) of the number of medals. Specifically, if the setting confirmation conditions are met while accepting the insertion of electronic medals, the medal CPU 30a transitions to the setting confirmation mode even during the update display (counts down) of the number of medals. This allows the setting value to be confirmed even during the update display (counts down) of the number of medals, thereby improving the setting confirmation function. It is also possible to transition to the setting confirmation mode even during the update display (counts down) of the number of medals when the setting confirmation conditions are met while game progress is limited by the complete function.
[0233] In this embodiment, when the setting confirmation condition is met while accepting the insertion of electronic medals or while game progress is being restricted by the complete function, the main CPU 10a sends a command indicating that the internal state is in setting confirmation (setting confirmation mode) to the medal CPU 30a, and upon receiving this command, the medal CPU 30a restricts the counting process. That is, in setting confirmation mode, the medal CPU 30a restricts the counting process and maintains the display of the number of game medals. This allows the player to grasp the number of game medals.
[0234] In this embodiment, in order to limit the counting process in the setting confirmation mode, if the mode is switched from the game mode to the setting confirmation mode while the number of game medals is being updated (countdown display), the counting process is stopped and the update display (countdown display) of the number of game medals is stopped (interrupted). As a result, if the mode is switched to the setting confirmation mode while the number of game medals is being updated, the player can grasp the number of game medals.
[0235] Furthermore, when the setting confirmation mode ends and the game mode is entered while the counting button B8 is being operated (the counting button switch 255 is ON), the medal CPU 30a starts the counting process without the need to operate the counting button B8 again, and accordingly starts updating the display of the number of game medals (countdown display). Specifically, when a predetermined period of time (for example, 0.5 seconds) has passed since the end of the setting confirmation mode, the medal CPU 30a starts updating the display of the number of game medals (countdown display). As a result, when the setting confirmation mode ends during the counting operation, the counting process and the updating display of the number of game medals (countdown display) start without the need to perform the counting operation again, thereby improving the functionality related to counting electronic medals.
[0236] In addition, in this embodiment, when the game mode is switched to the setting confirmation mode during the counting operation, the update display (countdown display) of the number of game medals is interrupted, and when the setting confirmation mode is ended while the counting operation (count button switch 255 is ON) is continued, the update display (countdown display) of the number of game medals that was interrupted can be resumed without having to perform the counting operation again. This improves the function related to counting electronic medals.
[0237] In this embodiment, the counting process and the update display of the number of game medals (countdown display) may be executed even in the setting confirmation mode. In this way, if the game mode is switched to the setting confirmation mode while the update display of the number of game medals (countdown display) is in progress, the counting process and the update display of the number of game medals (countdown display) can be continued. Also, it becomes possible to count the electronic medals even in the setting confirmation mode.
[0238] Furthermore, in this embodiment, when the number of game medals reaches 0 as a result of the counting process based on the counting operation (when all electronic medals are sent to the dedicated unit 50 as a result of the counting process), the sub-CPU 20a (an example of presentation control means) outputs a first sound related to the counting of the electronic medals (for example, a sound such as "Counting has been completed": an example of the first sound related to the counting operation) from the speaker SP. Furthermore, in this embodiment, when the main CPU 10a satisfies a setting confirmation condition while accepting the insertion of electronic medals or while game progress is restricted by the complete function, it transmits a command to the sub-CPU 20a indicating that the internal state is "setting confirmation in progress" (setting confirmation mode), and the sub-CPU 20a, upon receiving this command, outputs a second sound related to the setting confirmation mode (for example, a sound such as "setting confirmation in progress": an example of the second sound related to a state in which game play is disabled) from the speaker SP.
[0239] In this embodiment, when the sub-CPU 20a shifts to the setting confirmation mode (an example of a non-playable state in which a game cannot be played) while the first sound related to the counting of electronic medals is being output, the sub-CPU 20a outputs the second sound related to the setting confirmation mode without stopping the output of the first sound, thereby allowing the first sound related to the counting of electronic medals to be heard to the end.
[0240] Furthermore, if the sub-CPU 20a transitions to an error state (an example of an unplayable state) while outputting the first sound related to the counting of electronic medals, it outputs a second sound related to the error state (for example, a warning sound or a voice such as "please call an attendant": an example of the second sound related to the unplayable state) from the speaker SP without stopping the output of the first sound. This allows the first sound related to the counting of electronic medals to be heard until the end.
[0241] In this embodiment, when the number of game medals reaches 15,000 (an example of a specific number, a first number), the dedicated unit 50 disables operation of the lending button B10 and the game button B12, thereby restricting the lending of digitized medals (transmission of digitized medals from the dedicated unit 50 to the gaming machine). In this embodiment, even when the gaming machine and the dedicated unit 50 are normally connected for communication and the dedicated unit 50 is restricting the lending of digitized medals, the gaming machine can transition to the setting confirmation mode. Specifically, if the setting confirmation condition is met during the insertion of a digitized medal, the main CPU 10a transitions the gaming machine to the setting confirmation mode even when the dedicated unit 50 is restricting the lending of digitized medals. This allows the setting values to be checked even when the lending of digitized medals is restricted, thereby improving the setting confirmation function. Alternatively, if the setting confirmation condition is met during the restriction on game progress due to the complete function, the gaming machine may transition to the setting confirmation mode even when the dedicated unit 50 is restricting the lending of digitized medals. Also, the setting confirmation mode may be entered even when the dedicated unit 50 is not connected.
[0242] Furthermore, in this embodiment, the medal CPU 30a executes the counting process even if the counting button B8 is operated while the settlement button B4 is being operated (the settlement switch 250 is in the ON state). As a result, according to this embodiment, when the counting button B8 is operated, the counting process is executed even while the settlement button B4 is being operated, that is, the counting process is executed even while the settlement process is being executed, thereby improving the function related to counting electronic medals. Note that in this embodiment, the counting process is executed even if the counting button B8 is operated while the settlement button B4 is being operated in a situation where operation of the settlement button B4 is disabled.
[0243] Furthermore, in this embodiment, the main CPU 10a executes the insertion process (betting process) even when the bet button B0 is operated while the counting button B8 is being operated (the counting button switch 255 is in the ON state). As a result, according to this embodiment, when the bet button B0 is operated, the insertion process is executed even while the counting button B8 is being operated, that is, the insertion process is executed even while the counting process is being executed, thereby improving the functionality related to the insertion (betting) of electronic medals. Note that in this embodiment, the counting process is executed even when the bet button B0 is operated while the counting button B8 is being operated in a situation where operation of the counting button B8 is disabled.
[0244] FIG. 22 is a diagram showing the display of the error history in the gaming machine of this embodiment, and FIG. 23 is a diagram showing the display of the loan count history in the gaming machine of this embodiment.
[0245] In this embodiment, the main CPU 10a sends notifications regarding errors (error type, occurrence or cancellation of an error, etc.) and notifications regarding the lending and counting processes of electronic medals (number of lent electronic medals or number counted, etc.) to the sub-CPU 20a, and based on the notifications, the sub-CPU 20a (performance control means 210) stores information regarding the error history and lending counting history in a specified history memory area provided in the sub-RAM 20c, and when a specified operation is performed in the setting confirmation mode, displays the error history and lending counting history on the liquid crystal display LCD, as shown in Figures 22 and 23.
[0246] The sub-CPU 20a stores the details of the error along with the date and time of its occurrence as error history information, and displays the most recent 10 error histories in chronological order from top to bottom as shown in FIG. 22(A). Alternatively, the error history display can display up to 10 pages of history. Operating the right button B7D while the error history is displayed moves to the next page, displaying the next 10 error histories, and operating the left button B7C moves to the previous page, displaying the previous 10 error histories. Specifically, the sub-CPU 20a refers to the error history information and displays the error history each time the left button B7C or right button B7D is operated while the error history is displayed. In this embodiment, the error history also includes setting value confirmation (setting confirmation processing).
[0247] In this embodiment, even if an error occurs while the error history is being displayed, the sub-CPU 20a does not update the current error history display, but instead updates the error history display by referring to the error history information when the left button B7C or right button B7D is operated. For example, if a rental device connection error occurs while the error history on the first page shown in FIG. 22(A) is being displayed, the error history display is not updated when the error occurs. Instead, the display moves to the second page and then returns to the first page. By referring to the latest error history information, the rental device connection error is reflected in the error history, and "Rental Device Connection Error" is added to the top of the first page, as shown in FIG. 22(B). This allows the error history to be displayed appropriately according to this embodiment.
[0248] In this embodiment, the sub-CPU 20a stores the details of the loan processing and counting processing, along with the date and time of their occurrence, as loan counting history information. The loan counting history display displays the most recent 10 history entries, arranged chronologically from top to bottom, as shown in FIG. 23(A). Alternatively, the loan counting history display can display up to 20 pages of history. When the right button B7D is pressed while the loan counting history is displayed, the display moves to the next page and displays the next 10 history entries. When the left button B7C is pressed, the display moves to the previous page and displays the previous 10 history entries. Specifically, the sub-CPU 20a references the loan counting history information when starting to display the loan counting history, but does not reference the loan counting history information when the left button B7C or right button B7D is pressed.
[0249] Furthermore, in this embodiment, since the setting confirmation process is being executed while the loan count history is being displayed, the medal CPU 30a does not execute the counting process, but accepts loans of electronic medals from the dedicated unit 50. In this embodiment, even if a loan of an electronic medal occurs from the dedicated unit 50 while the loan count history is being displayed, the sub-CPU 20a does not update the current loan count history display, but instead temporarily ends the display of the loan count history, and then refers to the loan count history and displays the loan count history again when an operation to display the loan count history is performed. This updates the loan count history display. For example, if 50 electronic medals are loaned from the dedicated unit 50 while the loan count history on the first page shown in FIG. 23(A) is being displayed, the loan count history display is not updated at the time of the loan occurrence. Instead, the display of the loan count history is temporarily terminated, and when the loan count history is displayed again, the loan of 50 electronic medals is reflected in the loan count history by referring to the latest loan count history information, and as shown in FIG. 23(B), "Loaned (50 medals) Count (0 medals)" is added to the top of the first page. This allows the loan count history to be displayed appropriately according to this embodiment. Note that in this embodiment, the medal CPU 30a may be able to execute counting processing even while the loan count history is being displayed.
[0250] 2. Second embodiment In this embodiment, detailed description of the configuration and control method common to the first embodiment will be omitted, and the main differences will be described. Hereinafter, this embodiment will be described with reference to Figures 24 to 34. Figure 24 is a diagram illustrating the liquid crystal display LCD in the gaming machine of this embodiment.
[0251] The liquid crystal display LCD of this embodiment is disposed in front of the reel unit including the first reel R1 to the third reel R3. The liquid crystal display LCD can execute effects by displaying predetermined displays (display objects) on its display surface. Display objects (objects) refer to, for example, people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) displayed on the liquid crystal display LCD. As shown in FIG. 24, the liquid crystal display LCD has, as display areas, an extra-reel display area that does not overlap with the first reel R1 to the third reel R3 when viewed from the front (front), and a pre-reel display area that overlaps with the first reel R1 to the third reel R3 when viewed from the front (front). The pre-reel display area (transparent area) can display display objects and allows the first reel R1 to the third reel R3 disposed behind it to be viewed. The extra-reel display area is formed so as to surround the front-reel display area.
[0252] The sub-CPU 20a (effect control means 210) can also display demo images (effect images) on the liquid crystal display LCD (display surface) as a demo effect. The demo images are, for example, movies (videos) related to the gaming machine, such as a story explanation of the story unfolding in the gaming machine or character introductions. In this embodiment, the demo images are approximately 60-second movies that include character introductions. For example, the sub-CPU 20a may display a manufacturer name display for a predetermined time at a predetermined timing in the first half of the demo effect (at the start of the demo effect) (before the demo image is displayed), and after the display ends, display a model name display (model title) of the gaming machine for a predetermined time. Furthermore, the sub-CPU 20a may display an explanatory display regarding the operation (functions) of the gaming machine, such as how to start and end a game, for a predetermined time at a predetermined timing in the second half of the demo effect (at the end of the demo effect) (after the demo image is displayed). When a series (one) of demo performances is completed, the demo performances are executed again (looped) from the beginning.
[0253] When the display of the demo image (movie) ends during the execution of the demo effect, the sub-CPU 20a displays the background B, logo display L1, supplementary explanation display E, and anti-addiction display N shown in FIG. 25 on the liquid crystal display LCD (image display means) for a predetermined time (e.g., approximately 3 seconds). In this embodiment, the logo display L1, supplementary explanation display E, and anti-addiction display N can be displayed simultaneously in a predetermined situation (during the execution of the demo effect) (a situation in which the demo effect is being executed and the background is white). The background B is a single color, which is white in this embodiment. By making the background B white and providing a relatively simple display, the logo display L1, supplementary explanation display E, and anti-addiction display N are made more noticeable (make a strong impression). Note that the background B may be a color other than white.
[0254] Furthermore, in this embodiment, the logo display L1, supplementary explanation display E, and anti-addiction display N shown in FIG. 25 are displayed after the demo image (movie), but this is not limited to this, and the logo display L1, supplementary explanation display E, and anti-addiction display N may be configured to be displayed for a predetermined period of time (for example, approximately 3 seconds) before the demo image (movie).
[0255] (Anti-addiction display N) The addiction prevention display N (third image display) is displayed above (directly above) the first reel R1 through the third reel R3, approximately in the center of the screen. The addiction prevention display N is a horizontally long rectangle. The addiction prevention display N is a warning display for players, designed to prevent players from becoming too addicted to the game. It includes the text "Be careful not to get addicted. Pachinko and pachislot are games that should be enjoyed in moderation." The addiction prevention display N is displayed in two lines. The top line displays the words "Be careful not to get addicted." in white text within a red rectangular area, and the bottom line displays the words "Pachinko and pachislot are games that should be enjoyed in moderation." in red text within a white area within a red frame. Note that the text size in the bottom line is larger than the text size in the top line.
[0256] The anti-addiction mark N can be said to be red because the red portion accounts for a relatively large proportion of the addiction mark N. The logo L1 and the supplementary explanation mark E are displayed above the anti-addiction mark N. The color (hue) of the anti-addiction mark N is different from the colors of the logo L1 and the supplementary explanation mark E.
[0257] (Logo display L1) The logo display L1 (first image display) is a display indicating (informing) that the gaming machine is a Smart Pachislot (registered trademark). In other words, the logo display L1 is a display indicating that the gaming machine is a gaming machine (specific gaming machine) in which gaming profits are counted (awarded) electronically. In other words, the logo display L1 is a display indicating that the gaming machine is capable of being played without using gaming medals (physical (real) gaming medals) as gaming media.
[0258] The logo display L1 has purple and white portions, with the purple portion accounting for a relatively large proportion. For this reason, the logo display L1 can be said to be purple. The RGB values for the purple portion are R145, G72, and B151. The RGB values for the white portion are R255, G255, and B255. The logo display L1 includes the characters "Smartro (registered trademark)," which are displayed in white (white with a purple border). The logo display L1 is displayed in the center (left-right center) of the liquid crystal display LCD.
[0259] (Supplementary explanation display E) The supplementary explanation display E (second image display) is displayed below the logo display L1 and above the anti-slip display N. In other words, the supplementary explanation display E is displayed between the logo display L1 and the anti-slip display N. The supplementary explanation display E is a rectangular shape that is long in the left-right direction (horizontally long). The left-right width of the supplementary explanation display E is the same as or approximately the same as the left-right width of the anti-slip display N. "Approximately the same" means, for example, that the difference is within approximately 5 mm. In other words, the supplementary explanation display E and the anti-slip display N have the same (approximately the same) width. By matching the widths of the supplementary explanation display E and the anti-slip display N, a unified appearance can be achieved (a beautiful appearance can be achieved). The supplementary explanation display E is displayed in a single line, and the vertical width of the supplementary explanation display E is smaller than the vertical width of the anti-slip display N.
[0260] The supplementary explanation display E may include, for example, the text "Please be careful not to forget to count (credit settlement), forget to remove your card, or have it stolen." The supplementary explanation display E is a display related to Smart Slot (registered trademark) and can be considered a warning display for players. The supplementary explanation display E is also purple. Specifically, purple text is displayed in a white area within a purple frame. The supplementary explanation display E has the same color (color scheme) as the logo display L1. In other words, the supplementary explanation display E and the logo display L1 have the same color (hue). By using the same color for the supplementary explanation display E as the logo display L1, a sense of unity is created, making it easier for players to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., Smart Slot (registered trademark)).
[0261] Here, the distance (shortest distance) between the logo display L1 and the supplementary explanation display E is defined as the first distance, and the distance (shortest distance) between the logo display L1 and the anti-slip display N is defined as the second distance. The first distance is smaller than the second distance. The supplementary explanation display E is positioned closer to the logo display L1. This makes it easier for players to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., Smart Slot (registered trademark)). Furthermore, since players tend to read displays from top to bottom, displaying the logo display L1 and the supplementary explanation display E above the anti-slip display N makes it easier for players to recognize precautions specific to Smart Slot (registered trademark).
[0262] In this embodiment, the font of the characters in the supplementary explanation display E is not exactly the same as the font of the characters in the addiction prevention display N. In other words, the font of the characters in the supplementary explanation display E is different from the font of the characters in the addiction prevention display N. The font includes the character size (vertical ratio, horizontal ratio). This allows the player to more easily distinguish between the supplementary explanation display E and the addiction prevention display N.
[0263] In this embodiment, in the demo performance, the logo display L1, the supplementary explanation display E, and the addiction prevention display N start and end displaying at the same timing. In other words, the display times (display periods) of the logo display L1, the supplementary explanation display E, and the addiction prevention display N are all the same length (there is no lag).
[0264] However, the timing of displaying the addiction prevention display N and the timing of displaying the logo display L1 and the supplementary explanation display E may be offset (they may be displayed at different times). For example, during a demo effect, the addiction prevention display N may first be displayed against a white background for a predetermined time (3 seconds), and after this display ends, the logo display L1 and the supplementary explanation display E may be displayed against a white background for a predetermined time (3 seconds). However, if the display timing is offset in this way (i.e., if the display time of the attention-calling display is extended), the display time of the demo image (movie) during the demo effect will be relatively reduced. In other words, the display time of the movie that can attract the player's interest will be reduced. In this embodiment, the logo display L1 and the supplementary explanation display E are displayed together with (simultaneously with) the addiction prevention display N. This has the effect of suppressing the reduction in the display time of the movie.
[0265] In this embodiment, the logo display L1 and the supplementary explanation display E are displayed only during the execution of the demo effect (during standby mode). Meanwhile, the addiction prevention display N can be displayed in situations other than during the execution of the demo effect. For example, during the final game of the AT state, which is a predetermined effect state, the addiction prevention display N is displayed for a predetermined time at a predetermined trigger (triggered by the detection of the release of the last stop button). In this case, for example, the addiction prevention display N is displayed in the upper right corner of the screen. Also, unlike during the demo effect, the background may include, for example, characters or scenery, and need not be a single color (white). The addiction prevention display N may also be displayed together with other displays (for example, a display showing the number of games played during a series of AT effect states or the number of game coins won (results)).
[0266] In addition, in the final game of the AT state, the supplementary explanation display E may be configured to be displayed at the predetermined opportunity along with the addiction prevention display N. In this case, it is possible to warn players who may finish playing against addiction, and to warn them about forgetting to count or forgetting to take out cards.
[0267] (Variation 1) As shown in FIG. 26(a), the supplementary explanation display E may be configured to display text "Please be careful not to forget to remove your game medals" and an image resembling the counting button B8 within a purple frame. The text display is in white with a purple border (similar to the notation used in the logo display L1 of Smart Slot (registered trademark)). As shown in FIG. 26(b), during the demo performance, the anti-addiction display N may be displayed against a white background for a predetermined time (3 seconds), and after the display ends, the logo display L1 and supplementary explanation display E may be displayed against a white background for a predetermined time (3 seconds).
[0268] In other words, in this example, when the background is white, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for different periods of time than the anti-addiction display N (third image display).
[0269] In addition, when the background is white and the first image display and the second image display are displayed, in addition to the first image display and the second image display, a display may be displayed to indicate that it is possible to move to a menu screen or that it is possible to adjust the volume.
[0270] In addition, when the background is white and the third image display is displayed, in addition to the third image display, an indication indicating that it is possible to move to a menu screen or an indication indicating that it is possible to adjust the volume may be displayed.
[0271] In addition, the addiction prevention display N in this example may be a rectangular area filled in blue with white text that reads, "Pachinko and pachislot are games that should be enjoyed in moderation," and below that in blue text that reads, "Be careful not to get addicted."
[0272] (Variation 2) As shown in Fig. 27(a), the supplementary explanation display E may be a rectangular area filled with purple, with text (Please be careful not to forget to count, forget to take your cards, or have them stolen) displayed in white letters, and the supplementary explanation display E may be integrated (continuous) with the logo display L1. As shown in Fig. 27(b), during the demo performance, the anti-addiction display N may be displayed against a white background for a predetermined time (3 seconds), and after the display ends, the logo display L1 and the supplementary explanation display E may be displayed against a white background for a predetermined time (3 seconds).
[0273] In other words, in this example, when the background is white, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for different periods of time than the anti-addiction display N (third image display).
[0274] In a situation where the first image display and the second image display are displayed against a white background, nothing is displayed other than the first image display and the second image display.
[0275] Furthermore, in a situation where the background is white and the third image display is displayed, nothing is displayed other than the third image display.
[0276] (Variation 3) 28, during a demo performance, a logo display L1, a supplementary explanation display E, and an anti-obsession display N may be displayed against a white background for the same display period, with the logo display L1 and the supplementary explanation display E displayed side by side below the anti-obsession display N. In this example, the logo display L1 is displayed on the left side, and the supplementary explanation display E is displayed on the right side. Even in this case, the distance between the logo display L1 and the supplementary explanation display E (first distance) is smaller than the distance between the logo display L1 and the anti-obsession display N (second distance).
[0277] In this example, the background is white, and the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for the same period as the anti-obsession display N (third image display).
[0278] In addition, when the background is white and the first image display, the second image display, and the third image display are displayed, in addition to the first image display, the second image display, and the third image display, there may be a display indicating the number of games in progress (the number of games played).
[0279] In this example, the horizontal widths of the logo display L1 and the explanatory note display E (the sum of their widths) are the same as or approximately the same as the horizontal width of the anti-slip display N. In other words, the left edge of the logo display L1 is aligned with the left edge of the anti-slip display N, and the right edge of the explanatory note E is aligned with the right edge of the anti-slip display N. Furthermore, the text display of the explanatory note E is written in two columns, and the vertical widths of the logo display L1 and the explanatory note E are the same as or approximately the same. Furthermore, the vertical widths of the anti-slip display N and the logo display L1 (and the explanatory note E) are the same as or approximately the same. This configuration achieves a unified display and a beautiful appearance.
[0280] (Logo display on panel) FIG. 29 is a view of the lower panel 91 as seen from the front side. In this embodiment, logo display L2 (second logo display) is displayed in the upper right corner of the lower panel 91. Logo display L2 is a display similar to logo display L1 (first logo display), and has a similar shape to logo display L1, but is different in size (size, magnification, scale) from logo display L1. In this embodiment, logo display L2 is smaller in display size than logo display L1. Note that logo display L1 and logo display L2 may be the same size, or logo display L2 may be larger than logo display L1.
[0281] Logo display L2 is the same color (purple) as logo display L1. In other words, logo display L2 and logo display L1 have the same color (hue). As will be described in detail later, logo display L2 is formed by printing on a sheet (film), and the CMYK values of the purple portion are C50%, M80%, Y0%, and K0%, and the CMYK values of the white portion are C0%, M0%, Y0%, and K0%.
[0282] In this embodiment, the logo display L2 is provided on the lower panel 91, but this is not limited to this. For example, if a panel (upper panel or side panel) is provided above or to the side (side surface) of the upper front door UD or the lower front door DD, the logo display L2 may be provided on that panel.
[0283] The logo display L1 displayed on the liquid crystal display LCD was displayed for a predetermined period of time during the demo performance. In other words, it was not displayed constantly. In contrast, the logo display L2 is displayed constantly (always displayed). A player can recognize that the gaming machine is a Smart Slot (registered trademark) by looking at the logo display L2 that is always visible on the exterior of the gaming machine. In other words, the provision of the logo display L2 makes it easier to find a Smart Slot (registered trademark) in an arcade. The logo display L2 may be referred to as a panel logo display, and the logo display L1 may be referred to as an LCD logo display. A smart pachislot (i.e., a Smart Slot (registered trademark)) may display at least one of the LCD logo display L1 and the panel logo display L2.
[0284] Various display objects are displayed on the display surface (screen) of the liquid crystal display LCD depending on the effects being executed, etc. The display objects include characters, vehicles, backgrounds (scenery), letters (including numbers and symbols), patterns, etc., and displays that include letters include, for example, the above-mentioned logo display L1, supplementary explanation display E, and addiction prevention display N. As mentioned above, supplementary explanation display E and addiction prevention display N can be said to be displays that call the player's attention.
[0285] On the liquid crystal display LCD, the logo display L1 and the supplementary explanation display E are displayed in purple (the same color) as described above, so that the player can easily recognize that the supplementary explanation display E is a display related to the logo display L1. Furthermore, the logo display L1 and the supplementary explanation display E are a different color from the addiction prevention display N. Because the color of the supplementary explanation display E is different from the color of the addiction prevention display N, it is easier for the player to recognize that each display is a warning about a different content. In other words, the player can distinguish between the two.
[0286] In this embodiment, the logo display L1 and the supplementary explanation display E are in a color different from that of other display objects displayed on the liquid crystal display LCD at least during the execution of the demo effect. In other words, the color (purple) of the logo display L1 and the supplementary explanation display E is a color not used in other display objects displayed during the demo effect. This makes it possible to make a stronger impression on the player when the logo display L1 and the supplementary explanation display E are displayed during the demo effect. In other words, the logo display L1 and the supplementary explanation display E can be made to stand out more.
[0287] Here, a display including characters (character display) that gives a predetermined instruction to a player is referred to as a "message display." An example of a message display is an error display (error-related message display) that notifies the occurrence of an error. When a predetermined error occurs in a gaming machine, an error display notifying the occurrence of the error is displayed on the liquid crystal display (LCD). The error display, for example, displays the words "Please call an attendant" in white letters (white characters) on a black background along with characters indicating the type of error (error code). In other words, the error display is white.
[0288] Furthermore, the message display includes a reel spinning warning display that instructs the player to stop the spinning reels. If the reels continue to spin for a predetermined period of time (e.g., 60 seconds), the reel spinning warning display is displayed on the liquid crystal display 13. The reel spinning warning display, for example, displays the words "Please stop the reels" in white letters (white letters) in a dark blue area inside a white frame. In other words, the reel spinning warning display is white.
[0289] Furthermore, the message display may include, for example, a left push recommendation display. The left push recommendation display is displayed when a period in which left push is recommended (for example, a non-AT state, which is a normal presentation state) is set and a game is played using irregular pushes during that period. The left push recommendation display is, for example, displayed in white text (white letters) saying "Left push recommended" in a navy blue area inside a white frame. In other words, the left push recommendation display is white.
[0290] The message display may include a display related to the winning support effect (navigation display of the stop operation mode). The display may be in white, yellow, or the like, for example.
[0291] In addition, in this embodiment, a game count display (fourth image display), which is a display related to the number of games played in the game presentation, may be displayed on the liquid crystal display LCD, and when the game presentation is switched to the demo presentation, the game count display may be continued in the demo presentation as well. That is, during the execution of the demo presentation, the game count display may be displayed together with the logo display L1, supplementary explanation display E, and addiction prevention display N shown in Fig. 25. Examples of the game count display include a display showing the number of games played in a non-AT state and a display showing the remaining number of games played in an assist time game in an AT state, and the display is, for example, light blue.
[0292] The number of games played can be displayed in the display area of the liquid crystal display LCD, for example, at the upper right display position in FIG.
[0293] Here, the distance (shortest distance) between the logo display L1 and the supplementary explanation display E is defined as the first distance, the distance (shortest distance) between the logo display L1 and the anti-addiction display N is defined as the second distance, and the distance (shortest distance) between the logo display L1 and the game count display is defined as the third distance. The order of the distances is "first distance < second distance < third distance." In other words, the anti-addiction display N is positioned closer than the game count display. This makes the anti-addiction display N easier to recognize.
[0294] Furthermore, the color (hue) of the display of the number of plays is different from the colors of the logo display L1 and the supplementary explanation display E. This makes it easier for players to recognize that the display related to Smart Slot (registered trademark) and the display of the number of plays are different displays. In other words, players can distinguish between the two.
[0295] In this embodiment, the fourth image display is not limited to displaying the number of games played, but may be anything that displays game information.
[0296] In this embodiment, the color (purple) of the logo display L1 and the explanatory note display E is different from the colors of any of the message displays (other message displays except for the logo display L1 and the explanatory note display E). By using colors that are not used in the message displays (other message displays) for the logo display L1 and the explanatory note display E in this way, a strong impression can be made on the player when the logo display L1 and the explanatory note display E are displayed. In other words, the logo display L1 and the explanatory note display E can be made to stand out more.
[0297] The color (purple) of the logo display L1 and the supplementary explanation display E may be different from the color of all other character displays displayed on the liquid crystal display LCD. By using a color that is not used for all other character displays for the logo display L1 and the supplementary explanation display E, a strong impression can be made on the player when the logo display L1 and the supplementary explanation display E are displayed. In other words, the logo display L1 and the supplementary explanation display E can be made to stand out more. Furthermore, the color (purple) of the logo display L1 and the supplementary explanation display E may be different from the color of all other display objects displayed on the liquid crystal display LCD.
[0298] In this embodiment, a demo effect is executed on a slot machine designated as SmaSlot (registered trademark), and a logo display L1, a supplementary explanation display E, and an anti-addiction display N are displayed. However, the gaming machine is not limited to this, and may be a pachinko gaming machine 1000 designated as SmaPachi (registered trademark) (see FIG. 35), which will be described later. That is, the pachinko gaming machine 1000 may be configured to display the logo display L1, the supplementary explanation display E, and the anti-addiction display N under certain circumstances, as in this embodiment. In this case, the logo display L1 and the supplementary explanation display E have the same color (hue), and both are blue. The RGB values of the blue portion are R3, G110, and B183. The logo display L1 includes the characters SmaPachi (registered trademark), and the characters are white (white with a blue border). The RGB values of the white portion of the logo display L1 are R255, G255, and B255.
[0299] The gaming machine of this embodiment is an image display means (e.g., a liquid crystal display (LCD)); and a performance control means (for example, performance control means 180) for controlling image display. the performance control means is capable of causing the image display means to display a first image display, a second image display, and a third image display under a predetermined situation; The first image display is a display (for example, a logo display L1) that notifies the user that the gaming machine is a specific gaming machine in which gaming profits are electronically calculated, The second image display is a warning display (for example, supplementary explanation display E) regarding the specific gaming machine, The third image display is a warning display against addiction (for example, addiction prevention display N), The first image display and the second image display have the same color.
[0300] Since the first image display and the second image display are the same color, it is easy for a player to understand (easily recognize) that the second image display is a display related to the first image display, i.e., that the second image display is a warning display related to a specific gaming machine in which gaming profits are electronically counted. In other words, a player can understand at a glance that the second image display is a display related to the first image display. This makes it easier for a player to understand the predetermined displays (the first image display and the second image display).
[0301] In addition, in the gaming machine of this embodiment, the colors of the first and second image displays are different from the color of the third image display. This makes it easier for a player to recognize that the display related to a specific gaming machine (the first and second image displays) and the warning display against addiction (the third image display) are different displays. In other words, a player can distinguish between the two.
[0302] In addition, in the gaming machine of this embodiment, the first image display, the second image display, and the third image display are displayed for the same period against a white background. This makes the first image display, the second image display, and the third image display more noticeable and easier for players to recognize. This also prevents the problem of the display period of other displays, such as effect images, being reduced when the display periods of each display are set to different periods rather than the same period.
[0303] In addition, in the gaming machine of this embodiment, the second image display is displayed closer to the first image display than the third image display, which makes it easier to recognize that the second image display is related to the first image display.
[0304] Next, the lower panel 91 (panel unit) will be described.
[0305] As shown in FIG. 30 , the lower panel 91 includes a front panel 102, a sheet 110 (design sheet), and a rear panel 103. The sheet 110 is sandwiched (clamped) between the front panel 102 and the rear panel 103. The lower panel 91 is fitted into a frame 120 (the peripheral portion of the lower panel 91 is covered by the frame 120 from the front) and attached to the lower front door DD. The frame 120 is made of a colored resin. The frame 120 also has an opening 121 through which the lower panel 91 is exposed. Although not shown, a speaker SP is disposed behind the lower panel 91. The lower panel 91 may have multiple holes at positions that overlap with the speaker SP when viewed from the front.
[0306] (Sheet 110) The sheet 110 is a sheet-like member (decorative member) formed by printing characters or other display objects on the back surface of a transparent (highly translucent) substrate (film). A plurality of LEDs 131 (illumination means) (LED boards on which the LEDs 131 are arranged) are arranged behind the lower panel 91, and light from the LEDs 131 is irradiated onto the sheet 110 (lower panel 91). In other words, the sheet 110 is capable of emitting light (illuminating).
[0307] 29 is a view of the lower panel 91 as seen from the front side, with the front panel 102 not shown. A logo display L2 (first printed display) is printed in the upper right corner of the sheet 110. By displaying the logo display L2 on the lower panel 91 (sheet 110), a player can recognize (identify) that the gaming machine is a Smart Slot (registered trademark) from its appearance.
[0308] Logo display L2 is composed of purple and white portions. The purple portions of logo display L2 are printed with paint in a color scheme of C 50%, M 80%, Y 0%, and K 0%. The white portions of logo display L2 are printed with paint in a color scheme of C 0%, M 0%, Y 0%, and K 0%. Since the purple portions make up a relatively large proportion of logo display L2, it can be said that logo display L2 is purple. Note that purple can also be said to be the color (specific color) of the non-white portions of logo display L2.
[0309] As shown in Fig. 29, the logo display L2 has a white border W (white border W) formed (applied) along its periphery. The white border W has a fixed width, for example, about 1.5 mm. The logo display L2 has a vertical width of, for example, about 40 mm, and a horizontal width of, for example, about 50 mm.
[0310] On the sheet 110, the size (area) of the logo display L2 is relatively smaller than the size of the model name display 111 (described later) and the size of the background 112. In other words, on the sheet 110, the model name display 111 and the background 112 (character P) are displayed larger than the logo display L2. In this case, it is necessary to suppress a decrease in the visibility of the logo display L2.
[0311] A model name display 111 (second printed display) is printed on the sheet 110. The model name display 111 is a display relating to the model name of the slot machine (assumed to be "ABC") and includes characters. The model name display 111 is a color different from the logo display L2. In other words, purple (the specific color) is not used in the model name display 111. Furthermore, the model name display 111 is positioned so as not to overlap with the logo display L2 (there is no overlapping portion). In this embodiment, the model name display 111 is printed on the left side (upper left) of the sheet 110. In other words, the model name display 111 and the logo display L2 are arranged at a predetermined distance from each other. By maintaining the predetermined distance, it becomes easier to distinguish between the two.
[0312] A background 112 (third printed display) is printed on the sheet 110. The background 112 includes, for example, display objects such as characters and scenery. The background 112 is, for example, a background primarily based on the model name display 111. In this embodiment, the background 112 includes a character P. The background 112 (character P) is a color different from the logo display L2. In other words, purple (the specific color) is not used in the background 112. In this embodiment, the background 112 (at least a portion of the background 112) overlaps with the logo display L2 (they are positioned so that they overlap each other), so that the logo display L2 is visually perceived to be closer to the viewer than the background 112. In this embodiment, the hair of the character P overlaps with the logo display L2. Note that by setting the overlapping portion to be the hair of the character P rather than the face of the character P, it is possible to prevent the face of the character P from being covered by the logo display L2, thereby preventing a decrease in the visibility of the character P.
[0313] FIG. 31 is a schematic cross-sectional view of a portion of the sheet 110 that includes the logo display L2. The logo display L2 and character P (hair portion) are printed on the back side (rear surface) of the transparent substrate 113 (film) of the sheet 110. The purple portion of the logo display L2 is printed with C 50% first, and then M 80% is printed on top of that. Note that "top" refers to the back side (rearward side). The backmost (uppermost) side of the sheet 110 is entirely printed with a white layer (back printing). The white portion of the logo display L2 (including the white border W) is formed by white back printing. Note that "the white layer being printed entirely" does not necessarily mean that the white layer is printed so as to completely cover the entire surface, but may also mean that there are portions (such as the periphery) where the white layer is not printed. In other words, it is sufficient that the white layer is printed over substantially the entire surface.
[0314] A black portion representing the character P's hair is printed on the back side of the transparent base material 113 of the sheet 110. This black portion (background 112) is not printed within the logo display L2. In other words, the black portion (background 112) is excluded from printing within the logo display L2. If the background 112 (the character P's hair) were printed within the logo display L2, in other words, if the background 112 were printed behind (on top of) the logo display L2, when light from the LED 131 is irradiated (emitted), the color of the background 112 would be mixed, reducing the visibility of the logo display L2. In this embodiment, by excluding the printing of the background 112 from the logo display L2, this problem of reduced visibility can be prevented.
[0315] Returning to FIG. 29, the background 112 is designed so that there is no portion (printed portion) of the same color (white) as the white border W outside the white border W (bordering portion) and adjacent to the white border W. The absence of a portion of the same color makes the outline (boundary) of the logo display L2 clearer and more distinct. Furthermore, by providing the white border W (white portion), even if the background 112 (the hair portion of the character P) overlaps with the white border W in the event of misalignment of the printing, it is possible to prevent it from overlapping with the purple portion of the logo display L2. Therefore, it is possible to prevent a decrease in the visibility of the purple portion when it is irradiated with light from the LED 131.
[0316] As shown in FIG. 31 , the back surface (rear side) of the sheet 110 is entirely printed with a white layer (back printing) on the innermost side. The white portion of the logo display L2 (including the white border W) is formed by this printing. For example, if the white portion of the logo display L2 is formed by a method of printing a white layer partially rather than by back printing, this printing is performed, and then the back printing is performed last. In other words, the white portion is printed twice. In this embodiment, the partial white printing is omitted, and the white portion of the logo display L2 is formed by back printing (which also serves as back printing). This reduces the number of printing processes, improving the production efficiency of the sheet 110 and reducing the cost of the sheet 110.
[0317] Furthermore, by backing printing, a white layer (white portion) is provided on the back side of the purple portion of the logo display L2, the back side of the background 112 (character P), the back side of the model name display 111, etc. By printing this white color, it is possible to prevent light from being visible when irradiated from the back (rear) side.
[0318] In this embodiment, a case has been described in which a logo display L2, a model name display 111, and a background 112 are provided on the sheet 110 of the lower panel 91, but the logo display L2, the model name display 111, and the background 112 may also be provided on the sheet of another panel (upper panel or side panel), not limited to the sheet 110 of the lower panel 91.
[0319] (Variation) As shown in FIG. 32, a logo L2 may be provided in the lower right corner of the sheet 110, and a supplementary explanation E may be displayed (printed) around (for example, below) the logo L2. In this example, the supplementary explanation E is a rectangular area filled with purple, with text (white text) that reads, "Please be careful not to forget to count, forget to remove your card, or have it stolen." The supplementary explanation E is purple. The logo L2 and the supplementary explanation E are the same color (hue). In other words, the supplementary explanation E is provided in the lower right corner of the sheet 110 and is printed in the same color as the logo L2. The white text in the supplementary explanation E, like the white portion including the border (white edge) of the logo L2, is formed by a white layer printed on the entire sheet 110.
[0320] In this example, a black border (black border) is formed around the periphery of the logo display L2 and the supplementary explanation display E. The width of the black border is, for example, approximately 3 to 5 mm. By providing the black border, the boundary with the background 112 is made clearer, making the logo display L2 and the supplementary explanation display E stand out. Furthermore, even if printing misalignment occurs, the background 112 and the logo display L2 (supplementary explanation display E) are unlikely to overlap, preventing a decrease in the visibility of the logo display L2 (supplementary explanation display E). In this example, the logo display L2 has a white border (white border) formed (applied) along its periphery, and the portion adjacent (outside) to the white border is black, so that there is no portion of the same color (white) as the white border.
[0321] Furthermore, the logo display L2 may be displayed so as to overlap not only the background 112 but also the model name display 111. In this case, the logo display L2 is visible in front of the model name display 111. Furthermore, neither the background 111 nor the model name display 111 is printed within the range of the logo display L2.
[0322] The gaming machine of this embodiment is a panel (e.g., lower panel 91) having a seat (e.g., seat 110); lighting means (e.g., LED 131) capable of irradiating the panel with light; The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display informing that the gaming machine is a gaming machine of specifications in which gaming profits are electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia is a background; The first printed indicia is visible in front of the third printed indicia, The third printed indicia is not printed within the range of the first printed indicia.
[0323] If the third printed indicia were printed within the range of the first printed indicia, when the sheet is irradiated with light from the lighting means, the third printed indicia would interfere with the light (the color of the third printed indicia would be mixed in), which could result in a problem of reduced visibility of the first printed indicia. In this embodiment, the third printed indicia is not printed within the range of the first printed indicia. This prevents the problem of reduced visibility of the first printed indicia (predetermined indicia) when irradiated with light.
[0324] In addition, in the gaming machine of this embodiment, the first printed indicia has a border formed along its outer periphery, and the area outside the border and adjacent to the border does not have a portion of the same color as the border. This makes the outline (boundary) of the first printed indicia clearer and more distinct, making the first printed indicia stand out. Furthermore, by providing the border, if printing misalignment occurs, overlap between the third printed indicia (background) and the portion of the first printed indicia inside the border can be prevented. This prevents a decrease in visibility of the first printed indicia when illuminated with light.
[0325] Furthermore, in the gaming machine of this embodiment, the first printed marking has a white portion, and the white portion is formed by a white layer printed on the entire sheet. If the white portion of the first printed marking is formed by partial white printing rather than the white layer, the printing and the printing of the white layer will be applied twice. In this embodiment, the printing is not applied, and the white portion is formed by the white layer. This reduces the printing process, improves sheet production efficiency, and reduces the cost of the sheet.
[0326] As described above, the logo display L2 is provided on the lower panel 91, allowing a player to recognize (identify) that the gaming machine is a Smart Slot (registered trademark) from its appearance. Since the lower panel 91 also has the model name display 111 and background 112 in addition to the logo display L2, it is necessary to prevent the logo display L2 from becoming obscured. In other words, it is necessary to make the logo display L2 more noticeable. Hereinafter, when referring to the logo display L2, the logo display L2 may also include the supplementary explanation display E shown in FIG. 32 (the supplementary explanation display E on the lower panel 91). Note that the black border described in FIG. 32 is not included in the logo display L2.
[0327] An explanation will be given using Figure 29. Here, purple (the color of the non-white parts) in the logo display L2 is set as the specific color. The model name display 111 does not use the specific color (purple) associated with the logo display L2. In other words, the logo display L2 is printed in a color (color scheme) that is not used in the model name display 111. Both the logo display L2 and the model name display 111 include characters, but by making the logo display L2 purple, it can be distinguished from the model name display 111 and made more noticeable. This makes the logo display L2 easier for players to recognize.
[0328] Furthermore, the specific color (purple) associated with the logo display L2 is not used in the background 112. In other words, the logo display L2 is printed in a color not used in the background 112. The logo display L2 is visible in front of the background 112 (it overlaps with the background 112), but by making the logo display L2 purple, it can be distinguished from the background 112 and made more noticeable. This makes the logo display L2 easier for players to recognize.
[0329] The sheet 110 may include other displays in addition to the logo display L2, the model name display 111, and the background 112. In this embodiment, the specific color (purple) associated with the logo display L2 is not used in any portion of the entire sheet 110 (lower panel 91) including the logo display L2 (where the logo display L2 is provided). In other words, the specific color is used only in the logo display L2. That is, the logo display L2 is printed in a color scheme that is not used in any other displays (the model name display 111 and the background 112). This allows the logo display L2 to be distinguished from the other displays (the model name display 111 and the background 112) and made more noticeable (reduced confusion). This allows the logo display L2 to be easily recognized by players (easily attracting players).
[0330] In addition to the lower panel 91, the slot machine may also be provided with an upper panel and / or side panels. In this case, the upper panel and / or side panels also have sheets. The specific color (purple) may not be used on all sheets provided in the gaming machine, but may be a color used only for the logo display L2 on the sheet that includes the logo display L2. By configuring it in this way, the logo display L2 can be made more noticeable and easier for players to recognize.
[0331] The slot machine also includes resin design components that make up the exterior. The specific color (purple) may not be used throughout the entire exterior of the slot machine, but may be used only in the logo display L2.
[0332] As shown in FIG. 33, the dedicated unit 50 is placed next to (on the right side of) the slot machine. As described above, the player can perform operations such as lending a card using the lend button B10 and returning a card using the return button B11 on the dedicated unit 50. By providing the logo display L2 on the right side (right end) of the sheet 110 and positioning the logo display L2 close to the dedicated unit 50, it can be indicated that the logo display L2 is related to the dedicated unit 50.
[0333] The slot machine also has a counting button B8 (counting operation means), and the player operates (presses) the counting button B8 when returning electronic medals held in the medal holding section to the dedicated unit 50 (counting credits). When the slot machine is viewed from the front (front), the logo display L2 is provided vertically (vertically below, directly below, or below when viewed from the front) of the counting button B8. By providing the logo display L2 on the right side (right end side) of the sheet 110 and positioning the logo display L2 below the counting button 212, it is possible to indicate that the logo display L2 is related to the counting button 212. It is also possible to indicate that the logo display L2, the counting button 212, and the dedicated unit 50 are related to each other.
[0334] The slot machine also includes a game medal count display device 70 (game value (number) display means) capable of displaying the number of game medals being counted. The game medal count display device 70 is provided near the count button B8, and is a display device capable of displaying the number of game medals. If the configuration including the count button B8 and the game medal count display device 70 is referred to as the count button unit 213 (counting means), the logo display L2 is provided in the vertical direction (vertically below, on the lower side in the vertical direction) of the count button unit 213. When viewed from the front (nearby), the logo display L2 and the count button unit 213 are positioned on an imaginary straight line along the vertical direction.
[0335] Front panel 102 (FIG. 30) is formed into a plate shape from a transparent (light-transmitting) resin. Front panel 102 covers the front (surface) of sheet 110 and protects sheet 110. Rear panel 103 (FIG. 30) is formed into a plate shape from a transparent (light-transmitting) resin. Rear panel 103 covers the rear (back) surface of sheet 110 and protects sheet 110. A substrate (LED substrate, backlight substrate) on which a plurality of LEDs 131 are arranged is provided on the back side (rear side) of rear panel 103.
[0336] As shown in FIG. 34, a embossed portion 102a (embossed portion) is provided on the front surface of the front panel 102. The embossed portion 102a is provided in a band shape on the edge portion (periphery) of the front panel 102 along the outer periphery (outer edge) of the front panel 102. The embossed portion 102a is provided within a range of a predetermined distance d extending inward from the outer edge, and the predetermined distance d is, for example, approximately 5 mm. In other words, the width of the embossed portion 102a is approximately 5 mm. Note that the embossed portion is formed by providing fine irregularities in a mold, but is not limited to this and may also be formed by chemical processing such as etching or sandblasting. The embossed portion 102a may also be provided on the back side (rear side) of the front panel 102.
[0337] When the lower panel 91 is viewed from the front through the opening 121 of the frame body 120 (FIG. 30), a strip-shaped grained portion 102a (approximately 5 mm) protrudes (appears) inside the opening 121. The inner edge of the grained portion 102a and the opening 121 have similar shapes, and the inner edge of the grained portion 102a is formed smaller (inward) than the opening 121.
[0338] The thickness of the front panel 102 is approximately 3 mm. The distance (approximately 5 mm) that the embossed portion 102a extends inward from the opening 121 is greater than the thickness (approximately 3 mm) of the front panel 102. Therefore, even if a player tries to look into the inside of the slot machine 10 through the front panel 102, the player will not be able to see the inside of the slot machine 10 (internal equipment) or the outer edge (edge) of the sheet 110. In other words, even if a player looks into the embossed portion 102a at a predetermined angle (approximately 45° to 60°), the player will not be able to see the inside of the slot machine 10 or the outer edge of the sheet 110.
[0339] The embossed portion 102a of the front panel 102 faces (overlaps with) the outer edge of the sheet 110 (FIG. 29). As shown in FIG. 34, the logo display L2 of the sheet 110 is positioned so as not to overlap the embossed portion 102a of the front panel 102 when viewed from the front. The distance (shortest distance) between the edge of the logo display L2 and (the inner edge of) the embossed portion 102a is, for example, approximately 5 mm. This prevents the logo display L2 from being covered (hidden or buried) by the embossed portion 102a, which would reduce the visibility of the logo display L2.
[0340] Furthermore, by providing the front panel 102 with the embossed portion 102a, it becomes difficult to insert a wire or other member, thereby improving the anti-tamper performance.
[0341] The gaming machine of this embodiment is a panel (e.g., lower panel 91) having a seat (e.g., seat 110); lighting means (e.g., LED 131) capable of irradiating the panel with light; The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display informing that the gaming machine is a gaming machine of specifications in which gaming profits are electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia is a background; If the color of the non-white part in the first print representation is a specific color, In the second printed representation, the specific color is not used.
[0342] The second printed mark (model name mark) does not use the specific color of the first printed mark. This makes the first printed mark (the mark indicating that the gaming machine is a gaming machine that electronically calculates gaming profits) more noticeable on the sheet. This makes the first printed mark (predetermined mark) more recognizable to players.
[0343] In addition, the gaming machine of this embodiment has a panel (e.g., lower panel 91) having a seat (e.g., seat 110); lighting means (e.g., LED 131) capable of irradiating the panel with light; The sheet includes a first printed display (e.g., a logo display L2), a second printed display (e.g., a model name display 111), and a third printed display (e.g., a background 112), the first printed display is a display informing that the gaming machine is a gaming machine of specifications in which gaming profits are electronically counted, The second printed display is a display regarding the model name of the gaming machine, the third printed indicia is a background; The first printed indicia is visible in front of the third printed indicia, If the color of the non-white part in the first print representation is a specific color, In the third printed representation, the specific color is not used.
[0344] The first printed indicia is visible in front of the third printed indicia (background), but the third printed indicia (background) does not use the specific color of the first printed indicia. This makes the first printed indicia (indication indicating that the gaming machine is designed to electronically calculate gaming profits) more noticeable on the sheet. This makes the first printed indicia (predetermined indicia) more recognizable to players.
[0345] Furthermore, the gaming machine of this embodiment is equipped with counting means (e.g., counting button unit 213) having counting operation means (e.g., counting button B8) operated when counting and gaming value display means (e.g., gaming medal number display device 70) that displays the number of gaming values to be counted, and the first printed display is provided on the side of a predetermined dedicated unit (e.g., dedicated unit 50) placed beside the gaming machine, and the first printed display is provided in the vertical direction of the counting means. This makes it easy for players to recognize that the first printed display (a display that notifies players that the gaming machine is designed to electronically count gaming profits) and the counting means (counting button unit 213) are related to each other.
[0346] Furthermore, the gaming machine of this embodiment includes a front panel (e.g., front panel 102) disposed in front of the seat, and the front panel includes a embossed portion (e.g., embossed portion 102a) formed on its periphery, and the first printed indicia is positioned so as not to overlap the embossed portion when viewed from the front. Therefore, the first printed indicia (indication indicating that the gaming machine is designed to electronically award gaming benefits) is covered by the embossed portion, and a decrease in visibility of the first printed indicia can be prevented.
[0347] While the present embodiment has been described above using a slot machine called Smart Slot (registered trademark) as an example, the present invention can also be applied to a pachinko gaming machine called Sumapachi (registered trademark). The pachinko gaming machine 1000 shown in FIG. 35 is a Smart Pachinko (registered trademark). In the pachinko machine 1000, gaming value as electronic information is used, and games are played by consuming or being awarded the gaming value. The pachinko gaming machine 1000 circulates gaming balls (physical gaming balls) as gaming media inside, making it possible to play games using gaming value as electronic information without directly touching the gaming balls, and by consuming or being awarded the gaming value.
[0348] As shown in Fig. 35, the pachinko gaming machine 1000 includes an upper panel (top panel) 500. The upper panel 500 is configured similarly to the above-described lower panel 91, and includes a sheet 510 (Fig. 36). The sheet 510 is formed similarly to the above-described sheet 110, and is configured to receive light from the rear side. The sheet 510 includes a first display (logo display L3), a second display (model name display 111), and a third display (background 112).
[0349] In the sheet 510, the relationship between the first display (logo display L3), the second display (model name display 111), and the third display (background 112) is configured similarly to the relationship between the first display (logo display L1), the second display (model name display 111), and the third display (background 112) in the above-described sheet 110. However, the difference is that the logo display L3 is provided on the left side of the sheet 510, and the model name display 111 is provided on the right side of the sheet 510. As shown in FIG. 35 , a card unit (dedicated unit 201) where a player performs operations such as lending and returning cards is located on the left side (beside) of the pachinko gaming machine 1000. The logo display L3 is provided on the dedicated unit 201 side. This indicates that the logo display L3 and the dedicated unit 201 are related to each other.
[0350] The logo display L3 (Fig. 36) is a display that indicates (informs) that the gaming machine is a Smart Pachinko (registered trademark). In other words, the logo display L3 is a display that informs that the gaming machine is a gaming machine (specific gaming machine) that is designed so that gaming benefits are electronically counted (awarded). The logo display L3 is blue. The logo display L3 has blue and white portions, and the proportion of the blue portion is relatively large, so it can be said that the logo display L3 is blue. Note that the blue color can also be said to be the color (specific color) of the non-white portions of the logo display L3.
[0351] The CMYK values of the blue part are C85%, M50%, Y0%, K0%. The CMYK values of the white part are C0%, M0%, Y0%, K0%. The logo display L3 includes the characters "Smapachi (registered trademark)", which are in white (white with a blue border).
[0352] 36, the logo display L3 has a white border W (white border W) formed (applied) along its periphery. The white border W has a fixed width, for example, about 1.5 mm. The logo display L3 has a vertical width of, for example, about 42 mm, and a horizontal width of, for example, about 46 mm.
[0353] In Figure 35, the part indicated by the symbol X is provided with a counting button unit (counting means) in the pachinko gaming machine 1000, although this is not shown. The counting means includes a counting operation means (counting buttons) and a game value (number) display device (game medal number display device). The logo display L3 is provided in the vertical direction (vertically above, on the upper side in the vertical direction) of the counting button unit. When viewed from the front (nearby), the logo display L3 and the counting button unit are positioned on an imaginary straight line along the vertical direction.
[0354] 32, a supplementary explanation display E may be provided below the logo display L3. Furthermore, when simply referring to the logo display L3, the supplementary explanation display E may be included (integrated with the supplementary explanation display E).
[0355] The present invention is not limited to the above-described embodiment, and any of the components may be modified or omitted without departing from the spirit of the present invention. For example, the game control mode and configuration of the slot machine 10 are not limited to those of the above-described embodiment.
[0356] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and modifications are introduced below. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a control method for realizing the present invention.
[0357] In the above embodiment, an example was given in which the timing at which the output of the game medal count clear signal starts and the timing at which the specific clear notification starts are synchronized, but they do not have to be synchronized, and the timing at which the output of the game medal count clear signal starts may be before or after the start of the specific clear notification.
[0358] In addition, in the above embodiment, an example was given in which the timing at which the output of the game medal count clear signal ends and the timing at which the specific clear notification ends are synchronized, but they do not have to be synchronized, and the timing at which the output of the game medal count clear signal ends may be before or after the end of the specific clear notification.
[0359] In addition, in the above embodiment, an example was given in which the output of the game medal count clear signal and the specific clear notification are executed for the same period of time, but the specific clear notification may also be executed for a period of time longer or shorter than the output time of the game medal count clear signal.
[0360] In addition, in the above embodiment, the output of the game medal count clear signal and the specific clear notification are explained as an example in which they end after a predetermined time (e.g., 5 seconds) has elapsed, but if an error state occurs before the predetermined time (e.g., 5 seconds) has elapsed, the time may be restarted from the beginning after the error is cleared.
[0361] In addition, in the above embodiment, an example was given of a case where a specific clear notification is executed by lighting up the dot display unit DP of the status display device 80, but the specific clear notification may also be executed by outputting a predetermined sound (for example, a sound such as "Credits have been cleared") from the speaker SP.
[0362] In addition, in the above embodiment, the medal CPU 30a has been described as clearing the number of game medals and then outputting a game medal number clear signal and issuing a specific clear notification, but the number of game medals may be cleared after starting to output a game medal number clear signal or issue a specific clear notification.
[0363] In addition, in the above embodiment, an example was given in which the status display device 80 used for specific clear notifications is provided on the medal count control board 30, but the status display device 80 may be provided in another location within the housing, such as above or below the reel unit 310, or on the back surface of the upper front door UD or lower front door DD.
[0364] In addition, in the above embodiment, an example was given of a case where a specific clear notification is executed using the status display device 80, but this is not limited to the status display device 80 as long as it is a device controlled by the medal count control board 30, and for example, a specific clear notification may be executed using the game medal count display device 70.
[0365] Furthermore, in the above embodiment, an example was described in which the medal CPU 30a performs the communication permission process before starting communication with the dedicated unit 50, but the communication permission process does not have to be executed, and a communication permission flag does not have to be set. In this example, the process of step S195 shown in Fig. 14 does not have to be set. That is, the start condition may be the establishment of communication with the main CPU 10a, and when the game medal count clear condition is met, a game medal count clear signal may be sent to the dedicated unit 50, and a specific clear notification may be executed by the status display device 80 of the medal count control board 30.
[0366] In the above embodiment, the setting change permission switch 262 and the setting change switch 264 are provided on the power supply unit, but they may be provided on the main board 10.
[0367] In the above embodiment, the medal CPU 30a determines that communication with the main CPU 10a has been established when it normally receives a startup command transmitted from the main CPU 10a, as shown in Figure 11. However, it is not necessary for the received startup command to be normal, and it may be determined that communication with the main CPU 10a has been established when it has received a startup command transmitted from the main CPU 10a. In this example, the medal CPU 30a does not need to determine whether the parity bit of the startup command is normal.
[0368] Similarly, the main CPU 10a has been described as transitioning to setting change processing, status restoration processing, or cold start processing when it successfully receives a reply command sent from the medal CPU 30a in the reply command waiting state shown in Figure 11, but it is not required that the received reply command be normal, and it may transition to the next process when it receives a reply command sent from the medal CPU 30a. In this example, the main CPU 10a does not need to determine whether the parity bit of the reply command is normal.
[0369] In addition, in the above embodiment, the main CPU 10a was described as sending a startup command to the medal CPU 30a when the power is turned on, and then transitioning to setting change processing, status restoration processing, or cold start processing, but it may also be configured to send a startup command to the medal CPU 30a after transitioning to setting change processing, status restoration processing, or cold start processing.
[0370] In addition, in the above embodiment, when a volume change operation is performed using the left button B7C or the right button B7D while a specific image 450 is being displayed, a volume change process is performed and an operation sound is output at the current volume after the change while continuing to display the specific image 450. However, it is also possible to output an operation sound without changing the volume.
[0371] In addition, in the above embodiment, when a light intensity change operation is performed using the up button B7A or down button B7B while the specific image 450 is being displayed, the light intensity change process is performed, and the operation sound is output at the current volume while the specific image 450 continues to be displayed. However, it is also possible to output the operation sound without changing the light intensity.
[0372] In the above embodiment, the main CPU 10a sets the internal state to an error state and restricts game progress when the medal count VL unconnected signal remains ON for a predetermined time (e.g., 154.96 msec) or longer. However, game progress may be restricted without setting the internal state to an error state. That is, the main CPU 10a does not need to set a rental device connection error as a detectable error. Furthermore, when the main CPU 10a sets an error state, it may display an identification symbol (error code) indicating the error type on the game information display unit DS, and the sub-CPU 20a may display an identification symbol indicating the error type on the liquid crystal display LCD. However, if the main CPU 10a has not set a rental device connection error as a detectable error, it may execute a specific error notification without displaying an identification symbol indicating the rental device connection error when a rental device connection error occurs.
[0373] Furthermore, in the above embodiment, the period for sending counting notifications (e.g., 300 msec) and the period for updating the display of the game medal count display device 70 (a predetermined display period based on a timer interrupt: e.g., 1 msec) are managed independently, and therefore, depending on the time relationship between the timing of the counting process of the electronic medals and the timing of updating the display of the game medal count display device 70, a situation may arise in which the displayed content of the game medal count on the game medal count display device 70 differs from the actual number of game medals. However, while the counting button B8 is being pressed and held, a predetermined countdown effect may be displayed as the display of the game medal count on the game medal count display device 70, regardless of the actual number of game medals. For example, while the counting button B8 is being pressed and held, the first display unit 510, which displays the units' digit, and the second display unit 520, which displays the tens' digit, of the five-digit display units of the game medal count display device 70, may display a countdown by rapidly cycling through the numbers "0" to "9," and the third display unit 530 to fifth display unit 550, which display the hundreds, thousands, and tens of thousands digits, may update the numbers based on the actual number of game medals. To explain this using an example of transferring 150 electronic medals to the dedicated unit 50 by pressing and holding the counting button B8, as shown in FIG. 37(A), if the counting button B8 is pressed and held while holding 250 electronic medals, as shown in FIG. 37(B), the third display unit 530 will maintain the display of "2" and a countdown will begin on the first display unit 510 and the second display unit 520. When 50 electronic medals have been transferred to the dedicated unit 50, as shown in FIG. 37(C), the game medals will Since the number is 200, the display on the third display unit 530 remains at "2", and when another 50 electronic medals (a total of 100) are transferred to the dedicated unit 50, the number of game medals becomes 150, as shown in Figure 37(D), so the display on the third display unit 530 is updated from "2" to "1", and when another 50 electronic medals (a total of 150) are transferred to the dedicated unit 50 and the long press operation on the counting button B8 is completed, the number of game medals becomes 100, as shown in Figure 37(E), so the number "100" is displayed.In this way, the counting process can be performed quickly without needlessly waiting for the display update of the game medal number display device 70.
[0374] In the above embodiment, when the left button B7C or the right button B7D is operated while the specific image 450 is displayed, a volume change process is performed, and an operation sound is output at the current volume while the specific image 450 continues to be displayed. However, during a predetermined error other than a rental device connection error (e.g., a door open error), the volume change operation using the left button B7C or the right button B7D may be disabled, and even if the left button B7C or the right button B7D is operated, the volume change process may not be performed and an operation sound may not be output. Alternatively, the volume change process may not be performed but an operation sound may be output. Similarly, during a predetermined error other than a rental device connection error (e.g., a door open error), the light intensity change operation using the up button B7A or the down button B7B may be disabled, and even if the up button B7A or the down button B7B is operated, the light intensity change process may not be performed and an operation sound may not be output. Alternatively, the light intensity change process may not be performed but an operation sound may be output. In this example, the main CPU 10a does not need to set the internal state to an error state when the dedicated unit 50 is not connected.
[0375] Furthermore, among the multiple types of errors, there may be errors that invalidate volume change operations or light intensity change operations, and errors that validate volume change operations or light intensity change operations.
[0376] In the above embodiment, an example was given in which a transition to a demo presentation is made when play has not been continuously performed for a predetermined period of time (for example, 60 seconds) under a predetermined situation, but a transition to a demo presentation (demo screen) may also be made when an operation is made to the settlement button B4, or a transition to a demo presentation (demo screen) may be made when the settlement process associated with an operation to the settlement button B4 is completed.
[0377] In the above embodiment, the monitoring timer is always running while the gaming machine is powered on. However, the monitoring timer may be interrupted or stopped. For example, the monitoring timer may be interrupted when the door sensor detects that the upper front door UD or the lower front door DD has been opened, and the suspended monitoring timer may be resumed when the door sensor detects that the open upper front door UD or the lower front door DD has been closed. That is, the monitoring timer may be temporarily stopped during a door opening error (error state) associated with the opening of the upper front door UD or the lower front door DD. This prevents a demo effect from starting while the upper front door UD or the lower front door DD is open. If a demo effect were to start while the upper front door UD or the lower front door DD was open, different effects would be executed before and after the upper front door UD or the lower front door DD was opened, which could create a sense of incongruity. However, this modified example prevents the sense of incongruity caused by different effects being executed before and after the upper front door UD or the lower front door DD was opened.
[0378] Also, for example, the monitoring timer may be activated when all processing related to one game has been completed, and stopped when the electronic medal is set to the inserted state. In this way, it is possible to transition to a demo effect in a game situation where the electronic medal is not set to the inserted state, and not to transition to a demo effect in a game situation where the electronic medal is set to the inserted state.
[0379] Also, for example, when the menu button B6 is operated while a game presentation (game screen) or a demo presentation (demo screen) is being executed in order to transition to a menu screen, the measurement value of the monitoring timer is initialized (reset) to the initial value "0" and timing by the monitoring timer is temporarily stopped, and when the menu button B6 is operated while the menu is displayed in order to return to the game presentation, timing by the initialized (reset) monitoring timer is resumed (restarted).
[0380] In the above embodiment, an example was given in which the time counting by the monitoring timer is reset each time a signal is input from the main board 10, but it is also possible not to reset the time counting by the monitoring timer when the upper front door UD or the lower front door DD is opened or when the upper front door UD or the lower front door DD that is in an open state is closed.
[0381] In the above embodiment, if the monitoring timer counts a predetermined time (for example, 60 seconds) while any of the reels is spinning, a reel stop warning effect may be executed instead of the demo effect. In this case, the volume of the speaker SP may be muted or reduced in volume along with the execution of the reel stop warning effect.
[0382] In addition, in the above embodiment, an example was given in which it is not possible to play in the setting confirmation mode, but in the setting confirmation mode, it may be possible to insert (bet) electronic medals using the bet button B0, settle electronic medals using the settlement button B4, and count electronic medals using the count button B8.
[0383] In addition, in the above embodiment, an example was given in which it was possible to switch to setting confirmation mode while accepting the insertion of an electronic medal, but it may also be possible to switch to setting confirmation mode if the setting confirmation conditions are met while the settlement process is being executed, or it may be possible not to switch to setting confirmation mode while the settlement process is being executed.
[0384] In the above embodiment, the main CPU 10a sets the internal state to an error state and restricts game progress when the complete activation condition is met. However, game progress may be restricted without setting the internal state to an error state. In other words, the main CPU 10a does not have to set the activation of the complete function as a detectable error. Furthermore, when the main CPU 10a sets the internal state to an error state, it displays an identification symbol (error code) indicating the type of error on the game information display unit DS, and the sub-CPU 20a displays the identification symbol indicating the type of error on the liquid crystal display LCD. However, if the main CPU 10a does not set a complete error as a detectable error, the sub-CPU 20a may execute an error notification without displaying an error code on the game information display unit DS when the complete activation condition is met.
[0385] In addition, in the above embodiment, an example was given of a case where the setting confirmation mode is entered when the setting confirmation conditions are met while game progress is restricted by the complete function, but it is also possible not to enter the setting confirmation mode while game progress is restricted by the complete function.
[0386] In addition, in the above embodiment, an example was given of managing the transition to setting confirmation mode in the door opening error monitoring process, but the door opening error monitoring process may also monitor lending device connection errors and medal count control errors, making it possible to detect these errors while game progress is restricted by the complete function.
[0387] In the above embodiment, the operation of the counting button B8 is invalidated when the gaming machine is not connected to the dedicated unit 50, but the operation of the settlement button B4 may also be invalidated when the gaming machine is not connected to the dedicated unit 50. In this way, it is possible to restrict not only the counting of electronic medals but also the settlement.
[0388] Furthermore, in the above embodiment, an example was explained in which the main board 10, the sub-board 20, and the medal count control board 30 are arranged so as to share the functional units for progressing through the game, but some of the functional units of the main board 10 may be arranged on the sub-board 20 or the medal count control board 30, some of the functional units of the sub-board 20 may be arranged on the main board 10 or the medal count control board 30, some of the functional units of the medal count control board 30 may be arranged on the main board 10 or the sub-board 20, or all of the functional units may be arranged together on one control board. Also, all of the functional units of the medal count control board 30 may be arranged on the main board 10, and the medal count control board 30 may not be provided.
[0389] The invention of the above embodiment is not limited to smart pachislots, but can also be applied to slot machines in which games are played using actual medals (game value), gaming machines in which games are played using game balls (pachinko balls) (pinball gaming machines, Smart Pachinko (registered trademark)), etc. Smart Pachinko is provided with a main board (first control unit) that controls the progress of the game, a sub-board that controls the presentation, and a frame control board (second control unit) that can communicate with the main board and a dedicated unit (specific unit) that lends game balls, and the frame control board can manage the number of game balls. Furthermore, the main board switches between starting up in game mode (playable state) and setting change mode (unplayable state) depending on the state of the setting change switch when the power is turned on. The frame control board may clear the number of game balls it manages to 0 when a predetermined clear condition is met, and the start condition is that communication with the main board has been established, and when the clear condition and the start condition are met, the frame control board may cause a status display device provided on the frame control board to execute a specific notification to notify that the number of game balls has been cleared, and in particular, the specific notification may be executed regardless of the connection status with the dedicated unit, or may be executed even if the main board is changing the setting value (unplayable state).Furthermore, when the clear condition and the start condition are met, the frame control board may send a game ball count clear signal (a signal indicating that the number of game balls has been cleared to 0: a specific signal) to the dedicated unit, and in particular, the game ball count clear signal may be sent to the dedicated unit even if the main board is changing the setting value (unplayable state).
[0390] Furthermore, the invention of the first embodiment, the invention of the second embodiment, and the various modifications can be appropriately combined and adopted. [Explanation of symbols]
[0391] (First embodiment) BX storage box, UD upper front door, DD lower front door, DW display window, L1 valid line, DS game information display, LCD liquid crystal display, AL Frame Lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SL start lever, B0 bet button, B1~B3 stop buttons, B4 settlement button, B5 performance button, B6 menu button, B7 cross key, B7A Up button, B7B Down button, B7C Left button, B7D Right button, B8 Count button, B10 Lending button, B11 Return button, B12 Play button, B13 Game medal count clear button, B14 Error release button, DP dot display, 10 Main board, 10a Main CPU, 10b Main ROM, 10c Main RAM, 20 sub-board, 20a sub-CPU, 20b sub-ROM, 20c sub-RAM, 30 medal count control board, 30a medal CPU, 30b medal ROM, 30c Medal RAM, 40 Game ball rental device connection terminal board, 50 Dedicated unit, 60 dedicated unit control board, 61 cash insertion section, 62 card insertion section, 63 lending switch, 64 return switch, 65 game switch, 66 degree display device, 67 Acquired medal number display device, 70 Game medal number display device, 80 Status display device, 82 first connector, 84 second connector, 91 lower panel, 100 main startup processing means, 105 input acceptance means, 110 random number generation means, 120 internal lottery means, 130 reel control means, 140 winning determination means, 150 payout control means, 160 replay processing means, 170 game state control means, 180 performance state control means, 190 communication control means, 195 setting confirmation means, 200 sub-startup processing means, 210 performance control means, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 Settlement switch, 255 Counting button switch, 256 Game medal number clear switch, 257 Error release switch, 262 setting change permission switch, 264 setting change switch, 270 Production button switch, 280 Menu button switch, 290A upper button switch, 290B lower button switch, 290C left button switch, 290D right button switch, 310 reel unit, 330 display device, 340 sound device, 350 substrate case, 352 case body, 354 case lid body, 356 connecting pin, 358 Main unit side connection part, 360 Lid side connection part, 400 Menu screen, 410 Volume setting screen, 420 Volume bar image, 430 Light intensity setting screen, 440 Light intensity bar image, 450 Specific image 510 first display section, 520 second display section, 530 third display section, 540 fourth display section, 550 fifth display section, (Second embodiment) B Background, L1 Logo display, E Supplementary explanation display, N Anti-slip display, 91 lower panel, 102 front panel, 102a grained portion, 103 rear panel, 110 sheet, 111 model name display, 112 background, 120 frame body, 121 opening, 131 LEDs, L2 logo display, W border (white border), P character, L3 logo display, 201 dedicated units, 500 upper panels, 510 seats, 1000 pachinko machines
Claims
1. A gaming machine capable of transmitting at least a portion of a gaming value by a predetermined counting operation, a display control means for displaying a number of game values, which is the quantity of the game values, and updating and displaying the number of game values during the counting operation; a setting confirmation means for shifting the setting to a setting confirmation mode in which the setting value can be confirmed; The setting confirmation means When an operation to shift to the setting confirmation mode is performed during the update display of the number of game values, the mode is shifted to the setting confirmation mode, The display control means When an operation to shift to the setting confirmation mode is performed during the update display of the number of game values, the update display of the number of game values is stopped, When the setting confirmation mode ends during the counting operation, the gaming machine updates and displays the number of game values without the need to perform the counting operation again.
2. A gaming machine capable of transmitting at least a portion of a gaming value by a predetermined counting operation, a display control means for displaying a number of game values, which is the quantity of the game values, and updating and displaying the number of game values during the counting operation; a setting confirmation means for shifting the device to a setting confirmation mode in which the setting value can be confirmed; a performance control means for outputting sound from the sound device; The setting confirmation means When an operation to shift to the setting confirmation mode is performed during the update display of the number of game values, the mode is shifted to the setting confirmation mode, The display control means When an operation to shift to the setting confirmation mode is performed during the update display of the number of game values, the update display of the number of game values is stopped, The performance control means When all of the game values are transmitted based on the counting operation, a first sound related to the transmission is output; When the gaming machine transitions to a non-playable state while the first sound is being output, the gaming machine outputs a second sound related to the non-playable state without stopping the output of the first sound.
Citation Information
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