Gaming machine

The gaming machine addresses token management challenges by using a pseudo-gaming medium and occupancy notification system, ensuring secure and efficient gameplay without physical tokens, enhancing user experience and operational efficiency.

JP7843996B2Active Publication Date: 2026-04-13KITA DENSHI CORP
View PDF 10 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-14
Publication Date
2026-04-13

AI Technical Summary

Technical Problem

Conventional gaming machines that play games without physical gaming media face challenges in managing token-based gameplay, particularly in notifying players of seat occupancy when they temporarily leave, leading to confusion and potential misuse.

Method used

The gaming machine manages tokens as data and implements a pseudo-gaming medium system, incorporating an occupancy function that uses display modes and timers to notify players of seat occupancy, ensuring exclusive use without physical tokens.

Benefits of technology

This solution effectively manages token-based gameplay by preventing unauthorized use and ensuring players can resume their games securely, enhancing user experience and operational efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007843996000001
    Figure 0007843996000001
  • Figure 0007843996000002
    Figure 0007843996000002
  • Figure 0007843996000003
    Figure 0007843996000003
Patent Text Reader

Abstract

To improve the convenience of a game machine.SOLUTION: A game machine that has a storage unit capable of storing game values owned by a player and is capable of executing a game on the basis of the game value stored in the storage unit includes determination means capable of determining that the game machine is occupied by a specific player on the basis of the fact that the game value stored in the storage unit is a specific value for a predetermined period of time, and notification means capable of giving a notification that allows a player to recognize that the game machine is occupied by a specific player on the basis of the determination result of the determination means.SELECTED DRAWING: Figure 6
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0004] , elapsed , , , , , ,

[0005] , , , , [Figure 1] , ,

[0003] ,

[0006] , , , , , , Ta , [Figure 2] , A game execution memory unit capable of storing the game value required to execute one game, and after the game value stored in the game execution memory unit is transferred to the memory unit

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

Background Art

[0002] Conventionally, gaming machines such as slot machines that can play games without the intervention of physical gaming media such as medals have been proposed (see, for example, Patent Document 1).

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0007] A preferred embodiment of the gaming machine according to the present invention will be described. The gaming machine of this embodiment does not use actual tokens (gaming medium), but manages tokens as data and plays games using a pseudo-gaming medium in that data format (hereinafter referred to as a tokenless gaming machine). The following describes an example of applying the present invention to a 6th generation slot machine with an AT (ART) state as a medalless gaming machine. However, it is not limited to this, and the present invention can also be applied to, for example, an A-type slot machine that allows for real bonus gameplay. Furthermore, tokens used as data in tokenless gaming machines are referred to as "gaming tokens."

[0008] <First Embodiment> A first embodiment of the gaming machine according to the present invention will be described with reference to Figures 1 to 12.

[0009] Figure 1 is a schematic front view showing the external appearance of a medalless gaming machine (gaming machine). Figure 2 is a schematic perspective view showing the internal structure of a coinless gaming machine (gaming machine). As shown in Figures 1 and 2, the medalless gaming machine 1 comprises a housing 1b and a front door 1a that can be opened and closed to cover the opening of the housing. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward. Around this step, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The display window 6 is equipped with a favorable section lamp 13 on its side, and above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. The upper part of the front door 1a is equipped with a display unit 8 that operates as a notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also be configured with multiple screens (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required.

[0010] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.

[0011] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0012] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, advantageous section lamp 13, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. Furthermore, the main control unit 10 has a memory unit capable of storing the game value (game tokens) owned by the player, and controls the game to be executed based on the game value stored in the memory unit. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the display unit 8, the speaker 9, the lamp 11, and the performance button 2g. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10. In either the main control unit 10 or the sub-control unit 20, or both, the determination means and notification means in this invention are configured as a display control means, a section control means, a difference information counting means, a favorable section termination control means, a special game state termination control means, a specific increase number change control means, a first bonus granting means, a second bonus granting means, and an ending performance control means.

[0013] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a game token count display unit 7a (see Figure 5) composed of, for example, a 7-segment LED. When game tokens are lent out or given, the main control unit 10 adds up the number of lent out or given, stores the sum (total) as the "game token count" in the storage means, and displays it on the game token count display unit 7a. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If the total number of game tokens exceeds this upper limit due to, for example, the awarding of tokens through winning, a "game unavailable" control is executed to prevent the player from playing. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0014] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0015] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means used to stop the reel 41, which rotates in response to the operation of the start lever 3.

[0016] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means used to output at least a portion of the game tokens (game value) displayed on the game token count display 7a as counting data to a dedicated unit 19 (external). Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7.

[0017] If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display 7a shows "50 or less" game tokens, all game tokens will be counted, up to a maximum of "50" tokens. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display 7a shows a number of game tokens greater than 50, 50 game tokens will be counted in response to the first long press detection, and up to 50 game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button 21 (see Figure 5) is operated is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0018] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0019] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0020] The settlement button 2d is an operating means used to return (transfer) the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display unit 7a. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display unit 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets to the number of game tokens (game value) displayed on the game token count display unit 7a (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.

[0021] Furthermore, other control methods, such as the bet button 2a, can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above).

[0022] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. Based on the reception of control information from the main control unit 10, the sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the number of bets, and it is designed to display the number of bets (game value) set as the number of bets in the game at least before the game starts. Based on the reception of information from the main control unit 10 that identifies the start of a game (operation of the start lever 3), the sub-control unit 20 controls the bet count lamp 2f to turn off.

[0023] Furthermore, the sub-control unit 20, based on the reception of control information from the main control unit 10, performs control to turn off the bet number lamp 2f when game tokens corresponding to the bet number are inserted. Furthermore, based on the reception of control information from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is changed to the number of game tokens. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted or when game tokens are cashed out (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet count lamp 2f, and this display means may be directly controlled by the main control unit 10.

[0024] The advantageous section lamp 13 is a notification means that informs the player that they are in a favorable state. The advantageous section lamp 13 lights up during the advantageous section, but it may also be designed to light up during the advantageous section and in a game state where medals are increasing (such as AT state). However, it is also possible to have the advantageous section lamp 13 installed but not light up. Furthermore, it is not necessary to provide the advantageous section lamp 13. In this case, it is preferable to provide a lamp that lights up during the AT state instead of the advantageous section lamp 13, so as not to make it difficult to recognize the AT state.

[0025] The probability setting device 16 can change the probability of winning in the AT state to multiple levels (for example, 6 levels). The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0026] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0027] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held.

[0028] The dedicated unit 19 is equipped with, for example, a medal count indicator 19a (see Figure 5) composed of 7-segment LEDs, which displays the stored number of medals held on the medal count indicator 19a. Furthermore, the dedicated unit 19 is equipped with a card unit (not shown), which can store (record) the number of medals held on an IC card. The IC card can be ejected from the card unit by operating the return button 21 (see Figure 5) located on the dedicated unit 19 (return operation). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0029] The dedicated unit 19 can be connected to a computer called a hall computer or management computer via a relay device or directly, and can output game information such as outs and safes, as well as sales information, to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0030] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player to call an attendant (store clerk) and a call lamp that notifies the attendant that an attendant has been called. The unit 19 can output game information such as game execution information and information on the occurrence of special game states (AT state, etc.) received from the medalless gaming machine 1 to the calling device.

[0031] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. First, in step S1, the game start process is executed. In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up the "3BET" lamp on the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective. Furthermore, the medalless gaming machine 1 may be configured to only allow gameplay with a bet of "3".

[0032] Next, in step S2, the lottery process is executed. When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0033] Next, in step S3, the reel rotation process is executed. Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0034] Next, in step S4, the reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0035] Next, in step S5, the award process is executed. In controlling the stopping of the reel 41, the main control unit 10 controls the reel to stop in a combination of symbols corresponding to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.

[0036] Next, in step S6, the disbursement process (granting process) is executed. If it is determined that a specific minor role has been achieved, the process of awarding (paying out) the corresponding number of game tokens is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the awarded number "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0037] Next, in step S7, the game termination process is executed. The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 to execute the counting process until the number of game tokens displayed becomes "0". Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).

[0038] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0039] Next, the occupancy function in the medalless gaming machine 1 (gaming machine) of this first embodiment will be described. In the first embodiment of this medalless gaming machine 1, unlike conventional gaming machines, the game is played without using gaming tokens. Therefore, the medalless gaming machine 1 is not equipped with a mechanism for storing gaming tokens or the player's personal belongings (such as cigarettes), such as a tray. In conventional gaming machines, for example, if a player temporarily leaves their seat to buy a drink, it is common practice to indicate their intention to continue playing the machine by placing their game tokens or personal belongings in the machine's tray. In other words, by placing their personal belongings in the machine's tray, the player signals that the machine is occupied by the player who is away, preventing other players from taking over and playing the machine.

[0040] However, in the case of a medalless gaming machine 1 that does not use game tokens, there is no lower tray, making it difficult to notify players that they are occupying the medalless gaming machine 1 when they temporarily leave their seat. Therefore, in the medalless gaming machine 1 of this first embodiment, a occupancy function is provided as follows, enabling notification that the medalless gaming machine 1 is in an occupied state.

[0041] [Notification of occupancy status on the game token count display] First, referring to Figures 5 and 6, we will explain the operating procedure for notifying the coinless gaming machine 1 that it is occupied by a player who is away from their seat, and how the game token count display 7a notifies the player of the occupied status. Figure 5 shows the procedure for setting the coinless gaming machine 1 to exclusive use when a player temporarily leaves their seat while playing, and the display contents of the game token count indicator 7a and the number of tokens held indicator 19a at that time. Figure 5 shows the case where the player leaves the coinless gaming machine 1 when the number of game tokens is "300".

[0042] First, as shown in Figure 5(a), when the number of game tokens is "300", the main control unit 10 controls the game token display unit 7a to display the numerical information "300". If the number of medals held is "0" at this time, the number of medals held indicator 19a of the dedicated unit 19 will display the numerical information "0" as shown in the figure.

[0043] In this state, when a player leaves their seat while playing, as shown in Figure 5(b), they first operate the MAX bet button 2b to set the maximum bet amount for the coinless gaming machine 1 to "3" (MAX bet). When the main control unit 10 receives a detection signal from the MAX bet button 2b, it stores (sets) the bet number "3" in the game execution memory unit and transmits control information to the sub-control unit 20, which then lights up the "3BET" lamp on the bet number lamp 2f. Furthermore, when the MAX bet is set, the main control unit 10 subtracts the number of tokens for the MAX bet from the token count display 7a and changes the numerical information to "297".

[0044] Next, as shown in Figure 5(c), the counting button 2c is operated until the number of game tokens stored and displayed on the game token display device 7 becomes "0". Based on the detection signal received from the counting button 2c, the main control unit 10 clears the number of game tokens stored in the game token display device 7 and changes the numerical information on the game token display 7a to "0" when the counting button 2c is operated until the number of game tokens becomes "0". Furthermore, based on the reception of control information from the main control unit 10, the dedicated unit 19 stores the number of game tokens that had been stored and displayed in the game token display device 7 up to that point, and changes the numerical information of the number of tokens held display device 19a to "297". Furthermore, the number of game tokens counted by operating the counting button 2c is limited to the amount displayed on the game token display unit 7a. Therefore, even if the number of game tokens becomes "0", the bet number set at that time will be maintained, the bet number setting of "3" will remain, and the "3BET" lamp on the bet lamp 2f will continue to light up.

[0045] Next, as shown in Figure 5(d), the set bet amount is converted to the number of game tokens by operating the settlement button 2d. When the main control unit 10 receives a detection signal from the settlement button 2d, it clears the bet count "3" (MAX bet) stored and set in the game execution memory unit, and also sends control information to the sub-control unit 20, which then turns off the "3BET" lamp on the bet count lamp 2f. Furthermore, upon clearing the MAX bet, the main control unit 10 transfers the game value equivalent to the MAX bet to the memory unit and changes the number of game tokens to "3," and also adds the number of tokens equivalent to the MAX bet to the game token display unit 7a and changes the numerical information to "3." In this state, if the return button 21 of the dedicated unit 19 is operated, an IC card (member card or visitor card) with the game value corresponding to the number of tokens held, as displayed on the token count indicator 19a, is ejected from the dedicated unit 19. Therefore, with only "3" game tokens remaining on the game token display device 7, it becomes possible for a player to leave their seat with an IC card containing the game value held by other players.

[0046] Then, after a predetermined time (for example, 30 seconds) has elapsed since the game value of the MAX bet has been converted into the number of game tokens, as shown in Figure 5(e), the numerical information displayed on the game token count indicator 7a changes from being lit to blinking at a first blinking interval (for example, 0.5 seconds), and the occupied status is notified (first notification). The main control unit 10 starts counting a timer to monitor the start of the occupied state from the moment the game value for the MAX bet is converted into the number of game tokens. When the number of game tokens does not change until the timer count reaches a predetermined value (30 seconds), the main control unit 1 determines that the tokenless game machine 1 has entered the occupied state and switches the display mode of the number of game tokens display unit 7a from solid to blinking at the first blinking interval. Therefore, when the display mode of the game token count indicator 7a is switched from being lit to flashing at the first flashing interval, it is communicated (first notification) that the tokenless game machine 1 is occupied by a player who is away from their seat.

[0047] Furthermore, if the occupied status is notified (first notification), and the player who was away from their seat returns to the medalless gaming machine 1 and converts the number of medals held to the number of gaming medals by inserting an IC card, the main control unit 10 will release the occupied status and switch the display mode of the gaming medal count indicator 7a back from blinking at the first blinking interval to solid illumination, thereby ending the notification of the occupied status.

[0048] Furthermore, if the occupied state, in which the flashing occurs at the first flashing interval described above, continues for a predetermined time (for example, 30 minutes), as shown in Figure 5(f), the display mode of the numerical information displayed on the game token count indicator 7a changes from flashing at the first flashing interval to flashing at the second flashing interval (for example, 0.3 seconds), and the notification mode of the occupied state changes from the first notification to the second notification. The main control unit 10 starts counting a timer to monitor the excess of the occupied state from the moment the machine transitions to an occupied state where it is flashing at the first flashing interval. When the timer count reaches a predetermined value (30 minutes) and the number of game tokens does not change, the main control unit 1 determines that the occupied state of the tokenless game machine 1 has exceeded the limit (excess state), and switches the display mode of the number of game tokens display unit 7a from flashing at the first flashing interval to flashing at the second flashing interval. Therefore, when the numerical information of the game token count display 7a is switched from flashing at a first flashing interval to flashing at a second flashing interval, it is communicated that the occupancy of the tokenless game machine 1 has exceeded a predetermined time.

[0049] Furthermore, if the occupancy status exceeds the limit and the second notification is being issued, and the player who was away from their seat returns to the medalless gaming machine 1 and converts their number of medals to the number of game medals by inserting an IC card, the main control unit 10 will release the occupancy status and switch the display mode of the game medal count indicator 7a back from blinking at the second blinking interval to solid illumination, thereby ending the notification of the occupancy status.

[0050] Furthermore, the time required to monitor the start of the occupation state and the time required to monitor the excess of the occupation state may be other than those specified above. Furthermore, while the system currently provides notification of the occupied state (first notification) and notification of exceeding the occupied state (second notification) by flashing the numerical information on the game token count display 7a or changing the flashing interval, the system may also provide notification of the occupied state or exceeding the occupied state by changing other display modes. For example, the system may provide the above notification by changing the display color of the numerical information. Furthermore, while the occupancy status is determined based on whether the game value for the MAX bet has been transferred (settled) into the number of game tokens, it may also be determined based on whether the game value for other bet amounts (for example, bet amount "1") has been transferred (settled) into the number of game tokens.

[0051] Next, the occupation status processing performed by the main control unit 10 will be explained with reference to the flowchart in Figure 6. Figure 6 shows the occupation status processing for executing the first notification of the occupation status and the second notification when the occupation status exceeds the limit, as described above.

[0052] First, when the occupancy status processing is executed, step S8 determines whether the number of game tokens is "0" or not. If the number of game tokens is "0", proceed to step S9; if the number of game tokens is "1" or more, proceed to step S12. Next, in step S9, it is determined whether or not the payment button 2d was operated. If the payment button 2d is pressed, the process proceeds to step S10; if the payment button 2d is not pressed, the process proceeds to step S12.

[0053] Next, in step S10, it is determined whether the number of game tokens is "3" or not. If the number of game tokens is "3", proceed to step S11; otherwise, proceed to step S12. Next, in step S11, the process of starting the timer count is performed. This process initiates the counting of timers to monitor the start of the occupied state and the state of exceeding the occupied state. In other words, when the number of game tokens is "0", if the settlement button 2d is operated and the game value stored in the game execution memory that stores the number of bets is transferred (converted) to the memory, and the number of game tokens is changed to "3", the timer for monitoring the start of the occupied state will begin counting.

[0054] Furthermore, since the settlement button 2d is only active when the game is not running, and the timer counting starts when the game is not running, the occupation status check is only effective when the game is not running. In the example above, the timer starts counting when the payout button 2d is operated and the number of game tokens changes to "3". However, it is also possible to start the timer counting when the number of game tokens becomes "3" without any operation of the payout button 2d. For example, after inserting an IC card with a number of tokens of "3", the timer could start counting when the number of tokens is converted to the number of game tokens and the total number of game tokens becomes "3".

[0055] Next, in step S12, it is determined whether or not the timer is running. If the timer counting starts as a result of the processing in step S11 and the timer is operating, the process proceeds to step S13; otherwise, this occupation state processing ends. Next, in step S13, it is determined whether or not the conditions for releasing the occupation state have been met. The conditions for releasing the occupied state are met in the medalless gaming machine 1 when there is a change in the state that allows the player to resume playing. For example, this condition is met when the number of medals held is converted to the number of game medals, or when the number of bets is set based on the number of game medals. If the conditions for releasing the possession are met, the process proceeds to step S14; otherwise, the process proceeds to step S15.

[0056] If the condition for releasing the occupied state is met as a result of the determination in step S13, then in step S14, the timer counting is terminated, the timer count value is initialized, and the notification of the occupied state is terminated. As a result of the processing in step S14, if the conditions for releasing the occupied state, such as when a player who has left their seat resumes playing, are met, the notifications of the occupied state that were being executed up to that point (first notification and second notification) will be terminated, the counting of the operating timer will be stopped, and the timer's count value will be reset. Then, upon the termination of the occupation status notification, if the first or second occupation status notification has been issued, the display mode of the game token count indicator 7a will be switched from flashing at the first or second flashing interval to being fully lit.

[0057] On the other hand, if the determination in step S13 does not find that the conditions for releasing the occupation state have been met, then in step S15, a determination is made as to whether the timer count has exceeded the second hour. If the timer counting result exceeds 2 hours, step S 19 The process then proceeds to step S, and if the timer count result has not exceeded the second hour, then step S 16 It will transition to [this]. The second hour is the reference time for determining whether the occupation has exceeded the limit. For example, if the occupation lasts for 30 minutes or more, it will be determined that the occupation has exceeded the limit.

[0058] If the result of the determination in step S15 is that the timer count has not exceeded 2 hours, then step S 16 Then, a determination is made as to whether the timer has counted up to or exceeded the first hour. If the timer counting result exceeds 1 hour, step S 17 The process then transitions to the next step, and if the timer count result has not yet exceeded 1 hour, this occupation state process is terminated. The first hour is the reference time for determining the start of the occupation state. For example, if 30 seconds have passed since the timer started counting, the occupation state will be determined. Further details will be provided later, but the first hour can be changed based on the fulfillment of certain conditions.

[0059] Next, step S 17 Then, the first notification process for the occupied status is performed. The first notification process for the occupied state is a process to notify that the coinless gaming machine 1 is occupied by a player who is away from their seat. The display mode of the gaming medal count indicator 7a is switched from solid to flashing at the first flashing interval, and the first notification is executed. Next, step S 18 Next, the system processes the output of the first notification information to an external source. The external output processing of the first notification information is a process that transmits information to external devices such as a management computer or a calling device that can identify that the first notification of occupation has been made. By transmitting this information, the external devices will be able to understand (manage) that the first notification of occupation has been made in the medalless gaming machine 1. The management computer will then collect data on the number of times each coinless gaming machine 1 is occupied, the duration of such occurrences, and so on. Furthermore, the calling device will, for example, determine when an occupied state occurs in the coinless gaming machine 1 corresponding to the calling device, and execute a predetermined notification corresponding to the first notification in the coinless gaming machine 1 using a display means provided in the calling device. After that, this occupation state processing will be terminated.

[0060] On the other hand, if the result of the determination in step S15 indicates that the timer counting result exceeds 2 hours, then step S 19 Then, the second notification process for the occupied status is performed. The second notification process for the occupied state is a process to notify that the occupied state of the medalless gaming machine 1 is in an excess state, and the display mode of the gaming medal count display 7a is switched from flashing at the first flashing interval to flashing at the second flashing interval, and the second notification is executed. Next, step S 20 Next, the external output processing of the second notification information is performed. The external output processing of the second notification information is a process that transmits information to external devices such as a management computer or a calling device that can identify that a second notification indicating an occupied state has been made. By transmitting this information, the external devices will be able to understand (manage) that a second notification indicating an occupied state has been made in the medalless gaming machine 1. The management computer will then collect data on the number of times each coinless gaming machine 1 has exceeded its occupied state, the duration of such occurrences, and other relevant information. Furthermore, the calling device will, for example, determine when an excess of the occupied state occurs in the coinless gaming machine 1 corresponding to the calling device, and will execute a predetermined notification corresponding to the second notification in the coinless gaming machine 1 using a display means provided in the calling device. After that, this occupation state processing will be terminated. Further details will be provided later, but the second hour can be changed based on the fulfillment of certain conditions.

[0061] As described above, in the first embodiment of the medalless gaming machine 1, when the settlement button 2d is operated while a game is not being played and the number of game tokens in the memory unit is changed to "3", the main control unit 10 starts counting the timer, and when the timer count result has elapsed for one hour (for example, 30 seconds), it determines that the medalless gaming machine 1 is occupied by a player who is away from their seat. If it is determined that the machine is occupied, the first notification of the occupation information will be made, for example, by the game token count display 7a.

[0062] In other words, the main control unit 10 is equipped with a determination means that can determine whether the game machine (coinless game machine 1) is occupied by a specific player (a player who is away from their seat) based on the fact that the game value (game tokens) stored in the memory unit has been at a specific value ("3") for a predetermined period (for example, 30 seconds). Furthermore, the main control unit 10 and the game token count display device 7 (game token count display 7a) constitute notification means that can execute a notification (first notification) that allows the player to recognize that the machine is in an occupied state, based on the determination result of the determination means. Therefore, a player who wishes to temporarily leave the coinless gaming machine 1 can operate a predetermined operating means provided on the coinless gaming machine 1 to trigger a notification that the coinless gaming machine 1 is occupied, allowing them to leave their seat with peace of mind.

[0063] Furthermore, in order to enter a state of occupancy, the number of game tokens in the memory unit must be "3," which is the maximum value required to play one game. Therefore, since "3" game tokens are required to put the machine into an occupied state, it is possible to prevent the tokenless game machine 1 from being illegally put into an occupied state. Furthermore, since the number of game tokens is set to "3" while the machine is occupied, it becomes possible to start playing the game immediately after releasing the occupied state.

[0064] Furthermore, the main control unit 10 determines that the game is occupied when the game value set for the number of bets (for example, MAX bet) is transferred to the number of game tokens. In other words, the main control unit 10 includes a game execution memory unit capable of storing the game value required to execute one game, and the main control unit 10, as a determination means, can determine that the game value stored in the game execution memory unit is occupied, provided that it has been transferred to a memory unit that stores the number of game tokens. Therefore, by utilizing the procedures performed when running the game, it becomes possible to establish an occupation state, making it easy to establish an occupation state.

[0065] Furthermore, the main control unit 10 determines that the occupancy state has exceeded the limit when the timer count exceeds the second time (for example, 30 minutes). If the occupation state is determined to be an excess state, a second notification of occupation information will be made, for example, by the game token count display 7a. In other words, the main control unit 10, acting as a determination means, can determine that the occupation state has been exceeded based on the fact that the occupation state has exceeded a predetermined period (30 seconds) and become a specific period (30 minutes). The main control unit 10 and the game token count display device 7, acting as notification means, can execute a notification (second notification) that the player can recognize as the occupation state being exceeded, based on the determination result of the determination means.

[0066] Therefore, if a player is away from their seat for an extended period, it becomes possible to notify staff of the prolonged absence, enabling appropriate action to be taken against players who do not follow the rules of the gaming establishment. Furthermore, since players will be informed that a second notification will be sent if they are away for an extended period, it becomes possible to prevent players from leaving their seats for extended periods in the first place. Furthermore, if a coinless gaming machine 1 is being illegally occupied, it becomes possible to quickly inform staff of this, thereby minimizing the losses incurred by the gaming establishment due to the fraudulent activity.

[0067] Currently, the occupancy status is determined based on whether the number of game tokens set as the bet has been converted to the number of game tokens. However, it is also possible to determine the occupancy status when the number of game tokens reaches a specific value for a predetermined period, without any conversion from the number of bets to the number of game tokens. Furthermore, the specific value of the number of game tokens used to determine the occupancy status does not have to be "3"; it could be "1" or "2". Furthermore, the coinless gaming machine 1 may be provided with a means to change the first time period used to determine the state of occupancy, and the second time period used to determine the state of exceeding the occupancy limit, through external operation by the gaming parlor.

[0068] Furthermore, in the example described above, the system notifies the occupied state when multiple game token counts are stored in the memory unit. However, it is also possible to perform the occupied state notification by inserting an IC card with three token counts pre-stored into the dedicated unit 19. For example, if multiple game token counts are stored, only three tokens are counted, and then an IC card with the three token counts stored is ejected. After that, the remaining game tokens are counted, and a card with the remaining token counts stored is ejected. Then, the IC card containing the initial three tokens that were dispensed is reinserted, the number of tokens held (3 tokens) is converted into the number of game tokens, and the operation procedure shown in Figure 5 is then performed to notify the player of the occupied status. Alternatively, when creating an IC card that stores the number of tokens held for three cards, it is also possible to first create an IC card that stores the remaining tokens, leaving the number of tokens for three cards, and then create an IC card that stores the number of tokens held for three cards. When creating an IC card with a pre-stored number of three tokens, it is preferable that the IC card be ejected by a return operation even if the number of tokens stored and displayed on the token display device 7 is "1" or more. Alternatively, the coinless gaming machine 1 may be equipped with a dedicated button that allows only three gaming tokens to be counted in a single operation. As described above, the game token count display 7a provides notification of the occupied status.

[0069] [Notification of occupancy status via display] Next, referring to Figures 7 to 9, we will explain the various notifications related to the occupancy status of the display unit 8. In the first embodiment of the medalless gaming machine 1, as described above, the occupied status is notified by changing the display mode of the gaming medal count indicator 7a. Furthermore, the main control unit 10 is configured to notify other display units 8 besides the game token count display unit 7a of the occupied state when an occupied state occurs. Therefore, when an occupied state occurs, both the game token count display 7a and the display 8 will notify the player of the occupied state. Furthermore, when the display unit 8 provides notification of the occupied status, the main control unit 10, upon determining the occupied status, transmits control information to the sub-control unit 20 that can identify the occurrence of an occupied status or an excess of an occupied status. The sub-control unit 20 then controls the system to provide various notifications regarding the occupied status.

[0070] First, please refer to Figure 7 to explain the image illustrating the occupation state. As mentioned above, a specific procedure is required to put the coinless gaming machine 1 into a state of exclusive use, but for players unfamiliar with the game, it is not uncommon for them to not know how to perform the operation to put it into exclusive use. Therefore, in the medalless gaming machine 1 of this first embodiment, as shown in Figure 7, for example, during normal gameplay, an occupied state explanatory image 22, which explains the operation procedure for entering the occupied state, is displayed on the main part of the screen of the display unit 8.

[0071] Although Figure 7 shows a simplified image, it is sufficient to display images illustrating the operating procedures using the various operating means, as described in Figures 5 and 6 above. Furthermore, the images illustrating the operating procedures can be still images or videos, as long as they allow the player to understand the procedure for achieving the occupied state. Alternatively, the occupied status explanation image 22 may be displayed at all times during normal gameplay, or the occupied status explanation image 22 may be displayed only during a portion of the demo display that appears when the normal gameplay state continues for a predetermined period of time. Alternatively, for example, the operation of the performance button 2g may be used to display the occupied status explanation image 22.

[0072] Next, with reference to Figure 8, the first and second notifications of the occupancy status on the display unit 8 during normal gameplay will be explained. First, with reference to Figure 8(a), the first notification of the occupied state on the display unit 8 during normal gameplay will be explained. As mentioned above, when the coinless gaming machine 1 is occupied, the main control unit 10 changes the display mode of the gaming medal count indicator 7a to blink at the first blinking interval, thereby providing a first notification of the occupied state. Furthermore, when the main control unit 10 executes the first notification of the occupied state, it transmits control information to the sub-control unit 20 to inform it of the execution of the first notification of the occupied state, causing the display unit 8 to display a predetermined image corresponding to the first notification. Therefore, when the system becomes occupied, the first notification is issued on both the game token count indicator 7a and the indicator 8.

[0073] Figure 8(a) shows the image on the display unit 8 when the first notification of the occupied state is executed during normal gameplay. As shown in Figure 8(a), when the coinless gaming machine 1 is occupied, an occupied state image 23 is displayed on the display unit 8, approximately in the center of the screen, in front of the normal game state image (not shown) which indicates that the machine is in a normal game state, so that the player can recognize that it is occupied. The occupied state image 23 consists of a rectangular first frame image 23a which serves as the background of the occupied state image 23, an absent image 23b which is placed inside the first frame image 23a and contains the text information "Currently Absent" to indicate that the player playing the medalless gaming machine 1 has left their seat, and an elapsed time image 23c which shows the elapsed time since the occupation began. Furthermore, the first frame image 23a will have a white background while the first notification is being executed, and the elapsed time image 23c will initially display "00:00" (0 minutes 0 seconds) at the start of the occupation state, with numerical information being updated and displayed in accordance with the elapsed time. Therefore, the display of the occupied state image 23 indicates that the medalless gaming machine 1 is occupied, and the display of the first frame image 23a indicates that the occupied state is not exceeding the limit, while the elapsed time during the occupied state is also indicated.

[0074] Next, with reference to Figure 8(b), the second notification of the occupied state on the display 8 during normal gameplay will be explained. As mentioned above, when the number of occupied coinless gaming machines 1 exceeds the limit, the main control unit 10 changes the display mode of the gaming medal count indicator 7a to blink at the second blinking interval, thereby providing a second notification of the occupied state. When the main control unit 10 performs the second notification of the occupied state, it transmits control information to the sub-control unit 20 to inform it of the execution of the second notification of the occupied state, causing the display unit 8 to display a predetermined image corresponding to the second notification.

[0075] Figure 8(b) shows the image on the display unit 8 when the second notification of the occupied state is executed during normal gameplay. As shown in Figure 8(b), when the occupancy status of the medalless gaming machine 1 exceeds the limit and the second notification is executed, the first frame image 23a in the previously displayed occupancy status image 23 is changed to the second frame image 23d. The absent player image 23b and the elapsed time image 23c continue to be displayed. Image 23d in the second frame has a red background, making it stand out more than image 23a in the first frame. Therefore, if the occupation state exceeds the limit and the elapsed time reaches "31:00" as shown in the figure, the background in the occupation state image 23 is changed to the second frame image 23d, and the second notification is executed.

[0076] As described above, when the first notification of the occupied state is issued, control information is received from the main control unit 10, and the display unit 8 displays the occupied state image 23 corresponding to the first notification. In other words, the notification means consists of a display unit 8, which is a display means capable of displaying multiple pieces of information, and a sub-control unit 20, which is a display control means capable of causing the display means to display information corresponding to the occupation state, and displays an occupation state image 23 as information corresponding to the occupation state. Therefore, the occupied status is indicated on the display unit 8, making it possible to reliably inform other players that the coinless gaming machine 1 is occupied. Furthermore, since the occupied status image 23 is displayed by the sub-control unit 20 based on control information from the main control unit 10, the display control means can also be considered to be realized through the cooperation of the main control unit 10 and the sub-control unit 20.

[0077] Furthermore, when the occupation state exceeds the limit and the second notification is executed, the sub-control unit 20 changes the first frame image 23a in the occupation state image 23 to the second frame image 23d. In other words, the sub-control unit 20, acting as a display control means, can change the information corresponding to the occupation state (occupation state image 23) based on the fact that the occupation state has exceeded the limit. Therefore, the display unit 8 will notify the player that the occupancy limit has been exceeded, making it possible to ensure that other players and staff members are aware that the occupancy limit has been exceeded.

[0078] The occupied status image 23 may be displayed across the entire screen of the display unit 8, or it may be displayed in a portion of the screen. Furthermore, in response to the execution of the first and second notifications of the occupied state, the speaker 9 may be configured to output a predetermined sound effect, or the lamp 11 may be configured to emit light in a predetermined manner.

[0079] Next, with reference to Figure 9, the first and second notifications of the occupied status on the display unit 8 during the AT state will be explained. First, with reference to Figure 9(a), the first notification of the occupied state on the display unit 8 during AT mode will be explained. The main control unit 10 can generate an AT state, which is a special game state more advantageous to the player than the normal game state, based on the fulfillment of predetermined conditions. Furthermore, just like during normal gameplay, it is possible to receive notifications of occupied status even during AT (Automatic Trigger) mode.

[0080] Figure 9(a) shows the image on the display unit 8 when the first notification of the occupied state is executed while in AT state. As shown in Figure 9(a), when the game state becomes AT state, an AT state image 24 is displayed on the main part of the display unit 8 screen to indicate that the game is in AT state. Furthermore, if the coinless gaming machine 1 becomes occupied during AT mode, a specific occupied state image 25 is displayed on the lower right side of the display unit 8 screen, allowing the player to recognize that it is occupied. The specific occupied state image 25 consists of a rectangular first specific frame image 25a which serves as the background of the specific occupied state image 25, a specific absent image 25b which is placed inside the first specific frame image 25a and contains the text information "Currently Absent" which indicates that the player playing the medalless gaming machine 1 has left their seat, and a specific elapsed time image 25c which shows the elapsed time since the occupation state began.

[0081] Furthermore, the specific occupied state image 25 has a smaller display area than the occupied state image 23 displayed during normal gameplay, and is displayed near the lower right corner of the screen, so as not to obstruct the visibility of the AT state image 24. Furthermore, the first specific frame image 25a will have a white background while the first notification is being executed, and the specific elapsed time image 25c will initially display "00:00" (0 minutes 0 seconds) at the start of the occupation state, with numerical information being updated and displayed in accordance with the elapsed time. Therefore, the display of the specific occupied state image 25 informs that the medalless gaming machine 1 is in AT state and is in an occupied state, and the display of the first specific frame image 25a informs that the occupied state is not in an excess state, and the elapsed time of the occupied state during that period is also informed.

[0082] Next, with reference to Figure 9(b), the second notification of the occupied state on the display unit 8 during AT mode will be explained. In the main control unit 10, during normal gameplay, if the occupied state of the coinless game machine 1 exceeds the limit, the first frame image 23a in the occupied state image 23 is changed to the second frame image 23d to execute a second notification. However, even during AT (Automatic Trigger) mode, if the occupied state exceeds the limit, the second notification can also be executed.

[0083] Figure 9(b) shows the image on the display unit 8 when the second notification of the occupied state is executed while in AT state. As shown in Figure 9(b), when the occupancy status of the medalless gaming machine 1 exceeds the limit during AT mode and the second notification is executed, the first specific frame image 25a in the previously displayed specific occupancy status image 25 is changed to the second specific frame image 25d. The specific absent seat image 25b and the specific elapsed time image 25c continue to be displayed. The second designated frame image 25d has a red background, making it stand out more than the first designated frame image 25a. Therefore, if the occupation state exceeds the limit during the AT state and the elapsed time reaches "31:00" as shown in the figure, the background of the specific occupation state image 25 is changed to the second specific frame image 25d, and the second notification is executed.

[0084] As described above, when the first notification of the occupied state is issued while in AT state, the sub-control unit 20 displays the specific occupied state image 25 in the lower right part of the display unit 8 screen, unlike during normal gameplay. Therefore, during AT mode, the notification of the occupied state is performed in a manner that does not interfere with the AT mode image 24 on the display unit 8, thereby notifying other players that the current game state is AT mode while ensuring they are aware that the coinless gaming machine 1 is occupied.

[0085] Furthermore, if the occupation state exceeds the limit while in AT state and the second notification is executed, the sub-control unit 20 changes the first specific frame image 25a in the specific occupation state image 25 to the second specific frame image 25d. In other words, the sub-control unit 20, acting as a display control means, can change the information corresponding to the occupation state (specific occupation state image 25) based on the fact that the occupation state has exceeded the limit. Therefore, even during AT mode, the display unit 8 will notify the system of the excess occupied state, making it possible to reliably inform other players and staff that the occupied state has exceeded the limit, even while in AT mode.

[0086] In Figure 9, the first and second notifications related to the occupation status during the AT state are shown as examples of special game states. However, similar notifications may also be provided during the pseudo-bonus state or the CZ state as special game states. Furthermore, the specific occupied state image 25 can have any display area or display position on the screen, as long as it does not reduce the visibility of the AT state image 24. Furthermore, even while in AT mode, the speaker 9 may output a predetermined sound effect in response to the execution of the first and second notifications of the occupied state, or the lamp 11 may be made to light up in a predetermined light-emitting pattern. As described above, the occupancy status is notified on the display unit 8.

[0087] [Changes to the first and second hours] Next, referring to Figure 10, we will explain the changes in the first hour before the start of the first notification and the second hour before the start of the second notification in the occupied state. As mentioned above, the main control unit 10 starts counting the timer when the set number of bets "3" is changed to the number of game tokens "3" by operating the settlement button 2d, and when the timer count reaches the first hour, it determines that the machine is occupied and executes the first notification. The main control unit 10 can change this first hour according to the game state.

[0088] Similarly, the main control unit 10 determines that the occupation state has been exceeded when the timer count reaches the second time, and executes a second notification. However, the main control unit 10 also allows this second time to be changed according to various conditions. Therefore, the time it takes for the first and second notifications of the occupied state to begin will vary depending on the game state and other conditions at the time the timer starts counting.

[0089] First, referring to Figure 10(a), we will explain the changes in the first hour until the first notification is made in the occupied state. As shown in Figure 10(a), the main control unit 10 sets the first time to "30 seconds" when the game state is the normal game state. On the other hand, in special game modes (such as AT mode), the first hour is set to "10 seconds". Furthermore, the main control unit 10 sets the first time intervals described above by referring to the game state at the start of timer counting.

[0090] As described above, the main control unit 10 can change the first time until the first notification in the occupied state is started according to the game state, and in the special game state, a shorter time than in the normal game state is set as the first time. In other words, the main control unit 10, which acts as a determination means, can change the period (predetermined period) until it determines that the medalless gaming machine 1 is in an occupied state (starts the first notification). Therefore, it becomes possible to efficiently initiate notification of the occupancy status according to the game state. Furthermore, since the first time is relatively long during normal gameplay, it becomes possible to prevent accidental transitions to the occupied state due to the player's actions. Furthermore, while the first hour is relatively short in the special game state, there is a high probability that a large number of game tokens are stored during this state. Therefore, the possibility of accidentally transitioning to the occupied state is low. As a result, even with a short first hour, the start of the occupied state can be monitored without any problems, and if the player leaves their seat during the special game state, notification of the occupied state can be started quickly. Furthermore, since the possibility of fraudulent activity (such as leaving the establishment while the machine is occupied) is low during the special game mode, shortening the first hour would not cause any problems.

[0091] Furthermore, the special game state can be any game state that is advantageous to the player, such as AT state, pseudo-bonus state, CZ state, etc. Alternatively, the AT state, which is the most advantageous game state for the player, may be designated as a special game state, while the pseudo-bonus state, CZ state, etc., may be set to the same duration as the normal game state. Furthermore, the first hour set during the special game state may be shorter than the first hour set during the normal game state, even if it is not as specified above. Furthermore, the first hour may be changed according to the preferences of the amusement parlor, or a mode may be provided in which the first hour is not changed depending on the state of play.

[0092] Next, referring to Figure 10(b), we will explain the changes in the second time period until the start of the second notification in the occupied state. As shown in Figure 10(b), the main control unit 10 sets the second hour to "5 minutes" if the number of games played on the day is 50 or less. Therefore, when the number of games played on a given day is small, such as immediately after the opening of a gaming parlor, the time it takes for the occupancy status to be determined to be in an excess state is extremely short compared to the standard time of "30 minutes". This is because, immediately after a gaming parlor opens, many players are selecting which gaming machines to play. If a machine is occupied at this time, it would inconvenience the many players who are choosing their machines, and this system is in place to prevent such situations.

[0093] Additionally, if the net number of tokens for the day (number of tokens awarded - number of tokens inserted) is -5000 or less, the second hour is set to "10 minutes". Therefore, if the player suffers a significant disadvantage on that day, the time it takes for the occupancy status to be determined to be in an excess state will be shorter than the standard time. This is to prevent situations where the player is unfairly claimed as having the machine occupied when the disadvantage to the player becomes significant.

[0094] Additionally, if the business hours for the day are after 6 PM, the second hour is set to "10 minutes". Therefore, in the case of the time after 6 PM when congestion at amusement parlors is expected, the time it takes for the occupancy status to be determined to be in an excess state will be shorter compared to the standard time. This is to prevent situations where many gaming machines are occupied during peak hours at a gaming parlor, causing inconvenience to many other players. In all other cases, we set the standard time to "30 minutes". Furthermore, the main control unit 10 sets the second time interval by referring to the above conditions at the start of timer counting. Furthermore, it is preferable to provide a real-time clock (RTC) in the main control unit 10 to monitor each of the above conditions.

[0095] As described above, the main control unit 10 can change the second time until the second notification in the occupied state is started, according to each of the above conditions. In other words, the main control unit 10, acting as a determination means, can change the specific period (second hour) until the excess occupation state begins, based on the fulfillment of predetermined conditions. Therefore, it becomes possible to efficiently initiate a second notification of the occupancy status according to various conditions, thereby preventing fraudulent activities that inconvenience players and preventing losses for the amusement establishment.

[0096] Furthermore, the second hour of each period may be different from those described above, as long as the effects described above are achieved. Furthermore, each second hour may be made adjustable according to the preferences of the amusement parlor, or a mode may be provided in which the second hour is not changed depending on the state. As described above, the first and second hours of the occupation period will be modified.

[0097] [Disabling the occupied state] Next, referring to Figure 11, the process of disabling the occupied state will be explained. As mentioned above, a call device (not shown) is installed on the island equipment (outside the game machine) at the top of the medalless gaming machine 1. When a player operates the call button on the call device, the built-in call lamp lights up, allowing the player to call an attendant. Furthermore, the calling device can receive various game information from the coinless gaming machine 1 and display the game data of the coinless gaming machine 1.

[0098] Furthermore, call devices are generally equipped with a rest function (meal break function), and when a player leaves their seat for a relatively long period of time (for example, 40 minutes) for a meal break, etc., an attendant can use a remote control to display a notification that the coinless gaming machine 1 is on a break, as well as the elapsed time during the break. Thus, if the call device is equipped with a rest function and the coinless gaming machine 1 is equipped with an occupancy function, both notifications may be issued simultaneously. In such cases, there is a risk that the notifications may be confusing to other players or staff. Therefore, in the medalless gaming machine 1 of this first embodiment, when the call device is notifying that the machine is on break, the main control unit 10 is provided with a function that disables the occupied state when the call device is notifying that the machine is on break.

[0099] The flowchart in Figure 11 shows the process for disabling the occupied state that is executed by the main control unit 10 to achieve the above-mentioned disabling of the occupied state. First, in step S21, it is determined whether or not there is a rest signal input. If a rest signal is received from the calling device, the process proceeds to step S22; if no rest signal is received, this occupied state invalidation process is terminated. Next, in step S22, the process of deactivating the occupied state is executed. The occupation status deactivation process is a process that disables various notifications of the occupation status. For example, even if the conditions for executing the occupation status are met, the occupation status determination is disabled, or the process shown in Figure 6 above is disabled, thereby preventing various notifications of the occupation status from being made (or being canceled if they are in progress). After that, the process of disabling this occupied state is terminated.

[0100] As described above, when the main control unit 10 receives a rest signal from the call device, it disables the notification of the occupied state even if the conditions for executing the occupied state are met. In other words, the main control unit 10, acting as a determination means, invalidates the determination of the occupied state based on the reception of information from outside the gaming machine indicating that it is on break. Therefore, if the call system has already issued a notification that the user is on break, it becomes impossible to issue a notification that the user is occupied. This prevents the confusing notification situation where both notifications are issued simultaneously. Furthermore, during breaks, players are away from their seats for relatively long periods, and this system prevents other players from unfairly monopolizing the seats during that time. While the system currently receives a break signal from the call device, it may also be possible to disable the occupied unit by receiving a signal from another device equipped with a break function. As described above, the process of disabling the occupied state is performed.

[0101] Next, we will explain in more detail the control of the game in the medalless gaming machine 1 (gaming machine) of this first embodiment. First, to start the game, you set the number of bets. Then, when the number of bets reaches a predetermined number (for example, 3 coins), one of the conditions for starting the game is met, and the game becomes ready to run.

[0102] When the game is playable, the operation of start lever 3 becomes active. When start lever 3 is tilted in this active state, all the conditions for starting the game are met, the game starts, and reels 41a to 41c, which display multiple symbols, begin to move. At the same time, an internal lottery process is executed to determine the results of the current game's draw for multiple roles (including misses), such as replays and minor roles, as well as transitions to pseudo-bonus states and AT states, before reel 41 stops. In the internal lottery process, the winning combination for the current game is determined by drawing lots from among multiple winning combinations based on predetermined winning probabilities. For example, the lottery may yield results such as a replay combination or a bell combination.

[0103] Furthermore, even if the main control unit 10 receives a signal from the start lever 3, if the elapsed time since the start of rotation of the reels 41 in the previous game has not reached a predetermined time (for example, 4.1 seconds), it will temporarily wait (insert a waiting time) to start the rotation of the reels 41, thereby delaying the start of rotation of the reels 41 and limiting the number of games that can be played per unit time (for example, 1 minute) to a predetermined number (for example, 14). In other words, the main control unit 10 is equipped with a game count limiting means that can limit the number of games played per unit time to a predetermined number. This control ensures that the minimum execution time required for one game is set to a predetermined time (for example, 4.1 seconds). Furthermore, the period for monitoring the shortest execution time mentioned above does not have to be set based on the start time of reel 41 rotation between games. For example, it may be based on the time when the stop button 5 is activated, or any point in time that can be used as the basis as long as the number of games per unit time can be monitored.

[0104] Each reel 41a to 41c is an example of a display means, and multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed on the circumferential surface of each reel 41a to 41c in a predetermined arrangement, and the rotation speed is gradually increased from a stopped state until it reaches a steady rotation at a constant speed. When this steady rotation is reached, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable. In this state, when each stop button 5a to 5c is pressed, each reel 41a to 41c is controlled to stop in a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. Each reel 41a to 41c has a set retraction range for its stop control (pull-in stop control). When the stop operation is performed, a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in, and only any of the symbols within this retraction range can be stopped on the active line.

[0105] When stopped, the three consecutive symbols displayed on reels 41a to 41c, which are arranged vertically, stop (stop display) so that they face out of the machine through the display window 6, and whether or not a prize has been won is determined based on the manner in which the symbols are displayed. Winning is determined based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 41 within the display window 6. Therefore, for example, even if predetermined symbols line up on a diagonal line, the winning combination will actually be determined by the combination of symbols that are not lined up but are stopped in the middle at that time.

[0106] Winning combinations, such as minor roles and replay roles, are determined based on the combination of symbols on these winning lines. Minor roles include, for example, the bell role, the watermelon role, and the cherry role.

[0107] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there can be a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell".

[0108] The common bell symbol is a small win in which the corresponding combination of symbols ("bell-replay-bell") stops regardless of the order in which the stop buttons 5a to 5c are pressed. The ordered bell symbol is a small win in which the corresponding combination of symbols ("bell-bell-bell") stops when a specific order of pressing the buttons is followed.

[0109] Furthermore, the push-order bell symbols include six types, 1 to 6, where pressing one of the six possible button presses (for example, "5a→5b→5c", "5c→5b→5a", etc.) to operate the stop buttons 5a to 5c, resulting in the corresponding symbol combination ("bell, bell, bell") being displayed. If the stop buttons 5a to 5c are operated using any of the other five button presses (any button presses other than the specific one), the corresponding symbol combination ("bell, bell, bell") will not be displayed, and instead, other symbol combinations such as "bell, bell, replay" (referred to as "bell spill") will be displayed.

[0110] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 41 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination is stopped. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types of push-order bell combinations 1 to 3.

[0111] The watermelon symbol is a minor symbol (rare symbol) where the corresponding symbol combination is "watermelon, watermelon, watermelon". There is a weak watermelon symbol where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon symbol where "watermelon, watermelon, watermelon" stops on the upward-sloping line or the downward-sloping line. The Cherry symbol is a minor (rare) symbol where the corresponding symbol combination is "Cherry-ANY-ANY". There is a weak Cherry symbol where the "Cherry" stops in the upper or lower position of the left reel 41a, and a strong Cherry symbol where the "Cherry" stops in the middle position of the left reel 41a.

[0112] There are two types of replay symbols, each with a different combination of symbols: a regular replay symbol (hereinafter referred to as the replay symbol) with the combination of symbols "replay-replay-replay", and a chance replay symbol (chance symbol) with the combination of symbols "replay-bell-bell". "Replay-Bell-Bell" (Chance Symbol) is a combination of symbols that stops and displays when a Chance Replay is won. Along with the Watermelon and Cherry symbols, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. Of these, the Weak Watermelon and Weak Cherry symbols are set as Weak Rare Symbols, while all other symbols are set as Strong Rare Symbols.

[0113] Furthermore, the main control unit 10 and the sub-control unit 20 are capable of generating AT (Assist Time) as a game state related to the push-order bell role. In AT, when a push-order bell role is won, the display unit 8 and the navigation lamp 12 notify the player of the order in which to press the buttons for the winning push-order bell role (execute push-order navigation). In other words, the sub-control unit 20 is capable of executing control that notifies operation information (specific operation information) for deriving a specific result ("Bell, Bell, Bell") as a result of the game. Therefore, the occurrence of AT makes it possible for players to easily acquire game tokens, and this is controlled during the pseudo-bonus state and AT state, which will be described later. Alternatively, the navigation lamp 12 may be configured to be directly driven and controlled by the main control unit 10 without going through the sub-control unit 20.

[0114] Based on the combinations of symbols described above, the winning of minor roles and replay roles is determined (determination means), and if the result of the determination is that the combination of symbols corresponds to the respective combinations of symbols described above, a prize is awarded and a game value corresponding to the achievement of each prize is given. For example, when a combination of symbols corresponding to minor winning combinations such as bell, cherry, or watermelon stops, it is determined that a minor winning combination has been achieved, and the number of game tokens displayed on the game token display device 7 is increased.

[0115] Specifically, in the case of bell symbols (common bell symbols and ordered bell symbols), if the corresponding combination of symbols stops and is displayed, 8 game tokens will be awarded. Furthermore, if you win a specific button sequence bell and operate stop buttons 5a to 5c in any sequence other than the designated sequence (one of five possible sequences), no game tokens will be awarded. Furthermore, when a push-order bell combination is won, if the stop buttons 5a to 5c are operated in a sequence other than the specific sequence (5 possible sequences), a number of game tokens less than 8 (for example, 1 token) may be awarded. Alternatively, a number of game tokens less than 8 (for example, 1 token) may be awarded for some sequences other than the specific sequence, and no game tokens may be awarded for the other sequences. Furthermore, the probability of winning the bell symbol is set so that the number of game tokens held by the player increases during the AT state, which will be described later.

[0116] Additionally, if a combination of symbols corresponding to the weak watermelon or strong watermelon combination stops and is displayed, two game tokens will be awarded. Additionally, if a combination of symbols corresponding to a weak cherry or a strong cherry stops on the reels, one game token will be awarded. Furthermore, the number of game tokens awarded when a combination of symbols corresponding to each role is displayed may be other than the number specified above.

[0117] Furthermore, the stopping display of combinations of symbols corresponding to the replay and chance replay roles determines whether a replay or chance replay role has occurred, allowing the next game to be played with the same bet amount as the previous game without inserting any game tokens (without setting a bet amount).

[0118] Furthermore, the probability of winning each minor role and replay role is set such that, at each setting value, the relationship is bell role > replay role > weak cherry role > weak watermelon role > chance replay role > strong cherry role > strong watermelon role, meaning that the bell role is the easiest to win and the strong watermelon role is the hardest to win. Furthermore, the relationship between the winning probabilities of each role may be different from that described above.

[0119] [Transition in game state] Next, with reference to Figure 12, the transition of game states in the medalless gaming machine 1 (gaming machine) in this first embodiment will be explained. In the medalless gaming machine 1 of this first embodiment, it is possible to play a 3-bet game by spending 3 gaming tokens (3 bets) to play the game. Figure 12 shows the transition of the game state when a 3-bet game is being played, which is realized by the control of the main control unit 10. In this first embodiment, the game state transition control is performed only when a 3-bet game is being played, and control is performed to prevent the game state transition in other games (for example, a 2-bet game). However, it is also possible to allow the game to be played only when a 3-bet is played, and to prohibit the game from being played with any other number of bets. From now on, the 3-bet game will be referred to simply as "the game."

[0120] As shown in Figure 12, the gameplay of the medalless gaming machine 1 of this first embodiment is performed in multiple game states: normal game state, CZ state, pseudo bonus state, and AT state. The main control unit 10 can control the transition from one game state to another based on the fulfillment of predetermined transition conditions. Furthermore, the main control unit 10 of this first embodiment is equipped with a section control means that can control the game section to either a normal section or a favorable section, separate from the game state described above. The normal section is a gameplay section in which no button-pressing navigation is performed. It begins when the next game starts after the advantageous section ends, and ends when the conditions for transitioning to the advantageous section are met. During normal operation, the advantageous section lamp 13 is controlled to be off.

[0121] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a specific role (for example, the bell role) is won in the internal lottery. Furthermore, the conditions for transitioning to the AT state may be met based on the winning of a predetermined rare role during the normal section, and in this case, it is preferable to transition to the AT state after the conditions for transitioning to the advantageous section have been met. Therefore, since the push-button navigation will be executed after the conditions for transitioning to the advantageous section have been met, the push-button navigation will not be performed during the normal section. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section.

[0122] The advantageous period is a gameplay section in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a gameplay section that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met. During the advantageous period, the advantageous period lamp 13 is controlled to be lit.

[0123] Furthermore, after transitioning to the advantageous section, the advantageous section lamp 13 may be turned on when the number of game tokens held by the player increases due to the execution of the push-button navigation (for example, a pseudo-bonus state). Furthermore, the advantageous section lamp 13 may be kept off even when transitioning to the advantageous section, or it may be made to light up only when transitioning to the AT state, even when transitioning to the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control unit 10 instead, so that the AT status lamp lights up when the AT state is active.

[0124] Furthermore, the advantageous period transitions to the normal period based on the fulfillment of the conditions for ending the advantageous period during that period. Examples of conditions for ending the advantageous period include when the coinless gaming machine 1 (main control unit 10) is reset (including when the settings are changed). As will be explained in more detail later, the advantageous period generally continues when the AT state ends, but it may also end depending on the value of the net payout counter at the end of the AT state. In addition, it is also possible to set conditions for ending the advantageous period to be met in some cases when the AT state ends.

[0125] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (a so-called limiter) which is a limiting function to restrict the number of game tokens that a player can acquire, as will be explained in detail later. When the limiter function is activated, the conditions for ending the advantageous period are also met. For example, the limiter function is activated when the difference in the number of tokens won during a single advantageous period (number of tokens awarded - number of tokens inserted) exceeds a limit value (for example, +2400 tokens). The advantageous period is a game period in which button-press navigation can be performed. Therefore, when the advantageous period ends, the special game state (pseudo-bonus state, AT state) is also forcibly terminated, and as a result, the number of game tokens that the player can acquire is limited by the activation of the limiter function.

[0126] In addition to the above, the limiter function may also be activated when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 3000 games). Furthermore, the advantageous period ends when any of the above-mentioned conditions for ending the advantageous period are met.

[0127] Furthermore, in this first embodiment, although the details will be described later, the operation of the limiter function is determined in advance while in AT state, and the period from this determination until the limiter is activated is set as the ending period, and an ending sequence is performed to celebrate in advance that the advantageous state for the player has continued to the maximum limit. Furthermore, in the medalless gaming machine 1 of this first embodiment, the transition between the normal section, which is a section where the push-button navigation cannot be performed, and the advantageous section, which is a section where the push-button navigation can be performed, is controlled based on the execution of the game. Initially, the medalless gaming machine 1 is controlled to the normal section, and when a predetermined transition condition is met during the execution of a game in the normal section (for example, when a bell symbol is won), a transition to the advantageous section occurs.

[0128] (Normal gameplay state) The normal game state is the state in which the player remains when the main control unit 10 of the coinless gaming machine 1 is reset, etc., and it is a disadvantageous state for the player. As shown in Figure 12, the main control unit 10 performs a lottery process to determine the transition to the CZ state, pseudo-bonus state, or AT state while the player is in the normal game state. Depending on the specifications of the coinless gaming machine 1, it is also possible to prevent a direct transition from the normal game state to the AT state. In normal gameplay states, such as when the main control unit 10 of the medalless gaming machine 1 is reset, the game section is controlled to the normal section, and when the conditions for transitioning to the advantageous section are met during the normal section, the game section transitions from the normal section to the advantageous section.

[0129] Furthermore, the game has two states: a normal probability state and a high probability state. In each game, the probability of transitioning to a pseudo-bonus state is controlled to be higher in the high probability state than in the normal probability state.

[0130] The transition between probability states is controlled such that, for example, when a weak watermelon or weak cherry is won, there is a 30% chance of transitioning from the normal probability state to the high probability state. On the other hand, as a predetermined condition for dropping out of the high probability state, for example, when a replay, a bell, or a miss is won, there is a 5% chance of transitioning from the high probability state to the normal probability state.

[0131] The probability of winning a pseudo-bonus state is set at 20% in the normal probability state, for example, when a chance role or strong cherry role is won, and at 50% in the high probability state when a chance role or strong cherry role is won. When the probability state changes from the normal probability state to the high probability state, the sub-control unit 20 controls the display unit 8 to notify that it is in the high probability state. For example, if the normal game state displays a stage where the main character moves through a grassland, the background of that stage is changed from a daytime background to an evening background to notify that it is in the high probability state.

[0132] However, instead of automatically changing the stage when a high probability state is reached, a stage change lottery is conducted during the high probability state with a predetermined probability (for example, 30%), and the stage is changed only if this lottery is won. Furthermore, even during normal probability states, a lottery to change to a different stage is held with a predetermined probability (2%), and if this lottery is won, control is implemented to change the stage to one that indicates a high probability state.

[0133] On the other hand, even when staying on a stage with an evening background, a lottery is held to change to a daytime background. In games with normal probability, the probability of winning the change lottery is relatively high (for example, 20%), while in games with high probability, the probability of winning the change lottery is relatively low (for example, 5%). Therefore, even if a stage features an evening background, it doesn't necessarily mean you're in a high-probability state; an evening background merely indicates a high-probability state.

[0134] Furthermore, if the setting value in the probability setting device 16 is changed, or if the main control unit 10 is reset, after transitioning to the advantageous section via the normal section, the game can be effectively started in the normal game state in the normal probability state. However, for each setting value in the probability setting device 16, the normal game state may be started in a high probability state with a predetermined probability. Furthermore, during the high-probability state, it may be possible to increase the probability of winning the CZ state or AT state, in addition to the pseudo-bonus state.

[0135] Furthermore, during normal gameplay, a simulated game is executed based on the fulfillment of predetermined conditions, and a game is executed that notifies the player of a transition to a predetermined game state (for example, a simulated bonus state). Furthermore, the above-mentioned benefits (CZ state, pseudo-bonus state, AT state) may also be determined by a lottery based on simulated gameplay.

[0136] During normal gameplay, the display unit 8 executes individual performance sequences that are completed in a single game with a predetermined probability. Individual effects are effects that are primarily performed to heighten the player's anticipation, and include winning effects that are performed based on the results of the role lottery in the main control unit 10. In addition, individual effects include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game, etc. Furthermore, individual performances also include dialogue performances in which a predetermined character image is displayed on the display unit 8, along with a predetermined dialogue image.

[0137] Winning animations are animations primarily performed to announce the results of the prize draw. They involve displaying an item that indicates the winning prize (e.g., a rare prize) along with the appearance of a designated character, or displaying text information such as "Chance" or "Super Hot" to indicate the likelihood of a bonus (e.g., a pseudo-bonus state) occurring along with the appearance of a designated character. These animations display images corresponding to the type of prize won and the results of the draw related to the awarding of bonuses triggered by that winning prize (e.g., a rare prize).

[0138] • Transition process from normal gameplay to pseudo-bonus state (arrow a in Figure 12) During normal gameplay (advantageous period), the number of games played is counted, and when the number of games played reaches a predetermined number (special number: ceiling game count), the game transitions from normal gameplay to a pseudo-bonus state. The maximum number of games to be played is determined when the game transitions from the normal game phase to the advantageous game phase, when the pseudo-bonus state ends, and when the AT state ends, and the maximum number of games to be played at that time is set. Therefore, different ceiling game counts can be set for each transition period from the normal gameplay section to the advantageous game section, the end of the pseudo-bonus state, and the end of the AT state, which will change the time until the next pseudo-bonus state occurs. Furthermore, to determine the maximum number of games to reach the ceiling, it is possible to have three modes: Heaven Mode, which determines a relatively small ceiling; Hell Mode, which determines a relatively large ceiling; and Normal Mode, which determines an average ceiling. The mode may be determined when the game transitions from the Normal Mode to the Advantageous Mode, when the pseudo-bonus state ends, and when the AT state ends. Additionally, the maximum value of the ceiling game options may be changed depending on the mode.

[0139] Furthermore, during normal gameplay, when a specific combination of symbols is achieved, a lottery is held to determine whether the player will transition to a pseudo-bonus state. If the player wins the transition lottery with a predetermined probability, the player will transition from normal gameplay to a pseudo-bonus state. Therefore, the transition to the pseudo-bonus state can occur not only when the aforementioned ceiling number of games is reached, but also depending on the result of the role draw.

[0140] More specifically, the main control unit 10 performs a preliminary lottery process for transitioning to a pseudo-bonus state based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, the transition to a pseudo-bonus state is performed at a predetermined probability (for example, 20%). The pseudo-bonus state is a game state that continues until a predetermined number of games are played, during which a lottery is held to determine whether the player will transition to the AT state. Details of the pseudo-bonus state will be described later.

[0141] Furthermore, in normal gameplay, the probability of winning a pseudo-bonus state when a predetermined rare role is won can be changed according to the setting value in the probability setting device 16, which is a setting means. For example, when a strong cherry role is won, the probability of transitioning to the pseudo-bonus state is 10% for setting 1, 12% for setting 2, 14% for setting 3, 16% for setting 4, 18% for setting 5, and 20% for setting 6.

[0142] Furthermore, the decision to transition to a pseudo-bonus state, that is, whether or not to grant a bonus, may be made in a manner other than consuming the ceiling number of games or drawing rare roles by a lottery method. For example, the decision to transition to a pseudo-bonus state may be made when a predetermined role (e.g., the bell role) is won (or actually occurs a predetermined number of times) or a lottery for the pseudo-bonus state may be held at that time. Alternatively, predetermined points may be added according to the lottery for the role, and the points added may be changed depending on the type of role won and the state in which the role was won, and the decision to transition to a pseudo-bonus state may be made when these points reach a predetermined number or a lottery for the pseudo-bonus state may be held at that time.

[0143] Furthermore, a pseudo-bonus state may be generated during the AT state, as described later. Furthermore, in this first embodiment, the triggers for the pseudo-bonus state are set to be the chance role and the strong cherry role, but the pseudo-bonus state may also be drawn when other roles are won.

[0144] During a predetermined period immediately before the number of game plays reaches the maximum number of games, and if the player wins the lottery for transitioning to the pseudo-bonus state, a pre-bonus performance for a predetermined number of games (for example, 18 games) is executed on the display 8 to increase the player's expectation of transitioning to the pseudo-bonus state and to inform the player that they will eventually transition to the pseudo-bonus state.

[0145] In other words, even if the main control unit 10 has decided in advance to transition to a pseudo-bonus state, it does not immediately transition to the pseudo-bonus state, but rather causes the pseudo-bonus state to occur after a predetermined number of games have been played from that point onward. The sub-control unit 20, based on the fact that the main control unit 10 has decided in advance to cause the pseudo-bonus state to occur, controls the execution of a pre-bonus performance as a pre-bonus performance during a predetermined number of game play periods before transitioning to the pseudo-bonus state. Therefore, when the transition to a pseudo-bonus state is predetermined as the granting of a bonus, the sub-control unit 20 is able to execute the pre-bonus performance over multiple games during a predetermined period before the granting of the bonus.

[0146] Furthermore, before reaching the ceiling game count, and when the pseudo-bonus state is determined by the above transition lottery, a predetermined waiting period of a certain number of games (for example, 12 games) is set in the period immediately before the main pre-bonus sequence is executed, and the main pre-bonus sequence is executed after the end of this waiting period. During the waiting period, for example, the probability of individual animations being performed is increased, raising the player's anticipation for the main pre-announcement animation to be performed. Therefore, when transitioning to the pseudo-bonus state, the transition will occur after the waiting period and the execution of the pre-bonus sequence.

[0147] During the pre-announcement sequence, the display unit 8 switches to an image of a stage with a different background than that seen during normal gameplay, and a sequence of images is executed on the pre-announcement stage in which the characters perform actions different from those seen during normal gameplay. For example, a sequence of events on the pre-announcement stage, such as a character moving through a cave, is performed over multiple games. These sequences do not change even after one game ends. For example, even if the screen changes due to various events in a given game, the sequence of events, such as a character moving through a cave, remains unchanged and continues into the next game. Therefore, the pre-announcement sequence is a series of sequences that are executed across multiple games. Furthermore, the pre-bonus stage has multiple patterns with different backgrounds, etc., and the sub-control unit 20 selects one of the pre-bonus stage patterns depending on whether or not a pseudo-bonus state has been won at that time.

[0148] Furthermore, if the number of game plays is not immediately before reaching the maximum number of games, and if a rare role (for example, a chance role) that triggers a transition to the pseudo-bonus state is won, but the lottery for transitioning to the pseudo-bonus state is not won, a fake premonition sequence for a predetermined number of games (for example, 18 games) is executed on the display 8, similar to when the pseudo-bonus state is won, to inform the player that the player will not ultimately transition to the pseudo-bonus state.

[0149] In other words, the sub-control unit 20 can execute fake premonition effects over multiple games based on the fulfillment of predetermined conditions when the main control unit 10 has not predetermined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control unit 10 has decided in advance to transition to a pseudo-bonus state, the sub-control unit 20 can execute a performance (a genuine pre-bonus performance or a fake pre-bonus performance) that can suggest whether or not a bonus will be granted, if predetermined conditions such as winning a chance role are met, across multiple games.

[0150] In addition, the fake premonition effect may be executed with a predetermined probability (e.g., 50%) or always executed when a player wins a rare role that triggers the transition to a pseudo-bonus state but does not win the lottery for the transition to the pseudo-bonus state. Also, when the fake premonition effect is executed at a time other than immediately before the number of game executions reaches the ceiling game number, it is preferable to execute the fake premonition effect corresponding to a period (zone) in which the preset ceiling game number is likely to be selected. By doing so, even if the player does not transition to the pseudo-bonus state when reaching the period in which the ceiling game number is likely to be selected, it is possible to enhance the player's sense of expectation.

[0151] Also, when the fake premonition effect is executed based on winning a rare role, a fake waiting period for a predetermined number of games (e.g., 12 games) is set for a period immediately before the fake premonition effect is executed, similar to when winning the pseudo-bonus state. This premonition effect and the fake premonition effect basically consist of a series of effects over a plurality of games with the same set effect images (stage or characters that appear, etc.), and by making the finally notified content different, it is possible to attract the player's sense of expectation until the end.

[0152] Also, in this premonition effect and the fake premonition effect, it is notified whether or not the player finally transitions to the pseudo-bonus state. In this case, on the display 8, a continuous effect (continuous effect) is executed from a few games before the last game of the premonition effect (e.g., 2 games before). The continuous effect is executed, for example, with a battle effect consisting of an image in which a friendly character and an enemy character battle for a predetermined number of games (e.g., 3 games).

[0153] In the continuous performance (battle performance), an image of the ally characters and enemy characters competing on a predetermined battle item is executed for each game, and a performance is executed such that the performance content of each game is carried over to the next game. For example, when an ally character given in a predetermined game is in an unfavorable situation, a performance is executed to carry over that situation to the next game, and a performance is executed such that one of the characters ultimately wins. In the continuous performance (battle performance), the types of ally characters, enemy characters, and battle items that appear may be changed according to whether or not a pseudo-bonus state is entered.

[0154] Also, depending on whether or not a transition to a pre-determined pseudo-bonus state is made, the content during the battle between the ally characters and enemy characters in each game is set. For example, when transitioning to the pseudo-bonus state, the games are set such that there are more games in which the ally characters are in an advantageous position than when not transitioning. That is, the continuous performance is a series of performances executed over a plurality of games (across multiple games). Also, in the continuous performance, button performances may be executed concurrently.

[0155] When transitioning to the pseudo-bonus state (in the case of this premonition performance), an image in which the ally character ultimately wins is displayed as an image notifying the transition to the pseudo-bonus state. When not transitioning to the pseudo-bonus state (in the case of the fake premonition performance), an image in which the ally character ultimately loses is displayed as an image notifying that the pseudo-bonus state is not entered.

[0156] Instead of the continuous performance, a performance that concludes only in the final game of this premonition performance and the fake premonition performance may be executed, and notification regarding the transition to the pseudo-bonus state may be given based on the result of that performance. Furthermore, the main pre-announcement and fake pre-announcement sequences may be triggered without executing the above-mentioned waiting period. Also, the fake pre-announcement sequence may always occur when a rare role that triggers a transition to the pseudo-bonus state is won, or it may occur at a predetermined probability.

[0157] Alternatively, after a rare role is won, the game may be configured to execute only the consecutive sequences during the pre-bonus sequence to transition to a pseudo-bonus state or similar. Furthermore, the number of games for the main pre-announcement sequence and the fake pre-announcement sequence can be any number of games, or it may be selectively determined from multiple numbers of games (for example, 15 to 20 games). Similarly, the waiting period may also be selectively determined from multiple numbers of games (for example, 10 to 15 games), so that the waiting period changes.

[0158] Furthermore, the number of selectable games for the execution period of both the genuine pre-announcement and the fake pre-announcement may be set to be the same, but during the genuine pre-announcement, it may be possible to select a number of games that would not be available in the fake pre-announcement. In this way, if the pre-announcement ends after a number of games that would not be possible in the fake pre-announcement, or if the pre-announcement continues for a number of games that would not be possible in the fake pre-announcement, it will be confirmed that it is a genuine pre-announcement, thereby increasing the player's sense of anticipation.

[0159] • Transition process from normal gameplay state to CZ state (arrow c in Figure 12) In the normal game state, the main control unit 10 performs a lottery process to determine the transition to the CZ state based on the winning of a predetermined rare role. For example, when a strong watermelon role is won, the transition to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.

[0160] Furthermore, in order to increase the player's anticipation of transitioning to the CZ state, even if a predetermined rare role is won and the transition to the CZ state is determined, the display 8 may not immediately transition to the CZ state, but instead execute a predetermined number of CZ state sequences (for example, 3 games) to notify the player that the transition to the CZ state will eventually occur.

[0161] Furthermore, if a player wins a predetermined rare role but fails to win the lottery for transitioning to the CZ state, the display 8 may execute a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) to inform the player that they will not ultimately transition to the CZ state. In this case, the continuous performance of the CZ state and the fake continuous performance may be set to basically be the same in terms of the characters that appear, but the content of the announcement at the end may be different in order to keep the player's anticipation until the end.

[0162] For example, as a continuous sequence of events (or a fake continuous sequence) during the CZ state, the game may execute a sequence of images in which the character participates in a sports competition. In this case, during the continuous sequence (or fake continuous sequence), the sports competition is executed continuously throughout the games in between, and if the CZ state is won, the character ultimately succeeds in the competition (for example, scoring a goal in soccer), while if the CZ state is not won, an image of the character failing the competition is executed.

[0163] • Transition process from normal gameplay state to AT state (arrow g in Figure 12) In normal gameplay, the main control unit 10 performs a lottery process to determine the transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. Furthermore, in addition to transitioning to the AT state during normal gameplay based on the winning of a predetermined rare role, the transition may also occur at a predetermined probability (for example, 1%) when a losing lottery result is obtained in which no minor role is won.

[0164] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to enhance the player's expectations; therefore, the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. Furthermore, the probability of transitioning directly from the normal game state to the AT state may be changed according to the probability set in the probability setting device 16, or the probability of winning the lottery to transition directly from the normal game state to the AT state may be limited to relatively high setting values ​​(for example, settings 4 to 6). Furthermore, in normal gameplay, if the player wins the lottery for transitioning to the AT state, a waiting period and a pre-announcement sequence will be executed, similar to when the pseudo-bonus state occurs as described above, and the AT state will be activated after the pre-announcement sequence ends.

[0165] Furthermore, if the player wins the lottery to transition directly from the normal game state to the AT state, the selection control of the pre-announcement effects may be different from that when the pseudo-bonus state occurs. For example, when transitioning directly to the AT state, the selection rate of pre-announcement effects consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake pre-announcement effects may be increased compared to when the pseudo-bonus state occurs. In addition, pre-announcement effects that are not executed when the pseudo-bonus state occurs may be executed only when transitioning directly to the AT state.

[0166] (CZ state) In the CZ state, when a push-order bell combination is won, no push-order navigation is provided. However, the probability of transitioning to the pseudo-bonus state is higher in each game than in the normal game state, making it a game state where it is easier to transition to the pseudo-bonus state than when in the normal game state. Note that while button-pressing navigation is not performed when a button-pressing bell combination is won, it is also possible to perform button-pressing navigation when a button-pressing bell combination is won, or to perform button-pressing navigation only in a portion of the cases when a button-pressing bell combination is won, i.e., with a predetermined probability (for example, 40%) when a button-pressing bell combination is won.

[0167] While in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal gameplay state, so the CZ state is positioned as a chance zone in the flow of gameplay. The number of times the CZ state can be played is set to a minimum of 10 games. After 10 games, the main control unit 10 will perform a lottery to determine the end of the CZ state, and if the lottery is won, the CZ state will end in that game. During the CZ state, control information regarding the CZ state is transmitted from the main control unit 10 to the sub-control unit 20, and the various effects and remaining games during the CZ state are displayed on the display unit 8 by the control of the main control unit 10 and the sub-control unit 20.

[0168] • Transition process from CZ state to pseudo-bonus state (arrow e in Figure 12) During the CZ (Chance Zone) state, a lottery process is performed in each game to determine whether to transition to a pseudo-bonus state. The probability of winning the lottery process for transitioning to the pseudo-bonus state is set according to the winning role in each game. For example, the probability of winning the lottery process for transitioning to the pseudo-bonus state is 50% when a rare role is won, 10% when a bell role or replay role is won, and 5% when it is a miss. The lottery for transitioning to the pseudo-bonus state is performed for each game during the CZ state, but whether or not a transition to the pseudo-bonus state occurs is determined in the final game of the CZ state. If a transition to the pseudo-bonus state is announced in the final game, the game state will transition to the pseudo-bonus state, just as in the normal game state.

[0169] In other words, the CZ state is similar to the high-probability state mentioned above in that the probability of transitioning to the pseudo-bonus state is higher than in the normal gameplay state. However, in the CZ state, even roles that do not trigger the pseudo-bonus state transition lottery in the normal gameplay state (such as bell roles and replay roles) can potentially transition to the pseudo-bonus state, making it a more advantageous state for the player than the high-probability state. Note that the transition lottery for the pseudo-bonus state is executed when each winning role is internally selected. Therefore, even if the symbol corresponding to the winning role does not stop on Reel 41 (when it is missed), the transition lottery for the pseudo-bonus state is still executed. Also, when transitioning to the pseudo-bonus state due to the end of the CZ state, the game section continues as a favorable section.

[0170] In addition, the winning probability of the pseudo-bonus state for some or all of each winning role may be other than the above. Also, the trigger role for the transition lottery of the pseudo-bonus state during the CZ state may be other than the above. Also, the transition lottery process for the pseudo-bonus state is performed when the bell role is won, but it may also be performed based on the winning of the symbol corresponding to the bell role.

[0171] Also, during the CZ state, a CZ state image that allows the player to recognize that they are in the CZ state is displayed on the display 8 throughout the game in the CZ state. Also, when the game in which the transition lottery for the pseudo-bonus state is won is executed, a predetermined preparation effect image (video) is displayed during the execution of the game, and an announcement image notifying that the pseudo-bonus state has been entered is displayed after the end of the game. For example, during the CZ state, as the CZ state image, an image of the main character sleeping is displayed. During the game in which the transition lottery for the pseudo-bonus state is won, a preparation effect video that produces whether the main character wakes up or not is displayed by zooming in on the main character, and an announcement image in which the main character wakes up after the end of the game is displayed, thereby executing an effect that notifies that the pseudo-bonus state has been won.

[0172] Also, even with a predetermined probability (for example, 10%) when a game that fails to win the pseudo-bonus state during the CZ state is executed, the above preparation effect image is displayed. In this case, after the end of the game, an announcement image in which the main character does not wake up is displayed, thereby executing an effect that notifies that the pseudo-bonus state has not been won.

[0173] Furthermore, during the 10th game and beyond while in the CZ state, a lottery is held to determine the end of the CZ state. If the player wins this lottery, the screen will gradually darken during gameplay, and after the game ends, the screen will completely darken to indicate that the CZ state has ended. Furthermore, during the execution of games from the 10th game onward while in the CZ state, even if the termination lottery is not won (continuation), the same gradual darkening of the screen will be performed with a predetermined probability. In this case, the screen will brighten again after the game ends, indicating that the CZ state will continue.

[0174] Furthermore, the performance used to notify whether or not a pseudo-bonus state has been won during the CZ state does not have to be as described above. For example, a performance in which an ally character and an enemy character battle each other over a predetermined number of games may be performed, and the performance may be used to notify whether or not a player has transitioned to a pseudo-bonus state based on the result of that battle.

[0175] • Transition process from CZ state to normal game state (arrow d in Figure 12) If, while in the CZ state, the player does not win the lottery for transitioning to the pseudo-bonus state, but wins the lottery for ending the CZ state, the player will return to the normal game state after the end of that game. At this point, after the game ends, the screen of display unit 8 goes completely dark, and the end of the CZ state is announced without transitioning to the pseudo-bonus state. Furthermore, if the game transitions to a normal game state upon the end of the CZ state, the game period will continue as the advantageous period, but the game period may be transitioned from the advantageous period to the normal period.

[0176] Furthermore, when transitioning from the CZ state to the normal game state, the main control unit 10 and the sub-control unit 20 may, under their control, provide notification information (setting suggestion information) that can indicate the setting value set in the probability setting device 16 via notification means (display unit 8, speaker 9). For example, the display unit 8 may display a predetermined character from among multiple characters. The character to be displayed is selected according to a selection probability predetermined according to each setting value of the probability setting device 16, so it is possible to predict the setting value to some extent by the displayed character.

[0177] (Pseudo-bonus state) The pseudo-bonus state, a special game state, is a game state in which, during the game in the pseudo-bonus state, the player is notified of an advantageous operation method, and a push-order navigation for the push-order bell symbol is performed, making it extremely easy to acquire game tokens.

[0178] Furthermore, the pseudo-bonus state continues for a predetermined period, and during that period, a lottery is held to determine whether the player will transition to the AT state. In this first embodiment, the pseudo-bonus state is executed for a predetermined period (for example, 20 games).

[0179] During the pseudo-bonus state, button-press navigation is performed, and the probability of winning the button-press bell is such that the number of game tokens increases if the player follows the button-press navigation. Therefore, if the player wins the lottery to transition to the AT state during the pseudo-bonus state, in which a large number of game tokens can be acquired, the AT state will be activated after the pseudo-bonus state ends. This allows the player to acquire a certain number of game tokens while playing the game to activate the AT state, resulting in a synergistically advantageous situation for the player.

[0180] Furthermore, in the first game after transitioning to the pseudo-bonus state, the control unit 10 extends the period from the operation of the start lever 3 to the operation of the stop button 5 compared to a normal game. During this period, a pseudo-game (notification pseudo-game) is executed in which the reels 41 are rotated forward, then stopped at a special combination of symbols on the reels 41, and then rotated forward again, a so-called reel effect, and the player is notified that the pseudo-bonus state has been activated. Furthermore, instead of performing a notification simulation in the first game after transitioning to the pseudo-bonus state to temporarily stop a special symbol combination (such as "7-7-7"), the pseudo-bonus state may be started in the game following the winning of a predetermined role (for example, a replay role). In this scenario, when the predetermined role is won, the reels 41 are controlled to stop in a predetermined order of presses (for example, "5c→5b→5a") so that the special symbol combination stops. By notifying the predetermined press order when the predetermined role is won, the special symbol combination can be formed one game before the pseudo-bonus state begins.

[0181] The period during which the notification simulation is performed is set to, for example, 15 seconds. During this time, the operation of stop button 5 is disabled, so even if reel 41 is operating, the game cannot proceed. Furthermore, at the end of the notification-based simulated game, a special combination of symbols (such as "7, 7, 7") will temporarily stop (automatically stop). Therefore, although the simulated bonus state is a state in which navigation is executed in the same way as the AT state in terms of gameplay, it visually appears as if a so-called bonus state (real bonus state) has occurred, thus differentiating it from the AT state.

[0182] Furthermore, once the notification simulation game ends, reel 41 automatically starts rotating in the normal direction, and the stop button 5 becomes active, initiating the main game. From this point onward, the stop operation for the first game after transitioning to the simulation bonus state becomes possible, just like in a normal game. Furthermore, during the reel animation, the sub-control unit 20 controls the display unit 8 to show an animation image corresponding to the reel animation, indicating the occurrence of a pseudo-bonus state.

[0183] • Transition process from pseudo-bonus state to AT state (arrow f in Figure 12) In the pseudo-bonus state, a lottery process for transitioning to the AT state is performed based on the execution of each game during that pseudo-bonus state. In this first embodiment, a transition lottery process for the AT state is executed for each game during the pseudo-bonus state to determine whether or not to transition to the AT state. Then, as a result of the AT state transition lottery process, if the conditions for transitioning to the AT state are met as a special condition, the game state will transition to the AT state after the pseudo-bonus state ends. Furthermore, if the game transitions to the AT state upon the end of the pseudo-bonus state, the gameplay period will continue as the advantageous period.

[0184] In this first embodiment, the AT state transition lottery process may be any method that allows the player to transition to the AT state in part of the pseudo-bonus state. The AT state transition lottery may be performed with a fixed probability in each game, or if a rare role is won, the AT state transition lottery may be performed with a higher probability than if a non-rare role is won.

[0185] Furthermore, the AT state transition lottery process may be performed throughout the entire pseudo-bonus state, or a predetermined period of games (for example, 3 games) may be set aside at the end of the pseudo-bonus state for the AT state transition lottery process, during which a lottery may be held to determine whether or not to transition to the AT state. In addition to the AT state transition lottery process during the pseudo-bonus state described above, the AT state transition lottery process may also be performed when the pseudo-bonus state is transitioned to (started).

[0186] Furthermore, during the pseudo-bonus state, in response to the execution of the game, the sub-control unit 20, acting as a display control means, controls the display unit 8 to execute predetermined effects based on the reception of control information from the main control unit 10.

[0187] For example, if a rare role is won during a game in a pseudo-bonus state, an animation will be performed to notify the player that the rare role has been won. Furthermore, during a predetermined number of games at the end of the pseudo-bonus state (for example, 3 games), a series of performance sequences (battle sequences) are executed according to the result of the AT state transition lottery. If the lottery result is for transitioning to the AT state, a sequence is shown in which the allied character ultimately wins. If the lottery result is not for transitioning to the AT state, a sequence is shown in which the allied character ultimately loses, and the result of the AT state transition lottery is announced as the result of the series of performance sequences.

[0188] The presentation style during a continuous performance is predetermined based on the results of the AT state transition lottery. If the lottery result is to transition to the AT state, a presentation style in which the allied characters have an advantage is determined. If the lottery result is not to transition to the AT state, a presentation style in which the allied characters have a disadvantage is determined. However, the AT state transition lottery process is also performed during the game while the above continuous performance is running, so the final result of the continuous performance will be determined by taking into account the AT state transition lottery process during the continuous performance. Furthermore, if the transition to the AT state is determined as a result of the AT state transition lottery process during the pseudo-bonus state, a visual effect may be executed to notify that the transition to the AT state is confirmed from that point onward.

[0189] Furthermore, during other pseudo-bonus states, in order to enhance the enjoyment of the game, a pseudo-bonus state animation (pseudo-bonus animation) featuring predetermined characters is displayed on the display unit 8. In the pseudo-bonus animation, for example, introductory images of each character appearing are displayed, and predetermined music is output from the speaker 9.

[0190] Furthermore, the lottery for transitioning to the AT state during the pseudo-bonus state may be performed in ways other than those described above. For example, if the reels 41 are stopped in the normal manner (for example, by stopping the left reel 41a first), a combination of symbols corresponding to a replay will stop. However, if the reels 41 are stopped in an irregular manner different from the normal manner (for example, by stopping the right reel 41c first), it may be possible to draw a lottery for a specific replay that stops a special combination of symbols (for example, "BAR, BAR, BAR"). If the specific replay is won during a period other than the lottery game period in the pseudo-bonus state, the player may transition to the AT state unconditionally (with a 100% probability). In this case, if a specific replay combination is won, it is preferable that the display unit 8 displays an image prompting the player to aim for an irregular operation pattern and a special combination of symbols.

[0191] Additionally, during a continuous sequence of events (battle sequences) while in a pseudo-bonus state, you may also perform a button press sequence. The button animation as an operation animation first displays an operation image on the display unit 8, which consists of an image resembling an operation button prompting the user to operate the animation button 2g, or text information instructing the user to operate it (for example, "PUSH"). Then, when the instructed animation button 2g is operated, a predetermined image is displayed on the display unit 8. For example, at the end of the game in which the final game of the battle animation is executed, an image resembling an operation button or an operation image is displayed, and then, when the instructed animation button 2g is operated, an image informing the predetermined result of the battle lottery is displayed on the display unit 8. In this case, it is preferable that the probability of the button animation being executed is higher when the result of the match draw is a win compared to when the draw is not a win.

[0192] • Transition process from pseudo-bonus state to normal gameplay state (arrow b in Figure 12) If, during the pseudo-bonus state, no special conditions are met and the right to transition to the AT state is not granted, that is, if the result of the AT state transition lottery process during the pseudo-bonus state is not a win, the game will transition to the normal game state after the pseudo-bonus state ends. Furthermore, in some cases where the game transitions to the normal game state after the pseudo-bonus state ends, it may be possible to prevent the game section from transitioning from the advantageous section to the normal section.

[0193] Furthermore, when transitioning from a pseudo-bonus state to a normal game state, the main control unit 10 and the sub-control unit 20 may, under their control, provide notification information (setting suggestion information) that can indicate the setting value set in the probability setting device 16 via notification means (display unit 8, speaker 9). For example, the display unit 8 may display a predetermined character from among several characters, and by selecting the character to display according to a pre-set selection probability corresponding to each setting value of the probability setting device 16, it becomes possible to predict the setting value to some extent based on the displayed character.

[0194] (AT state) In this first embodiment, the AT state is a game state in which, during the game in the AT state, the player is notified of an operation method that is advantageous to the player, and the player is given a push-order navigation for the push-order bell role, making it easier to acquire game tokens.

[0195] The AT state continues until the number of game tokens (net increase) actually acquired by the player during that AT state reaches a predetermined number (for example, 100 tokens). In other words, when transitioning to the AT state, an initial value (for example, 100 coins) is assigned to the remaining number of coins (net increase) that allows the AT state to continue. This remaining number of coins is subtracted each time a game coin is awarded during the AT state, and the AT state ends when the remaining number of coins becomes "0". Furthermore, the termination condition for the AT state may be set to be when the number of game tokens awarded (paid out) during the AT state reaches a predetermined number, or when the number of games played during the AT state reaches a predetermined number. Furthermore, multiple types of AT states with different durations may be provided, allowing the player to selectively enter any of the AT states when acquiring the right to transition between AT states.

[0196] Furthermore, when the game transitions to the AT state, a notification simulation may be performed in the first game, similar to the transition to the pseudo-bonus state, to simulate stopping a predetermined combination of symbols on a predetermined line in the display window 6, thereby performing a reel animation that notifies the player of the transition to the AT state.

[0197] Furthermore, during AT mode, a bonus lottery is held based on the winning of a predetermined rare role, and if the bonus lottery is won, the duration of the AT mode will be extended according to the bonus awarded. For example, when a rare role is won, a bonus draw is held with different winning probabilities depending on the type of rare role won. If this bonus draw is won, a predetermined number of game tokens is added to the remaining token count, thereby extending the duration of the AT state. Furthermore, the trigger for the bonus draw can be any combination, and players may choose from multiple rewards of varying sizes. Additionally, the size of the reward awarded may be varied depending on the winning combination.

[0198] Furthermore, in this first embodiment, if a predetermined condition is met during a game in AT state, a special bonus zone is generated for a predetermined period of time, and during this special zone, the lottery for increasing the number of games is performed at a higher rate than outside of the special bonus zone. Furthermore, since the special zone is a state that is extremely advantageous to the player, it is preferable that the above predetermined conditions be met with a predetermined probability when a rare role with a low probability of winning is won.

[0199] • Transition process from AT state to pseudo-bonus state (arrow i in Figure 12) Even during AT mode, just as during normal gameplay, the main control unit 10 performs a lottery process to determine the transition to a pseudo-bonus state based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, the transition to a pseudo-bonus state is performed with a predetermined probability (for example, 20%). Furthermore, if the game transitions to a pseudo-bonus state while in AT mode, the gameplay period will continue as the advantageous period.

[0200] Furthermore, if the player wins the lottery for transitioning to the pseudo-bonus state while in AT state, the ongoing AT state will be temporarily interrupted, and the game state will transition to the pseudo-bonus state. Therefore, the remaining number of games in the AT state is held in reserve when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state will resume based on the reserved number of remaining games. Furthermore, if the game transitions to a pseudo-bonus state while in AT mode, the pseudo-bonus state will be executed for a predetermined period (for example, 20 games), as described above.

[0201] However, if the game transitions to a pseudo-bonus state while in AT mode, unlike when the game transitions to a pseudo-bonus state during normal gameplay, the AT state transition lottery process will not be performed. Instead, the pseudo-bonus state will end and the game will return to AT mode after a predetermined number of games have been played.

[0202] Furthermore, if the game transitions to a pseudo-bonus state during the AT state, a bonus draw may be conducted during that pseudo-bonus state when a predetermined role is won. Furthermore, if the player wins the lottery to transition to the pseudo-bonus state while in AT state, the player may not immediately transition to the pseudo-bonus state. Instead, a battle sequence (a battle sequence in which the player's character wins) may be performed for a predetermined period (for example, 3 games) as described above before transitioning to the pseudo-bonus state. Furthermore, if a predetermined rare role is won during the AT state but the lottery for transitioning to the pseudo-bonus state is not won, a battle sequence (a battle sequence in which the allied character is defeated) may be executed.

[0203] • Transition process from AT state to normal gameplay state (arrow h in Figure 12) In AT mode, if the number of game tokens acquired by the player (net increase in tokens) reaches a predetermined number, or if any other condition for ending AT mode is met, the game will transition to normal game mode after the AT mode ends. Furthermore, if the game transitions to normal gameplay after the AT state ends, the gameplay period will continue as the advantageous period. Furthermore, in some cases where the game transitions to the normal game state upon the end of the AT state, the game section may be changed to the normal section.

[0204] Furthermore, when the AT state ends, a predetermined period (for example, 5 seconds) of AT termination state is set. During this AT termination state, game progression becomes temporarily impossible, and after the AT termination state ends, the game returns to the normal game state. During the AT termination state, setting-related information that can suggest the setting value set by the probability setting device 16 is notified by notification means under the control of the main control unit 10 and the sub-control unit 20. For example, a predetermined image is displayed on the display unit 8, and a predetermined sound is output from the speaker 9. As described above, the transition of the game state occurs in the medalless gaming machine 1 of the first embodiment.

[0205] [Processes related to the limiter function] Next, with reference to Figures 13 to 15, the processes related to the limiter function (restriction function) in the medalless gaming machine 1 (gaming machine) of this first embodiment will be explained. As mentioned above, in the first embodiment of the medalless gaming machine 1, a limiter function is provided to limit the number of gaming tokens that a player can acquire during the advantageous period.

[0206] In the medalless gaming machine 1 of this first embodiment, a limiter function is activated when the difference in the number of tokens (number of game tokens awarded - number of game tokens inserted) during one advantageous period exceeds a specific number (for example, the limit value of +2400 tokens). Therefore, if the AT state (or pseudo-bonus state) is entered when the net number of tokens is a small value such as a negative value, the number of tokens the player can actually acquire (net increase in tokens) before reaching a certain number will be greater than if the AT state is entered when the net number of tokens is a large value such as a positive value.

[0207] For example, if you enter AT mode with a net gain of +1000 tokens, you will be able to acquire 1400 tokens (2400 tokens - 1000 tokens) before the limiter function activates. However, if you enter AT mode with a net gain of -2000 tokens, you will be able to acquire 4400 tokens (2400 tokens + 2000 tokens) before the limiter function activates. In other words, the greater the difference between the number of tokens won during the advantageous period when transitioning to the AT state and a specific number, the more tokens the player can win before the limiter function activates.

[0208] First, the difference counting process performed in the main control unit 10 will be explained with reference to the flowchart in Figure 13. Figure 13 shows the net number of tokens counting process for calculating the net number of tokens based on the number of tokens inserted and the number of tokens awarded (paid out) during one advantageous period.

[0209] First, once the net number counting process begins, step S23 determines whether or not the game is in a favorable period. This process determines whether the game is in a favorable period. If it is in a favorable period, the process proceeds to step S24. If it is not in a favorable period (i.e., it is in a normal period), the net payout counting process ends.

[0210] Next, in step S24, it is determined whether or not the game was executed. This is a process to determine whether or not a game was played during the advantageous period. If a game was played during the advantageous period, the process proceeds to step S25. If no game was played, the main coin counting process ends.

[0211] Next, in step S25, the number of bets is subtracted from the difference in the number of tokens counter. The net payout counter is used to monitor the increase or decrease in the net payout during a single advantageous period. When a game is played, the number of game tokens (bets) inserted into the game is deducted from the net payout counter. Furthermore, the net payout counter can also count negative values; if the game is played after the counter shows ±0, the net payout counter will show a negative value.

[0212] Next, in step S26, it is determined whether or not game tokens have been awarded. This is a process that determines whether or not game tokens have been awarded based on the results of the game during the advantageous period. If a predetermined combination is achieved and a predetermined number of game tokens are awarded (the number of game tokens increases), the process proceeds to step S27. If no game tokens have been awarded (in the case of a miss), the process proceeds to step S28. Furthermore, the awarding of game tokens also includes the automatic setting of the bet amount when a replay combination is achieved.

[0213] Next, in step S27, the number of game tokens assigned to the difference counter is added. Therefore, if a predetermined number of game tokens are awarded as a result of a game played during the advantageous period, the number of awarded game tokens will be added to the difference in tokens counter.

[0214] Next, in step S28, it is determined whether or not the advantageous period has ended. This is a process to determine whether the advantageous period has ended because the conditions for ending the advantageous period have been met. If the advantageous period has ended due to the activation of the limiter function or the reset of the main control unit 10, the process proceeds to step S29. If the advantageous period has not ended, the main coin counting process ends.

[0215] Next, in step S29, the process of initializing the difference counter is performed. Therefore, when a favorable period ends, the net payout counter is reset (reset to zero). After that, the final counting process is terminated.

[0216] As described above, in the main control unit 10, when a game is played during a single advantageous period, the difference counter is counted according to the number of game tokens inserted (bet set) and the number of game tokens awarded (paid out), and the difference in tokens at that time is managed. In other words, the main control unit 10 is equipped with a difference information counting means capable of performing control that subtracts difference information (difference counter) in accordance with the inserted game value (game tokens) based on the insertion of game value in the advantageous section, and adds difference information in accordance with the granted game value based on the granting of game value in the advantageous section.

[0217] Next, the limiter monitoring process performed in the main control unit 10 will be explained with reference to the flowchart in Figure 14. Figure 14 shows the limiter monitoring process, which activates the limiter function when the difference in the number of tokens counter exceeds a certain number during a single advantageous period, referring to the difference in the number of tokens counter mentioned above.

[0218] First, when the limiter monitoring process is started, step S30 determines whether or not the game is in a favorable period. If the system is in a favorable period, proceed to step S31; otherwise, terminate this limiter monitoring process.

[0219] Next, in step S31, it is determined whether or not the game has ended. If a game ends during the advantageous period, the process proceeds to step S32. If the game has not ended (including cases where the game is not being played), this limiter monitoring process terminates.

[0220] Next, in step S32, it is determined whether the value of the difference in the number of tokens counter has exceeded the limit value (a specific number). This process determines whether the value of the difference counter calculated in the aforementioned difference counter counting process exceeds the limit value, which is the condition for activating the limiter function. If the value of the difference counter exceeds the limit value, the process proceeds to step S33; otherwise, the limiter monitoring process ends.

[0221] Next, in step S33, the special game state termination process is performed. The special game state termination process is the process of ending a special game state such as the AT state or pseudo-bonus state, and this process will limit the acquisition of game tokens during a single advantageous period. Then, proceed to step S34.

[0222] Next, in step S34, the process of transitioning to the normal section is performed. This process transitions the gameplay section back to the normal section, and this process marks the end of one advantageous section. Therefore, the limiter function will be activated by the execution of the special game state termination process and the transition to the normal section described above. After that, the limiter monitoring process will be terminated.

[0223] As described above, the main control unit 10 activates a limiter function to transition the game section from the advantageous section to the normal section when the value of the difference in the number of tokens counter exceeds the limit value (+2400 tokens). In other words, the main control unit 10 is equipped with a favorable period termination control means that can execute control to terminate the favorable period when the difference information counted by the difference information counting means (main control unit 10) reaches a specific number (limit value). Therefore, the number of game tokens that a player can acquire is limited, which reduces the gambling aspect of the tokenless gaming machine 1.

[0224] Next, the difference count display process performed in the main control unit 10 will be explained with reference to the flowchart in Figure 15. Figure 15 shows the process of displaying the difference in the number of tokens, which is performed by operating the probability setting device 16.

[0225] First, when the display of the difference in the number of tokens is started, step S35 determines whether or not the setting key is turned on. This process determines whether the setting key switch (not shown) has been turned on when the setting key is inserted into the key slot of the probability setting device 16 after the power of the medalless gaming machine 1 is turned on and rotated in a predetermined direction. If the setting key is turned on, the process proceeds to step S36; if the setting key is not turned on, the main coin difference display process ends.

[0226] Next, in step S36, the process of instructing the display of the difference in the number of tokens is performed. The token difference display instruction process is a process that causes the sub-control unit 20 to display the token difference, and information that can identify the value of the token difference counter at that time, as well as information that instructs the display of the token difference, is transmitted to the sub-control unit 20. After that, the process of displaying the difference in the number of sheets is terminated.

[0227] As described above, after the coinless gaming machine 1 is powered on, the main control unit 10 transmits information to the sub-control unit 20 to display the difference in the number of tokens at that time when the setting key is inserted into the key slot of the probability setting device 16 and rotated in a predetermined direction by the gaming parlor operator. As will be explained in more detail later, the sub-control unit 20 performs control to display the difference in the number of tokens at that time on the display unit 8 based on the received information.

[0228] Although not shown in the diagram, after the coinless gaming machine 1 is powered on, the gaming parlor operator inserts a setting key into the key slot of the probability setting device 16 and rotates it in a predetermined direction. This process also performs to display the current setting value on the setting confirmation display. Therefore, when the above operation is performed using the setting key, the display of the difference in the number of tokens on the display unit 8 and the display of the setting value on the setting confirmation display are performed simultaneously.

[0229] In this first embodiment, the difference in the number of tokens is displayed by inserting a setting key into the key slot of the probability setting device 16 and performing a predetermined operation. However, if it is possible to display the difference in the number of tokens by an operation performed by the amusement parlor (an operation that is not possible for the player), the difference in the number of tokens may be displayed by operating other operating means provided on the tokenless amusement machine 1. As described above, each process related to the limiter function in the medalless gaming machine 1 of the first embodiment is performed.

[0230] [Notification of difference in the number of tokens] Next, with reference to Figure 16, the notification of the difference in the number of tokens in the medalless gaming machine 1 (gaming machine) of this first embodiment will be explained.

[0231] As mentioned above, in the first embodiment of the medalless gaming machine 1, the limiter function is activated according to the difference in the number of tokens (difference in tokens counter). Therefore, if the gaming parlor starts operations without resetting the main control unit 10, the difference in tokens at that time will affect the operation of the parlor. In other words, since the medalless gaming machine 1 is equipped with a function (memory retention function) to back up the memory unit of the main control unit 10, if the main control unit 10 is not reset when the gaming parlor opens, the limiter function will be activated based on the difference in the number of tokens up to the previous business day.

[0232] Furthermore, as mentioned above, the amusement parlor can reset the net payout counter by resetting the main control unit 10 (or by changing the setting value of the probability setting device 16). Therefore, for example, if a function is provided that can notify the value of the net payout counter at the time of opening of a gaming parlor, it becomes possible to provide the parlor with important information to decide whether or not to reset the net payout counter. The medalless gaming machine 1 of this first embodiment has a function that can notify the difference in the number of tokens (difference in tokens counter) as follows.

[0233] Figure 16 shows the difference in tokens confirmation image displayed on the display unit 8 when the sub-control unit 20 performs a difference in tokens display processing to notify (display) the difference in tokens, based on the information to instruct the display of the difference in tokens and the information of the difference in tokens counter transmitted from the main control unit 10 as described above by the difference in tokens display instruction processing in the main control unit 10 (see Figure 15). In other words, this image shows the confirmation of the difference in the number of tokens at that time, after the power of the tokenless gaming machine 1 has been turned on, and the setting key has been inserted into the key slot of the probability setting device 16 by the gaming parlor and rotated in a predetermined direction.

[0234] As mentioned above, the main control unit 10 has a function to store (back up) the information of the difference in the number of tokens counter. Therefore, when the token count display process is performed after power is turned on, the token count confirmation image is displayed based on the stored token count counter information. Therefore, if the main control unit 10 has not been reset, when the amusement parlor opens, an image confirming the number of tokens won will be displayed based on the information of the token counter that was stored at the time of closing on the previous business day.

[0235] First, Figure 16(a) shows an image of the display unit 8 confirming the difference in the number of tokens when the token counter is -3500 tokens. As shown in Figure 16(a), when the display unit 8 shows the difference in tokens confirmation image, the difference in tokens image 30a ("Difference in tokens - 3500 tokens"), which shows the value of the difference in tokens counter at that time, and the number of tokens that can be acquired ("Number of tokens remaining until limiter activates + 5900 tokens"), which shows the number of game tokens that can be acquired before the limiter function is activated, are displayed side by side vertically in the upper right corner of the screen.

[0236] In other words, it displays that the current value of the difference counter is -3500 coins, and that the number of times the difference counter can be increased before the limiter function is activated (the difference between the current value of the difference counter and the limit value) is 5900 coins (2400 coins + 3500 coins). Although not shown in the diagram, the display unit 8 also displays other images (for example, an image indicating that the game is in normal play mode), but the image confirming the difference in tokens is displayed with a higher priority than those other images.

[0237] Next, Figure 16(b) shows an image of the display unit 8 confirming the difference in the number of tokens when the token counter is +900 tokens. As shown in Figure 16(b), when the display unit 8 shows the difference in tokens confirmation image, the difference in tokens image 30a ("Difference in tokens + 900 tokens"), which shows the value of the difference in tokens counter at that time, and the specific number of tokens that can be obtained ("Remaining until limiter + 1500 tokens"), which shows the number of game tokens that can be obtained before the limiter function is activated, are displayed side by side vertically in the upper right corner of the screen.

[0238] In this first embodiment, when the number of game tokens that can be acquired before the limiter function is activated falls below a predetermined number (for example, 2000 tokens), control is performed to switch from the image of the number of tokens that can be acquired 30b to the image of the specific number of tokens that can be acquired 30c. Therefore, the specific number of obtainable images 30c are displayed in a manner that allows the player to recognize that they are different from the number of obtainable images 30b. For example, the background color of the image portion may change from white to red, and other relatively noticeable image processing may be performed for display.

[0239] This is to emphasize that if the number of game tokens that can be acquired before the limiter function is activated falls below a predetermined number, and the AT state is entered immediately afterward, the limiter function may be activated with a relatively small number of game tokens acquired.

[0240] Then, when the setting key inserted into the key slot of the probability setting device 16 is rotated back to its original position, the difference in the number of tokens display process ends, and the difference in the number of tokens confirmation image on the display unit 8 is erased.

[0241] As described above, the sub-control unit 20 displays a difference count confirmation image, including the difference count image 30a, on the display unit 8 based on information that allows it to identify the difference count counter received from the main control unit 10. In other words, the sub-control unit 20, acting as a notification control means, is capable of executing control to notify the difference information (difference counter) counted by the difference information counting means (main control unit 10) based on the fulfillment of predetermined conditions.

[0242] Therefore, the amusement parlor can obtain important information to decide whether or not to reset the payout counter, and can handle the payout counter appropriately in accordance with the parlor's business policies. For example, if the net number of tokens counter is extremely small, continuing operations as is could result in a very large number of game tokens being awarded before the limiter function activates, potentially causing significant losses for the arcade. In such cases, it is possible to reset the net number of tokens counter.

[0243] Furthermore, the sub-control unit 20 displays a difference count confirmation image based on the fact that a setting key has been inserted into the key insertion slot of the probability setting device 16 and rotated in a predetermined direction. In other words, the sub-control unit 20, acting as a notification control means, enables control to notify the difference information (difference counter) to the setting means (probability setting device 16) that can set the player's advantage level, based on a predetermined operation performed by a setting key. Therefore, the value of the net payout counter is kept secret and can only be checked by the arcade operator, making it possible to prevent fraudulent activities.

[0244] Furthermore, the sub-control unit 20 displays the image 30b showing the number of obtainable cards, which is the difference information between the current value of the difference counter and the limit value. In other words, the sub-control unit 20, acting as a notification control means, is capable of performing control to notify the difference information between the difference information (difference counter) counted by the difference information counting means (main control unit 10) and a specific number (limit value). Therefore, it becomes possible to easily determine the number of game tokens that can be won before the limiter function is activated, providing more useful information to the amusement parlor.

[0245] Furthermore, in the image confirming the number of tokens won, if the number of tokens that can be won before the limiter function is activated falls below a predetermined number (for example, 2000 tokens), the image switches from the image of the number of tokens that can be won 30b to the image of the specific number of tokens that can be won 30c. This allows the arcade to immediately determine that the number of tokens that can be won is low, and thus provides the arcade with even more useful information.

[0246] Although the image confirming the difference in the number of tokens is displayed on the display unit 8, it may also be displayed using other display means. Furthermore, the predetermined number (threshold) used when switching from the image 30b of the number of obtainable images to the image 30c of a specific number of obtainable images may be other than those mentioned above. As described above, the number of tokens won is notified in the tokenless gaming machine 1 of the first embodiment.

[0247] [Effects during pseudo-bonus state] Next, with reference to Figures 17 and 18, the effects during the pseudo-bonus state in the medalless gaming machine 1 of this first embodiment will be described. The main control unit 10 transitions the game state to a pseudo-bonus state based on the fulfillment of predetermined conditions, while the sub-control unit 20, based on the receipt of control information from the main control unit 10, executes the effects for the pseudo-bonus state on the display unit 8 while the pseudo-bonus state is active.

[0248] The effects during the pseudo-bonus state are performed by displaying predetermined effect images on the display unit 8, which notifies the player that they are in a pseudo-bonus state and enhances the excitement of the pseudo-bonus state. For example, character introduction images and various action images are displayed, and the resulting visual effects are enhanced. During the pseudo-bonus state, a predetermined sound effect is output from speaker 9, and lamp 11 lights up in a predetermined manner.

[0249] Figure 17 shows the animation images displayed on the display unit 8 during the pseudo-bonus state, controlled by the sub-control unit 20. First, Figure 17(a) shows the normal image (difference-related information) in the performance image (performance information) during the pseudo-bonus state. As shown in Figure 17(a), when the game state transitions to a pseudo-bonus state, a normal pseudo-bonus state image 34a is displayed in the main part of the display unit 8 screen to inform the player that they are in a pseudo-bonus state and to enhance the excitement of the pseudo-bonus state. Although simplified in the illustration, the image 34a displayed during the pseudo-bonus state is typically a video consisting of, for example, a predetermined character image and a background image depicting a daytime grassland.

[0250] Additionally, the upper left of the display unit 8 screen displays an image 33a showing the remaining number of games ("20 games remaining") which contains numerical information indicating the number of games remaining in the pseudo-bonus state, and the upper right of the display unit 8 screen displays an image 33b showing the number of game tokens acquired (net increase) by the player during the pseudo-bonus state ("0 tokens acquired"). Furthermore, based on the execution of the game, the numerical information in the remaining number of games image 33a is subtracted, and based on the number of game tokens acquired by the player, the numerical information in the acquired tokens image 33b is added, and the game result during the pseudo-bonus state is reported.

[0251] Next, Figure 17(b) shows the first special image (difference-related information) in the performance image (performance information) during the pseudo-bonus state. In the sub-control unit 20, if the first image switching condition based on the value of the difference counter when transitioning to the pseudo-bonus state is met, the display image during the pseudo-bonus state is changed to the first special image. Therefore, under normal circumstances, the image displayed during the pseudo-bonus state is the normal image shown in Figure 17(a). However, if the first image switching condition is met, it will be changed to the first special image shown in Figure 17(b). Further details regarding the image switching conditions will be provided later.

[0252] As shown in Figure 17(b), when the game state transitions to a pseudo-bonus state and the first image switching condition is met, the first special pseudo-bonus state image 34b is displayed as the first special image in the main part of the display unit 8 screen. Image 34b during the first special pseudo-bonus state differs from image 34a during the normal pseudo-bonus state by, for example, changing the background image from a daytime grassland to an evening grassland. In addition, the display unit 8 displays the remaining game count image 33a and the acquired medal count image 33b, just as when the normal image described above is displayed.

[0253] Next, Figure 17(c) shows the second special image (difference-related information) in the performance image (performance information) during the pseudo-bonus state. In the sub-control unit 20, if the second image switching condition based on the value of the difference counter when transitioning to the pseudo-bonus state is met, the display image during the pseudo-bonus state is changed to the second special image. Therefore, under normal circumstances, the image displayed during the pseudo-bonus state is the normal image shown in Figure 17(a). However, if the second image switching condition is met, it will change to the second special image shown in Figure 17(c).

[0254] As shown in Figure 17(c), when the game state transitions to a pseudo-bonus state and the second image switching condition is met, the second special pseudo-bonus state image 34c is displayed as the second special image in the main part of the display unit 8 screen. Image 34c during the second special pseudo-bonus state differs from image 34a during the normal pseudo-bonus state by, for example, changing the background image from a daytime grassland to a nighttime grassland. In addition, the display unit 8 will show the remaining game count image 33a and the acquired medal count image 33b, similar to when the basic image described above is displayed.

[0255] Next, with reference to Figure 18, the control of selecting the presentation image during the pseudo-bonus state, which is performed in the sub-control unit 20, will be described. The sub-control unit 20 selects whether to display a normal image, a first special image, or a second special image during the pseudo-bonus state by extracting a predetermined random number when the pseudo-bonus state is transitioned. Furthermore, when selecting the above-mentioned visual effects, the system controls the selection of visual effects by referring to the difference in the number of tokens when the game transitions to a pseudo-bonus state. Therefore, the first and second image switching conditions described above will be met depending on the difference in the number of tokens when the game transitions to the pseudo-bonus state. The selection control for each animation image is executed when the right to enter the pseudo-bonus state is acquired. Therefore, the selection control is executed when the ceiling game count is reached and when a predetermined rare role is won and the lottery for transitioning to the pseudo-bonus state is won. Furthermore, the main control unit 10 transmits information that allows for the identification of the difference counter value each time a game is executed, and the sub-control unit 20 performs the selection control based on the received information.

[0256] Figure 18 shows the selection rate of each animation image during the pseudo-bonus state. First, Figure 18(a) shows the selection rate of each animation image when the pseudo-bonus state occurred three or fewer times during the game on that day. The main control unit 10 is equipped with a means for counting the number of times the pseudo-bonus state has occurred since the opening of the amusement parlor. If this count value is "3" or less, it selects each animation image according to the selection rates shown in Figure 18(a).

[0257] As shown in Figure 18(a), if the value of the difference counter at the time of transition to the pseudo-bonus state (when the right is acquired) is "1" or greater, selection control is performed such that the normal image (image 34a during the normal pseudo-bonus state) is selected with an 80% probability, the first special image (image 34b during the first special pseudo-bonus state) is selected with a 20% probability, and the second special image (image 34c during the second special pseudo-bonus state) is selected with a 0% probability. Furthermore, if the value of the net number counter when transitioning to the pseudo-bonus state is within the range of "0" to "-1999", a selection control is performed such that there is a 60% chance of selecting a normal image, a 40% chance of selecting the first special image, and a 0% chance of selecting the second special image. Furthermore, if the value of the net number counter when transitioning to the pseudo-bonus state is "-2000" or less, a selection control is implemented such that there is a 50% chance of selecting a normal image, a 45% chance of selecting the first special image, and a 5% chance of selecting the second special image.

[0258] Next, Figure 18(b) shows the selection rate of each animation image when the pseudo-bonus state occurred for the fourth time or later during the game on that day. As shown in Figure 18(b), if the value of the difference counter at the time of transitioning to the pseudo-bonus state (when the right is acquired) is "1" or greater, selection control is performed such that a normal image is selected with a 70% probability, the first special image is selected with a 30% probability, and the second special image is selected with a 0% probability. Furthermore, if the value of the net number counter when transitioning to the pseudo-bonus state is within the range of "0" to "-1999", a selection control is performed such that there is a 60% chance of selecting a normal image, a 40% chance of selecting the first special image, and a 0% chance of selecting the second special image. Furthermore, if the value of the net number counter when transitioning to the pseudo-bonus state is "-2000" or less, a selection control is implemented such that there is a 50% chance of selecting a normal image, a 45% chance of selecting the first special image, and a 5% chance of selecting the second special image.

[0259] As described above, the difference in the number of tokens during a single advantageous period (the token difference counter) is counted, and based on the counting result, the display unit 8 displays the performance image during the pseudo-bonus state. Therefore, depending on the difference in tokens at the time of transition to the pseudo-bonus state (when the right is acquired), the performance image during the pseudo-bonus state will change in various ways, and if the first special image or the second special image is displayed, it will indicate the difference in tokens at that time. In other words, the sub-control unit 20 is equipped with notification control means capable of executing control to notify difference-related information (normal image, first special image, second special image) related to the difference information (difference counter) counted by the difference information counting means (main control unit 10), and by notifying the difference-related information, it is possible to suggest the difference information. Therefore, by providing information related to the difference (normal image, first special image, second special image), it becomes possible to change the player's expectations. Furthermore, the indication of the difference in the number of tokens won makes it possible for players to predict the number of tokens they can win, allowing them to decide whether or not to continue playing.

[0260] Furthermore, information related to the difference can be displayed using the animation images during the pseudo-bonus state. In other words, the sub-control unit 20, acting as a notification control means, is capable of executing control to notify difference-related information (normal image, first special image, second special image) in connection with the occurrence of a special game state (pseudo-bonus state) that is advantageous to the player. Therefore, when a pseudo-bonus state occurs, it is possible to enhance the player's expectations not only through the expectation of the pseudo-bonus state occurring, but also through the indication of the difference in the number of tokens. Furthermore, since the indication of the difference in the number of tokens is made on display unit 8, it becomes possible to reliably make the indication of the difference in the number of tokens, and it also becomes possible to efficiently make the above indication by utilizing the effects on display unit 8 during the pseudo-bonus state.

[0261] Furthermore, the sub-control unit 20 allows the player to select between a normal image, a first special image, and a second special image as the presentation image during the pseudo-bonus state. The sub-control unit 20 then changes the selection rate of each presentation image depending on whether the value of the net difference counter at that time is "1" or greater, "0" to "-1999", or "-2000" or less, thereby indicating the net difference in coins. In other words, the sub-control unit 20, acting as a notification control means, selects one of several types of performance information (normal image, first special image, second special image) and notifies the difference-related information, and can change the selection rate of the multiple types of difference-related information according to the difference information. Therefore, it becomes possible to reliably provide indications about the difference in the number of tokens.

[0262] Furthermore, the probability of the first special image being selected is higher when the difference counter is "0" or less than when it is "1" or more. When it is "-2000" or less, the probability of the first special image being selected increases even further, and the probability of the second special image being selected also increases. Therefore, when a special image is displayed, there is a possibility that the number of game tokens that can be won before the limiter function is activated will be greater, which can increase the player's sense of anticipation. Furthermore, it is possible to gradually increase the player's sense of anticipation in the order of normal image → first special image → second special image. Furthermore, if the special image is the second special image, it is confirmed that the difference in tokens is "-2000" or less, which further increases the player's sense of anticipation.

[0263] Furthermore, if the pseudo-bonus state occurs three times or less during the game on that day, the selection rate of the special image when the net payout counter is "1" or more is lower (30% → 20%) than when it occurs four times or more. In other words, the sub-control unit 20, acting as a notification control means, can change the selection rate of multiple performance information according to the number of times the special game state (pseudo-bonus state) occurs during the advantageous period. When a special image is displayed while the net payout counter is "1" or higher, the display of that image is a fake effect (a so-called false effect) that does not announce the value of the net payout counter. However, due to the selection control described above, the probability of this fake effect occurring is lower if the number of times the pseudo-bonus state occurs during a single advantageous period is three or less than if it occurs four or more times. Therefore, during a specified period immediately after the opening of a gaming parlor, highly credible (reliable) visual effects will be displayed, making it possible to provide useful information to players who start playing immediately after opening, and also to improve the utilization rate of gaming machines immediately after opening.

[0264] Furthermore, during games in the pseudo-bonus state, the lottery for transitioning to the AT state is executed in a more favorable manner for the player than during normal gameplay, and the pseudo-bonus state (first special game state) serves as a trigger for transitioning to the AT state (second special game state). Therefore, by providing indications of the difference in the number of tokens during this pseudo-bonus state (first special game state), it becomes possible to increase the expectation of transitioning to the AT state, as well as the expectation of knowing the number of game tokens that can be acquired before the limiter function is activated, during the pseudo-bonus state. Furthermore, even if the right to transition to the AT state is not granted during this pseudo-bonus state, if a suggestion of a high expected number of winning tokens is made, it is possible to increase the player's motivation to play for the next pseudo-bonus state to occur. Furthermore, by increasing players' motivation to play, the likelihood of players continuing to play increases, which in turn makes it possible to improve the utilization rate of the coinless gaming machine 1.

[0265] Furthermore, the first and second special images can be any image as long as the player can recognize that they are different from the regular images, and may include different types of characters or different stages. Furthermore, while the display 8 is used to indicate the difference in the number of tokens, the indication may also be performed by other display means, or by sound from the speaker 9 or by the illumination pattern of the lamp 11. Furthermore, the selection control for the normal image, the first special image, and the second special image may be influenced by the value of the difference counter at that time, and each image may be selected using selection probabilities other than those described above. Alternatively, the system could initially display a normal image at the start of the pseudo-bonus state, and then selectively switch to a special image (either the first or second special image) partway through. As described above, the effects during the pseudo-bonus state are executed.

[0266] [Effects during AT state] Next, with reference to Figures 19 to 21, the presentation during the AT state in the medalless gaming machine 1 of this first embodiment will be described. As mentioned above, the main control unit 10 and the sub-control unit 20 change the effects during the pseudo-bonus state according to the difference in the number of tokens at that time. However, when the game state transitions to the AT state, they also change various effects during the AT state according to the difference in the number of tokens. For example, the animations displayed at the start of the AT state to announce the start of the AT state, and the animations displayed at the end of the AT state to announce the end of the AT state, can be changed according to the difference in the number of tokens.

[0267] Referring to Figure 19, the visual effects displayed on the display unit 8 at the start of the AT state will be explained. Figure 19 shows the AT state start image displayed on the display unit 8 immediately after the end of a game, just before transitioning to the AT state.

[0268] First, Figure 19(a) shows the normal start image (difference-related information) in the AT state start image (presentation information). As shown in Figure 19(a), immediately after the end of the game just before transitioning to the AT state, an AT state start character image 36 consisting of the text information "Congratulations, AT state confirmed" is displayed in the approximate center of the display unit 8 screen. Furthermore, the normal start image for AT state also includes the background image that serves as the background for the AT state start text image 36. The background image consists of, for example, a background that evokes a wilderness, and in the normal starting image, a daytime image including a solar image 35a as shown in the figure is displayed. Note that in the illustration, only the solar image 35a is displayed as the background image, and the other images are omitted.

[0269] Next, Figure 19(b) shows the special start image (difference-related information) in the AT state start image (presentation information). The sub-control unit 20 changes the starting image to a special starting image when the starting image switching condition based on the value of the difference counter at the time of transition to AT state is met. Therefore, under normal circumstances, the starting image displayed in AT mode is the normal starting image shown in Figure 19(a). However, if the starting image switching condition is met, it will be changed to the special starting image shown in Figure 19(b). Further details regarding the conditions for switching the starting image will be provided later.

[0270] As shown in Figure 19(b), when the start image switching condition is met and a special start image is displayed, the AT state start character image 36 is displayed in the main part of the display 8 screen, just like the normal start image. Furthermore, if a special start image is displayed, the background image of the AT state start text image 36 is changed to a night image including the moon image 35b as shown in the figure. Furthermore, the moon image 35b is pre-configured with three types of images: a full moon, a half moon, and a crescent moon. The sub-control unit 20 controls the display of one of these images selectively, depending on the value of the difference counter at the end of the game when the right to transition to the AT state is granted. Further details regarding the selection control of lunar image 35b in the special initiation image will be described later.

[0271] Next, with reference to Figure 20, we will explain the visual effects displayed on the display unit 8 when the AT state ends. Figure 20 shows the AT state termination image displayed on the display unit 8 after the end of the final game in which the AT state ends.

[0272] First, Figure 20(a) shows the normal ending image (difference-related information) in the ending image (presentation information) of the AT state. As shown in Figure 20(a), when the final game in AT state ends and the normal ending image of AT state is displayed on the display unit 8, an AT state end character image 37a consisting of the text information "AT state ended" indicating that the AT state has ended is displayed in the approximate center of the screen. Furthermore, below the AT state termination text image 37a, an image 37b showing the number of games played during the AT state ("50 games") and an image 37c showing the number of medals acquired (net increase) by the player during the AT state ("150 medals acquired") are displayed side by side. Furthermore, the normal ending image of the AT state also includes a background image that serves as the background for the AT state ending text image 37a, the number of games played result image 37b, and the number of medals acquired result image 37c. The background image in the final image is similar to the background image in the initial image, for example, a background that evokes a wilderness, and typically the final image displays a daytime image including a sun image 35a as shown in the figure.

[0273] Next, Figure 20(b) shows the special ending image (difference-related information) in the ending image (performance information) of the AT state. The sub-control unit 20 changes the ending image to a special ending image if the conditions for switching the ending image based on the value of the difference counter at the end of the AT state are met. Therefore, under normal circumstances, the termination image displayed in AT mode is the normal termination image shown in Figure 20(a). However, if the termination image switching condition is met, it will be changed to the special termination image shown in Figure 20(b). Further details regarding the conditions for switching the final image will be provided later.

[0274] As shown in Figure 20(b), when the termination image switching condition is met and a special termination image is displayed, the AT state termination text image 37a, the number of games played result image 37b, and the number of medals acquired result image 37c are displayed in the main part of the display unit 8 screen, just as with the normal termination image. Furthermore, if a special termination image is displayed, the background image of the AT state termination text image 37a, etc., will be changed to a night image including the moon image 35b as shown in the figure. Furthermore, the moon image 35b is pre-configured with three types of images: a full moon, a half moon, and a crescent moon. The sub-control unit 20 controls the display of one of these images selectively, depending on the value of the difference counter at the end of the AT state. Further details regarding the selection control of lunar image 35b in the special final image will be described later.

[0275] Next, with reference to Figure 21, the selection control of the presentation image during the AT state, which is performed in the sub-control unit 20, will be described. The sub-control unit 20, upon acquiring the right to transition to the AT state, extracts a predetermined random number to determine whether or not the above-mentioned start image switching conditions and end image switching conditions are met, and also to determine whether the background of the special start image and special end image will be a crescent moon, a half moon, or a full moon. Furthermore, when selecting the starting image for the AT state, the system refers to the difference in the number of tokens at the time the right to transition to the AT state is acquired, and when selecting the ending image for the AT state, it refers to the difference in the number of tokens at the end of the AT state, thereby controlling the selection of each of the above-mentioned presentation images. Therefore, when selecting the starting image for the AT state, one of the following will be selected as the presentation information: a normal starting image, a special starting image (crescent moon), a special starting image (half moon), or a special starting image (full moon), depending on the difference in the number of tokens at the time the right to transition to the AT state is acquired. Similarly, when selecting the ending image for the AT state, one of the following will be selected as the presentation information: a normal ending image, a special ending image (crescent moon), a special ending image (half moon), or a special ending image (full moon), depending on the difference in the number of tokens at the time the AT state ends (end of the final game). Furthermore, the main control unit 10 transmits information that allows for the identification of the difference counter value each time a game is played, and the sub-control unit 20 performs the selection control based on the received information.

[0276] Figure 21 shows the selection rate for each animation image in AT mode. First, Figure 21(a) shows the selectivity of the starting image in the AT state. As shown in Figure 21(a), if the value of the difference counter when acquiring the right to transition to the AT state is "1" or greater, selection control is performed such that the normal starting image (sun in the background) is selected with a 90% probability, the special starting image (crescent moon in the background) is selected with a 10% probability, the special starting image (half moon in the background) is selected with a 0% probability, and the special starting image (full moon in the background) is selected with a 0% probability. Furthermore, if the value of the net difference counter when acquiring the right to transition to AT state is within the range of "0" to "-1999", a selection control is performed such that the normal starting image (sun in the background) is selected with a 70% probability, the special starting image (crescent moon in the background) is selected with a 20% probability, the special starting image (half moon in the background) is selected with a 10% probability, and the special starting image (full moon in the background) is selected with a 0% probability. Furthermore, if the value of the net difference counter when acquiring the right to transition to AT state is "-2000" or less, a selection control is performed such that there is a 60% chance of selecting the normal starting image (sun in the background), a 20% chance of selecting the special starting image (crescent moon in the background), a 15% chance of selecting the special starting image (half moon in the background), and a 5% chance of selecting the special starting image (full moon in the background).

[0277] Next, Figure 21(b) shows the selectivity of the ending image in the AT state. As shown in Figure 21(b), if the value of the difference counter at the end of the AT state (end of the final game) is "1" or greater, a selection control is performed such that there is an 80% chance of selecting a normal ending image (sun in the background), a 15% chance of selecting a special ending image (crescent moon in the background), a 5% chance of selecting a special ending image (half moon in the background), and a 0% chance of selecting a special ending image (full moon in the background).

[0278] Furthermore, if the value of the net number counter at the end of the AT state is within the range of "0" to "-1999", a selection control is performed such that there is a 70% chance of selecting a normal ending image (sun in the background), a 20% chance of selecting a special ending image (crescent moon in the background), a 10% chance of selecting a special ending image (half moon in the background), and a 0% chance of selecting a special ending image (full moon in the background). Furthermore, if the value of the net number counter at the end of the AT state is "-2000" or less, a selection control is performed such that there is a 60% chance of selecting the normal ending image (sun in the background), a 20% chance of selecting the special ending image (crescent moon in the background), a 15% chance of selecting the special ending image (half moon in the background), and a 5% chance of selecting the special ending image (full moon in the background).

[0279] As described above, the selection of the performance images is controlled, and based on the selection results, the performance images for the start and end of the AT state are displayed on the display unit 8. Therefore, the performance images for the start and end of the AT state will change in various ways depending on the difference in the number of coins at the start (when the right to transition is acquired) and end of the AT state. In other words, the sub-control unit 20, acting as a notification control means, is capable of executing control to notify difference-related information at the start and end of a special game state (AT state) that is advantageous to the player. Based on the difference information (difference counter), it selects one of several presentation information (normal start image, special start image, normal end image, special end image) to notify the difference-related information, and is capable of individually selecting and controlling the difference-related information at the start and end of the special game state. Therefore, the value of the net payout counter at that time is suggested by the visual effects displayed at the start and end of the AT state, making it possible to change the player's expectations at multiple points in time. Furthermore, since the indication of the difference in the number of tokens counter is provided by the display unit 8, it becomes possible to reliably perform the indication of the difference in the number of tokens counter, and it also becomes possible to efficiently perform the above indication by utilizing various effects during the AT state.

[0280] Furthermore, the probability of selecting a special start image and a special end image is higher when the difference counter is "0" or less than when it is "1" or more, and the probability of selecting a special start image and a special end image is even higher when it is "-2000" or less. Therefore, when the special opening and closing images are displayed, there is a possibility that the number of game tokens that can be won before the limiter function is activated will be large, which can increase the player's sense of anticipation. Furthermore, depending on the shape of the moon in the background of the special opening and closing images, it is possible to gradually increase the player's sense of anticipation. Furthermore, when the special opening image (half-moon) and special closing image (half-moon) are displayed, it is confirmed that the net number of tokens is "0" or less, which can further enhance the player's sense of anticipation. Furthermore, if a special opening image (full moon) or special closing image (full moon) is displayed, it is confirmed that the net number of tokens won is "-2000" or less, which greatly increases the player's sense of anticipation.

[0281] Furthermore, when selecting the starting image for the AT state, the system refers to the difference in tokens at the start of the AT state (when the right to transition is acquired), whereas when selecting the ending image for the AT state, the system refers to the difference in tokens at the end of the AT state. Therefore, at the end of the AT state, it is possible to suggest the difference in tokens by taking into account the number of game tokens awarded during that AT state. Furthermore, at the end of the AT state compared to the start, the selection rate of the normal ending image when the net difference in tokens is "1" or more decreases (90% → 80%), while the selection rate of the special ending image increases (for example, the selection rate of the crescent moon increases from 10% to 15%). Therefore, the probability of a special ending image being displayed as a fake effect when the net difference in tokens is "1" or more increases. In other words, the sub-control unit 20, which acts as a notification control means, can change the selection rate of multiple performance information at the start and end of the special game state. Therefore, by displaying a low-probability ending image at the end of the AT state, it becomes possible to prevent players from ending the game at that point as much as possible.

[0282] Furthermore, the special opening image and special ending image can be any image as long as the player can recognize that they are different from the normal opening image and normal ending image, and they may include different types of characters or different stages. Furthermore, while the display 8 is used to indicate the difference in the number of tokens, the indication may also be performed by other display means, or by sound from the speaker 9 or by the illumination pattern of the lamp 11.

[0283] Furthermore, the selection control for each special start image and each special end image may be based on selection probabilities other than those described above, provided that the value of the difference counter at that time is indicated. Furthermore, while the AT state start image is currently displayed after the game ends in the game immediately preceding the transition to the AT state, it may also be displayed during the game execution of the first game in the AT state. Furthermore, while the system currently uses different visual effects to indicate the difference in the number of tokens displayed at the start and end of the AT state, it would also be possible to use the same method as during the pseudo-bonus state, where the visual effects displayed during the AT state are changed to indicate the difference in the number of tokens. As described above, the effects during the AT state are executed.

[0284] [Control of transition to the game section after the end of AT state] Next, referring to the diagram in Figure 22, we will explain the control of the transition to the game section after the AT state ends. Figure 22 shows the destination of the game section after the AT state ends, which is realized by the control of the main control unit 10.

[0285] As mentioned above, when the game transitions to the AT state during the advantageous period, the difference in tokens counter is increased by the awarding of game tokens during the AT state. In this first embodiment, however, the game is designed to determine whether to continue the game as an advantageous period or to end the advantageous period and transition to the normal period, depending on the value of the difference in tokens counter at the end of the AT state.

[0286] As shown in Figure 22, the main control unit 10 continues the advantageous period if the value of the net number counter at the end of the AT state is less than +999, and terminates the advantageous period and transitions to the normal period if the value of the net number counter at the end of the AT state is +1000 or more. Furthermore, the main control unit 10 is configured to initialize the net payout counter when the game section transitions to the normal section. In other words, the main control unit 10 is equipped with a difference information initialization means that can initialize the difference information (difference counter) based on the fact that the difference information (difference counter) exceeds a predetermined number at the end of the special game state (AT state).

[0287] Therefore, the game section changes depending on the value of the net payout counter at the end of the AT state. If the net payout counter is a relatively small value, the advantageous section continues as is and the value of the net payout counter is maintained. However, if the net payout counter is a relatively large value, the advantageous section ends and the game transitions to the normal section, causing the value of the net payout counter to be reset.

[0288] This is a control mechanism to ensure that the number of game tokens a player can actually acquire when transitioning to the AT state is at least a predetermined number (1400 tokens). Regardless of the value of the token counter when transitioning to the AT state, it is possible to ensure that the number of game tokens that can be acquired during that AT state before the limiter function is activated is at least a predetermined number (1400 tokens).

[0289] In other words, if a player acquires a large number of tokens during the AT state, and the value of the token difference counter at the end of the AT state exceeds +1000, then if the next AT state occurs immediately afterward, there is a possibility that the token difference counter will reach the limit value (+2400 tokens) even if the next player does not acquire many tokens. This system makes it possible to prevent such a situation.

[0290] Furthermore, as long as the limiter function is activated during the AT state, ensuring that the player acquires a certain number of game tokens before the limiter function is activated, the threshold for changing the above game section may be any other threshold than those mentioned above. As described above, the transition to the game section after the AT state ends is controlled.

[0291] [Modification 1 of the First Embodiment] Next, with reference to Figure 23, the notification of the difference in the number of sheets in Modification 1 of the First Embodiment will be described. In Modification 1 of the First Embodiment, the only difference from the aforementioned medalless gaming machine 1 of the First Embodiment is the notification of the difference in the number of tokens, and everything else is the same as the aforementioned medalless gaming machine 1, so only the differences will be explained.

[0292] Figure 23 shows the difference count confirmation image displayed on the display unit 8 when the sub-control unit 20 performs the difference count display processing based on the information instructing the display of the difference count and the difference count counter information transmitted from the main control unit 10 as described above (see Figure 15). In other words, the image shows the confirmation of the difference in the number of tokens after the coinless gaming machine 1 is powered on and the setting key is inserted into the key slot of the probability setting device 16 by the gaming parlor and rotated in a predetermined direction.

[0293] In this modified example 1 of the first embodiment, the sub-control unit 20 individually stores and retains information on the difference in the number of tokens counter when the coinless gaming machine 1 is powered on, in addition to the current difference in the number of tokens counter information. Each time the difference in the number of tokens display process is performed, it displays a difference in the number of tokens confirmation image based on the current difference in the number of tokens counter information as well as the stored past difference in the number of tokens counter information.

[0294] First, Figure 23(a) shows the display unit 8 confirming the number of tokens when the current token count counter is -3500 tokens.

[0295] As shown in Figure 23(a), when the display unit 8 shows the difference in the number of tokens, the following images are displayed vertically in the upper right corner of the screen: a first difference in tokens image 30d ("Difference in tokens two times ago - 1200 tokens") which shows the value of the token counter stored when the power was turned on two times ago, a second difference in tokens image 30e ("Difference in tokens last time - 2000 tokens") which shows the value of the token counter stored when the power was turned on last time, and a third difference in tokens image 30f ("Difference in tokens this time - 3500 tokens") which shows the current value of the token counter. Additionally, below the third net payout image 30f, an image 30b showing the number of playable tokens that can be acquired before the limiter function is activated ("5900 tokens remaining until the limiter is activated") is displayed.

[0296] Since the power to the coinless gaming machine 1 is usually turned on when the gaming parlor opens, the first net difference image 30d is usually the net difference counter value at opening time two days prior, and the second net difference image 30e is the net difference counter value at opening time the previous day. In other words, the value of the net winnings counter at the start of each business day at the amusement parlor will be reported as historical information.

[0297] Furthermore, the sub-control unit 20 also stores the value of the net payout counter at the time the power is turned on on that day, separately from the value of the net payout counter at that time. This information is stored for the next time the power is turned on. In other words, the value of the net payout counter at the time the power is turned on on that day will be displayed in the second net payout image 30e when the power is turned on next time.

[0298] Next, Figure 23(b) shows the display unit 8 showing the difference in the number of tokens when the main control unit 10 was reset when the power was last turned on, and the current difference in tokens counter is -1500 tokens.

[0299] As shown in Figure 23(b), when the display unit 8 shows the difference in the number of tokens, the following images are displayed vertically in the upper right corner of the screen: a first difference in tokens image 30d ("Difference in tokens two times ago - 1200 tokens") which shows the value of the token counter stored when the power was turned on two times ago; a second difference in tokens image 30e ("Difference in tokens last time - 0 tokens") which shows the value of the token counter stored when the power was turned on last time; and a third difference in tokens image 30f ("Difference in tokens this time - 1500 tokens") which shows the current value of the token counter. Additionally, below the third net payout image 30f, an image 30b showing the number of playable tokens that can be acquired before the limiter function is activated ("3900 tokens remaining until the limiter is activated") is displayed.

[0300] As mentioned above, if the value of the net number counter is reset when the power is turned on, that reset value is stored in memory, and the next time the power is turned on, the history information including the reset information will be displayed. Therefore, in Figure 23(b), it is reported that the value of the net payout counter was reset when the store opened the previous day.

[0301] Furthermore, as shown in Figure 23(c), the image confirming the difference in the number of tokens may include information indicating the current setting value in the probability setting device 16. In other words, as shown in the figure, a setting value image 30g ("Setting Value 3") indicating the current setting value in the probability setting device 16 may be displayed below the image 30b of the number of obtainable items.

[0302] As described above, in Modification 1 of the First Embodiment, when the difference in the number of tokens confirmation image is displayed, the sub-control unit 20 controls the display of not only the value of the difference in the number of tokens counter at that time, but also the history information of the difference in the number of tokens counter for each power-on (each business day) in the past. In other words, the sub-control unit 20, acting as a notification control means, is capable of executing control to notify historical information at predetermined intervals (daily business days) for the difference information (difference counter) counted by the difference information counting means (main control unit 10).

[0303] Therefore, in addition to checking the current value of the net payout counter, it becomes possible for amusement parlors to also check the past trends of the net payout counter. This provides more important reference information when deciding whether or not to reset the net payout counter, and allows them to develop their daily business strategy based on past trends before handling the net payout counter.

[0304] Furthermore, if the value of the net payout counter is reset when the power is turned on, the history information including the reset information will be displayed. In other words, the sub-control unit 20, acting as a notification control means, is capable of executing control that notifies information that identifies the fact that the difference information has been initialized by the initialization means (main control unit 10) as historical information. Therefore, in amusement parlors, it is possible to confirm that the value of the net payout counter was reset a few days prior, and then decide whether or not to reset the net payout counter.

[0305] Furthermore, the image displayed as a confirmation of the number of tokens won shows information indicating the current setting value in the probability setting device 16. Therefore, after checking the setting value in the probability setting device 16, it becomes possible to decide whether or not to reset the difference counter. Furthermore, the display may include the value of the net payout counter from three days or more ago as part of the historical information. As described above, the medalless gaming machine 1 in the modified example 1 of the first embodiment is configured as described above.

[0306] [Modification 2 of the first embodiment] Next, a modified example 2 of the first embodiment will be described with reference to Figures 24 and 25. In this modified version 2 of the first embodiment, only the processing related to the difference in the number of tokens counter and the processing related to the limiter function differ from the first embodiment described above. In all other respects, it is the same as the medalless gaming machine 1 described above, so only the differences will be explained.

[0307] First, in the medalless gaming machine 1 of the modified example 2 of the first embodiment, the main control unit 10 activates the limiter function not only when the value of the difference in the number of coins counter during one advantageous period exceeds a specific number (for example, the limit value of +2400 coins), but also when the number of times the game is played during one advantageous period exceeds a predetermined number (for example, the limit value of 3000 times). Therefore, even if the value of the net payout counter during a single advantageous period does not exceed a specific number, if the number of games played during that period exceeds a predetermined number, the limiter function will activate and the advantageous period will end. Furthermore, in the medalless gaming machine 1 of the modified example 2 of the first embodiment, the following processing related to the difference in the number of tokens counter and the processing related to the limiter function are performed.

[0308] First, with reference to the flowchart in Figure 24, the process of setting the initial value of the difference counter executed in the main control unit 10 of the modified example 2 of this first embodiment will be explained. As shown in Figure 24, once the initial value setting process for the difference in the number of tokens counter is performed, step S37 determines whether or not the system has entered the advantageous period. If the conditions for transitioning to the advantageous section are met during a game in the normal section, and the game section transitions from the normal section to the advantageous section, the process proceeds to step S38. If the game section does not transition from the normal section to the advantageous section (i.e., there is no transition in the game section), the process of setting the initial value of the net difference counter ends.

[0309] Next, in step S48, the process of setting the difference counter to "+9000" is performed. Therefore, in the first embodiment described above, the initial value of the difference in the number of tokens counter referenced in one advantageous period is set to "0", but in this modified example 2, the initial value of the difference in the number of tokens counter is set to "+9000". This is a process to prevent the value of the net token counter from becoming negative even if the limiter function is activated due to the number of games played. For example, if the number of games played during one advantageous period reaches the limit value of 3000, and no game tokens are awarded for any of those games (3000 games x (-3 tokens)), it is possible to prevent the value of the net token counter from becoming less than "0". After that, the process of setting the initial value of the net difference counter is terminated.

[0310] Next, with reference to the flowchart in Figure 25, the limiter monitoring process performed in the main control unit 10 of the modified example 2 of the first embodiment will be described. As shown in Figure 25, when the limiter monitoring process is executed, in step S39, it is determined whether or not the advantageous period is in progress. If the system is in a favorable period, the process proceeds to step S40. If it is not in a favorable period (i.e., in a normal period), the limiter monitoring process is terminated.

[0311] Next, in step S40, it is determined whether or not the game has ended. If the game ends during the advantageous period, the process proceeds to step S41. If the game has not ended (including cases where the game is not being played), this limiter monitoring process terminates.

[0312] Next, in step S41, it is determined whether the value of the difference counter exceeds "+11400". If the value of the net number of tokens counter exceeds "+11400", the process proceeds to step S42; otherwise, the process proceeds to step S44. In this modified example 2, the initial value of the difference counter is set to "+9000," and consequently, the limit value is also set to "+11400." Therefore, the difference in the number of tokens counter until the limiter function is activated during one advantageous period will be "+2400" (11400-9000), as in the first embodiment described above.

[0313] Next, in step S42, the special game state termination process is performed. The special game state termination process is the process of ending a special game state such as the AT state or pseudo-bonus state, and this process will limit the acquisition of game tokens during a single advantageous period. Then, proceed to step S43.

[0314] Next, in step S43, the process of transitioning to the normal section is performed. This process transitions the gameplay section back to the normal section, and this process marks the end of one advantageous section. Therefore, the limiter function will be activated by the execution of the special game state termination process and the transition to the normal section described above. After that, the limiter monitoring process will be terminated.

[0315] On the other hand, if the process proceeds to step S44, a determination is made as to whether or not the game counter has exceeded "3000". The game counter is used to count the number of games played during a single advantageous period. If the value of the game counter exceeds "3000", the process proceeds to step S42. If it does not exceed "3000", the limiter monitoring process ends. Then, if the game counter value exceeds "3000", the special game state termination process and the transition to the normal section process are executed in steps S42 and S43, and the limiter function is activated. Therefore, in the modified example 2, the limiter function will also be activated if the number of games played during a single advantageous period exceeds 3000.

[0316] As described above, in the modified version 2 of the first embodiment, the main control unit 10 operates not only when the value of the difference in the number of tokens counter during one advantageous period exceeds the limit value, but also when the number of times the game is played during one advantageous period exceeds the limit value (3000 times). In other words, the main control unit 10, which acts as a control means for ending the advantageous period, is capable of executing a control to end the advantageous period when the number of games played during the advantageous period reaches a predetermined number (3000 times). Furthermore, the initial value of the net token counter is set to a value that will not fall below "0" even if no game tokens are awarded in any of the 3000 games. In other words, the initial value of the difference information (difference counter) is set to a value that will be 0 or greater even if no game value (game tokens) is awarded in all of the predetermined number of games.

[0317] Therefore, when monitoring the operation of the limiter function, it becomes possible to prevent the value of the difference counter from becoming negative, and to efficiently execute each process related to the operation of the limiter function. Note that while the initial value of the net payout counter is set to "9000," you may set it to a value greater than "9000." However, in this case, you will also need to change the limit value of the net payout counter.

[0318] In the first embodiment of the medalless gaming machine 1, the limiter function is activated when the value of the difference in tokens counter exceeds a limit value. However, it is also possible to manage the difference in tokens for the day (today's difference in tokens counter) and control the machine to a game stop state when the difference in tokens for the day exceeds a predetermined number (for example, +19,000 tokens). It is preferable that the game stop state be released by reset alone.

[0319] Furthermore, during pseudo-bonus states and AT states, the system displays visual effects (special images, special start images, special end images) that can suggest the difference in the number of tokens with a predetermined probability, but the selection control for visual effects that can suggest the difference in the number of tokens may be other than those described above. For example, the system could select an image that suggests the difference in the number of tokens based on the number of games played since the reset or the last pseudo-bonus state (or AT state). Additionally, the system may select a visual effect image that suggests the difference in the number of tokens won or lost, depending on the probability setting. Alternatively, points may be awarded according to the outcome of the role draw, and a visual image that suggests the difference in the number of tokens may be selected according to those points. Furthermore, it may be possible to display an image suggesting the probability setting value when the pseudo-bonus state ends, and to display a visual effect image that suggests the difference in the number of tokens in addition to this setting suggestion image.

[0320] In addition to displaying a visual effect image that suggests the difference in the number of tokens, the visual effect image may also include the value of the token counter itself to indicate the difference in tokens counter. Furthermore, when notifying the net difference counter itself, the value of the net difference counter may be included based on a predetermined probability of displaying a visual image that can suggest the net difference, or based on the fulfillment of predetermined conditions. As described above, the medalless gaming machine 1 of the first embodiment is configured.

[0321] <Second Embodiment> Next, a second embodiment of the gaming machine according to the present invention will be described with reference to Figures 26 to 37.

[0322] In the second embodiment of the medalless gaming machine 1, the control related to the operation of the limiter function differs from that of the first embodiment of the medalless gaming machine 1. In the first embodiment of the coinless gaming machine 1 described above, a limiter function is activated when the difference in the number of coins during a single advantageous period exceeds a limit value. In this second embodiment of the coinless gaming machine 1, the same limiter function as in the first embodiment is also provided, and in addition to the above limiter function, an auxiliary limiter function can be activated before the main limiter function is activated, and the special game state (AT state, etc.) is terminated when this auxiliary limiter function is activated depending on the difference in the number of coins during the advantageous period. In the medalless gaming machine 1 of this second embodiment, the above-mentioned auxiliary limiter function is used as the first limiter function, and the limiter function in the first embodiment is used as the second limiter function.

[0323] However, in the medalless gaming machine 1 of the second embodiment, even if the first limiter function is activated, the special game state is terminated, but the advantageous period is not terminated. Therefore, within a single advantageous period, there is a possibility that the first limiter function will activate before the second limiter function activates, and if the first limiter function activates, the special game state will temporarily end. In other words, the first limiter function is available to be activated during the advantageous period until the second limiter function is finally activated. Even if the first limiter function is activated, the advantageous period continues, and the activation of the second limiter function is monitored thereafter.

[0324] In this second embodiment of the medalless gaming machine 1, the only differences from the medalless gaming machine 1 of the first embodiment described above are the addition of a first limiter function and the performance of various controls (processes) related to the first limiter function. In all other respects, it is the same as the medalless gaming machine 1 described above, so only the differences will be explained.

[0325] [Limiter function of the second embodiment] First, with reference to Figures 26 to 32, the first limiter function, the second limiter function, and the associated functions in the medalless gaming machine 1 (gaming machine) of this second embodiment will be described.

[0326] First, with reference to the flowchart in Figure 26, the first difference counting process performed in the main control unit 10 of this second embodiment will be described. Figure 26 shows the first net net net net counting process for counting the net

[0327] First, when the first net payout counting process begins, step S44 determines whether or not the game is in a favorable period. This is a process to determine whether the game period is within the advantageous period. If it is within the advantageous period, the process proceeds to step S45. If it is not within the advantageous period (i.e., it is within the normal period), this first net payout counting process ends.

[0328] Next, in step S45, it is determined whether or not the game was executed. This is a process to determine whether or not a game was played during the advantageous period. If a game was played during the advantageous period, the process proceeds to step S46. If no game was played, this first net difference counting process ends.

[0329] Next, in step S46, the number of bets is subtracted from the first difference counter. The first net difference counter is a counter used to monitor the increase or decrease in net difference during the advantageous period in order to activate the first limiter function. When a game is played, the number of game tokens (bets) inserted into the game is subtracted from the first net difference counter.

[0330] Next, in step S47, it is determined whether the first difference counter is less than "0". If the first difference counter is less than "0", the process proceeds to step S48. If it is not less than "0" (i.e., "0" or greater), the process proceeds to step S49.

[0331] Next, in step S48, the first difference counter is set to "0". Therefore, the first net difference counter will never go below "0" and will count the net difference within the range of "0" or greater, thus counting the net increase (increase) of game tokens during the advantageous period.

[0332] Next, in step S49, it is determined whether or not game tokens have been awarded. This is a process that determines whether or not game tokens have been awarded based on the results of the game during the advantageous period. If a predetermined combination is achieved and a predetermined number of game tokens are awarded (the number of game tokens increases), the process proceeds to step S50. If no game tokens have been awarded (in the case of a miss), the process proceeds to step S51. Furthermore, the awarding of game tokens also includes the automatic setting of the bet amount when a replay combination is achieved.

[0333] Next, in step S50, the number of game tokens assigned to the first token counter is added. Therefore, if a predetermined number of game tokens are awarded as a result of a game played during the advantageous period, the number of awarded game tokens will be added to the first token difference counter.

[0334] Next, in step S51, it is determined whether or not the advantageous period has ended. This is a process to determine whether the advantageous period has ended because the conditions for ending the advantageous period have been met. If the advantageous period has ended due to the activation of the second limiter function or the reset of the main control unit 10, the process proceeds to step S52. If the advantageous period has not ended, the process proceeds to step S53.

[0335] Next, in step S52, the process of initializing the first difference counter is performed. Therefore, when one advantageous period ends, the first net payout counter is reset (reset to zero). Furthermore, the first difference counter is also initialized when the main control unit 10 is reset. After that, the first net difference counting process is terminated.

[0336] On the other hand, if the advantageous period has not ended, step S53 determines whether or not the AT state has ended. If the AT state ends, the process proceeds to step S52, where the first difference counter is initialized (zeroed). If the AT state has not ended, this first difference counter counting process is terminated.

[0337] As described above, in the medalless gaming machine 1 of the second embodiment, the main control unit 10 counts the first difference counter according to the number of gaming medals inserted (bet set) and the number of gaming medals awarded (paid out) when a game is played during the advantageous period.

[0338] Furthermore, the first net difference counter will count the net difference in the range of "0" or greater, thus counting the net increase (increase) of game tokens during the advantageous period. Furthermore, the first net payout counter will be initialized at the end of the advantageous period (including when it is reset) and at the end of the AT state. Therefore, counting will start anew on the first net payout counter each time the advantageous period ends (or is reset) and each time the AT state ends. In other words, the main control unit 10 counts the increase in the net number of tokens after the end of the advantageous period (or reset) and after the end of the AT state using the first net number counter.

[0339] Next, with reference to the flowchart in Figure 27, the first limiter monitoring process executed in the main control unit 10 of this second embodiment will be described. Figure 27 shows the first limiter monitoring process, which, referring to the first difference in the number of tokens counter described above, activates the first limiter function when the first difference in the number of tokens counter reaches a predetermined number during the advantageous period. In other words, the value of the first token count counter is initialized at the end of the advantageous period and the end of the AT state, as mentioned above, and indicates the net increase (increase) of game tokens during the subsequent advantageous period. When this counting result reaches a specific increase, the first limiter function is activated to terminate the special game state (AT state, etc.), and this shows the first limiter monitoring process at that time.

[0340] First, when the first limiter monitoring process is started, in step S54, it is determined whether or not the game is in a favorable period. If the system is in a favorable period, the process proceeds to step S55. If the system is not in a favorable period (i.e., in a normal period), this first limiter monitoring process is terminated.

[0341] Next, in step S55, it is determined whether or not the game has ended. If a game ends during the advantageous period, the process proceeds to step S56. If the game has not ended (including cases where the game is not being played), this first limiter monitoring process terminates.

[0342] Next, in step S56, it is determined whether the value of the first difference counter exceeds the first limit value. This is a process to determine whether the value of the first difference counter calculated in the aforementioned first difference counter counting process exceeds the first limit value, which is the condition for activating the first limiter function. If the value of the first difference counter exceeds the first limit value, the process proceeds to step S57. If it does not exceed the first limit value, this first limiter monitoring process is terminated. The first difference counter shows the net increase in game tokens after the transition to the advantageous section and after the end of the AT state. Therefore, when the first difference counter exceeds the first limit value, that is, when the net increase in game tokens after the transition to the advantageous section and after the end of the AT state exceeds the first limit value as a specific increase, the game proceeds to step S57. The first limit value can be changed according to certain conditions, although details will be described later.

[0343] Next, in step S57, the special game state termination process is performed. The special game state termination process terminates special game states such as AT state or pseudo-bonus state. This process terminates the special game state if the net increase in game tokens (increase) during the advantageous period exceeds a specific increase value (first limit). Furthermore, at this time, even if there are remaining tokens that manage the duration of the AT state, the special game state will terminate (forcefully end). Therefore, this process activates the first limiter function. Then, proceed to step S58.

[0344] Next, in step S58, the process of initializing the first difference counter is performed. Therefore, when the first limiter function is activated, the first net difference counter is initialized, and counting of the first net difference counter is restarted in order to activate the first limiter function again. In other words, the first net payout counter is reset not only at the end of the advantageous period but also at the end of the AT state. As a result, the operation of a new first limiter function is monitored, and there is a possibility that the first limiter function may activate multiple times during a single advantageous period. After that, the first limiter monitoring process is terminated.

[0345] As described above, in the medalless gaming machine 1 of the second embodiment, the main control unit 10 activates the first limiter function to terminate (forcibly terminate) the special gaming state when the value of the first difference counter, which indicates the net increase in gaming medals (increase) since the end of the previous AT state, reaches a first limit value as a specific increase (for example, 2400 medals) after the transition to the advantageous section. Furthermore, even if the first limiter function is activated, the advantageous period will continue as is. In other words, the main control unit 10 is equipped with a special game state termination control means that can execute a control to terminate the special game state (for example, the AT state) when the increase in the difference information (first difference counter) counted by the difference information counting means (main control unit 10) reaches a specific increase (for example, 2400 coins).

[0346] Therefore, even before the second limiter function is activated, the first limiter function limits the number of game tokens that the player can acquire, thereby reducing the gambling aspect of the tokenless game machine 1. Furthermore, if the first limiter function is activated, only the special game state will end, and the advantageous period will continue as is. This makes it possible to realize a variety of gameplay where the limiter function is activated multiple times in a single advantageous period, thereby improving the enjoyment of the game. Additionally, the first net payout counter may be reset when the pseudo-bonus state ends.

[0347] Next, with reference to the flowchart in Figure 28, the second difference counting process performed in the main control unit 10 of this second embodiment will be described. Figure 28 shows a second net coin counting process for counting the net coins based on the number of game coins inserted and the number of game coins given (paid out) during one advantageous period. This second net coin counting process counts the net coins required to activate the second limiter function.

[0348] First, when the second net payout counting process begins, step S59 determines whether or not the game is in a favorable period. This is a process to determine whether the game period is within the advantageous period. If it is within the advantageous period, the process proceeds to step S60. If it is not within the advantageous period (i.e., it is within the normal period), this second net payout counting process is terminated.

[0349] Next, in step S60, it is determined whether or not the game was executed. This is a process to determine whether or not a game was played during the advantageous period. If a game was played during the advantageous period, the process proceeds to step S61. If a game was not played, this second net payout counting process ends.

[0350] Next, in step S61, the number of bets is subtracted from the second difference counter. The second token difference counter is a counter used to monitor the increase or decrease in the token difference during a single advantageous period in order to activate the second limiter function. When a game is played, the number of game tokens (bets) inserted into the game is subtracted from the second token difference counter. As mentioned above, the first net payout counter undergoes a correction process to ensure it does not go below "0," but the second net payout counter does not undergo the same correction process. Therefore, the second net payout counter will also count values ​​less than "0" (negative values).

[0351] Next, in step S62, it is determined whether or not game tokens have been awarded. This is a process that determines whether or not game tokens have been awarded based on the results of the game during the advantageous period. If a predetermined combination is achieved and a predetermined number of game tokens are awarded (the number of game tokens increases), the process proceeds to step S63. If no game tokens have been awarded (in the case of a miss), the process proceeds to step S64. Furthermore, the awarding of game tokens also includes the automatic setting of the bet amount when a replay combination is achieved.

[0352] Next, in step S63, the number of game tokens assigned to the second token counter is added. Therefore, if a predetermined number of game tokens are awarded as a result of a game played during the advantageous period, the number of awarded game tokens will be added to the second token difference counter.

[0353] Next, in step S64, it is determined whether or not the advantageous period has ended. This is a process to determine whether the advantageous period has ended because the conditions for ending the advantageous period have been met. If the second limiter function is activated or the main control unit 10 is reset and the advantageous period ends, the process proceeds to step S65. If the advantageous period has not ended, this second difference in the number of tokens counting process is terminated.

[0354] Next, in step S65, the process of initializing the second difference counter is performed. Therefore, when one advantageous period ends, the second net payout counter is reset (reset to zero). In other words, the second net payout counter is initialized at the end of the advantageous period, so the second net payout counter counts throughout one advantageous period, and the operation of the second limiter function is monitored during one advantageous period. After that, the second net difference counting process is terminated.

[0355] As described above, in the medalless gaming machine 1 of the second embodiment, the main control unit 10 counts the second difference counter according to the number of gaming medals inserted (bet set) and the number of gaming medals awarded (paid out) when a game is played during one advantageous period, and manages the difference in the number of medals at that time. In other words, the main control unit 10 is equipped with a difference information counting means capable of performing control that subtracts difference information (second difference counter) in accordance with the inserted game value (game tokens) based on the insertion of game value in the advantageous section, and adds difference information in accordance with the granted game value based on the granting of game value in the advantageous section. Furthermore, the second net payout counter will count throughout each advantageous period, allowing for monitoring of increases and decreases in the net payout during each advantageous period.

[0356] Next, with reference to the flowchart in Figure 29, the second limiter monitoring process executed in the main control unit 10 of this second embodiment will be described. Figure 29 shows the second limiter monitoring process, which, referring to the second difference in the number of tokens counter mentioned above, activates the second limiter function when the second difference in the number of tokens counter reaches a specific number during a single advantageous period. In other words, this indicates a second limiter monitoring process that terminates a special game state (such as AT state) and the advantageous period at that time when the difference in the number of game tokens played during a single advantageous period reaches a specific number. In other words, the process performed is functionally the same as the limiter monitoring process in the first embodiment described above (see Figure 14).

[0357] First, when the second limiter monitoring process is started, in step S66, it is determined whether or not the game is in a favorable period. If the system is in a favorable period, the process proceeds to step S67. If the system is not in a favorable period (i.e., in a normal period), this second limiter monitoring process is terminated.

[0358] Next, in step S67, it is determined whether or not the game has ended. If a game ends during the advantageous period, the process proceeds to step S68. If the game has not ended (including cases where the game is not being played), this second limiter monitoring process terminates.

[0359] Next, in step S68, it is determined whether the value of the second difference counter exceeds the second limit value. This process determines whether the value of the second difference counter calculated in the aforementioned second difference counter counting process exceeds the second limit value (a specific number, "+2400"), which is the condition for activating the second limiter function. If the value of the second difference counter exceeds the second limit value, the process proceeds to step S69. If it does not exceed the second limit value, this second limiter monitoring process ends. The second token difference counter shows the difference in tokens played after the game period has transitioned to the advantageous period. Therefore, when the second token difference counter exceeds the second limit value, that is, when the difference in tokens played in one advantageous period exceeds the second limit value which is a specific number, the game proceeds to step S68.

[0360] Next, in step S69, the special game state termination process is performed. The special game state termination process is the process of ending a special game state such as the AT state or pseudo-bonus state. This process will terminate the special game state if the difference in the number of tokens during a single advantageous period exceeds a specific second limit value. In this case, even if there are remaining tokens that manage the duration of the AT state, the special game state will end (forcibly terminate). Next, proceed to step S70.

[0361] Next, in step S70, the process of transitioning to the normal section is performed. This process transitions the gameplay section back to the normal section, and this process marks the end of one advantageous section. Therefore, the execution of the special game state termination process and the transition to the normal section will activate the second limiter function, and thereafter, the transition to a new advantageous section will initiate monitoring of the activation of a new second limiter function. After that, the monitoring process for the second limiter is terminated.

[0362] As described above, in the medalless gaming machine 1 of the second embodiment, the main control unit 10 activates a second limiter function to terminate the special game state and the advantageous period at that time when the value of the second difference in the number of tokens counter during a single game period reaches a specific number, the second limit value (+2400). In other words, the main control unit 10 includes an advantageous period termination control means that can execute control to terminate the advantageous period when the difference information (second difference counter) counted by the difference information counting means (main control unit 10) reaches a specific number (the second limit value, which is +2400). Therefore, the number of game tokens a player can acquire during a single advantageous period is limited, which reduces the gambling aspect of the tokenless gaming machine 1.

[0363] As control related to each limiter function is performed as described above, in the medalless gaming machine 1 of this second embodiment, the second limiter function is activated when the difference in the number of tokens (second difference counter) during one advantageous period reaches the second limit value (+2400), and the first limiter function is activated when the net increase in the number of game tokens acquired by the player before the second limiter function is activated reaches the first limit value (2400 tokens). If the first limiter function is activated, the advantageous period will continue as is and the special game state will end. If the second limiter function is activated, both the advantageous period and the special game state will end.

[0364] Next, with reference to Figure 30, the selectivity of the first limit value involved in the operation of the first limiter function will be explained. As described above, in the medalless gaming machine 1 of this second embodiment, the first difference counter is counted based on the execution of games during the advantageous period, and when the value of this first difference counter exceeds the first limit value, the first limiter function is activated to terminate the special game state. The main control unit 10 allows the first limit value, which is the determination value of the first difference counter for activating the first limiter function, to be changed when monitoring of the first limiter function begins. In other words, the first net difference counter is initialized at the end of the advantageous period (including resets) and at the end of the AT state, after which monitoring of a new first limiter function begins. At this time, the first limit value related to the operation of the new first limiter function can be selected and set from multiple values.

[0365] Figure 30 shows the options for the first limit value and the corresponding selection probability when monitoring related to the operation of a new first limit function ends due to the end of the advantageous period (including reset) or the end of the AT state. Furthermore, the main control unit 10 extracts a predetermined random number when the conditions for transitioning to the advantageous section are met in the normal section (for example, when a bell symbol is won in a game), when the first game is played after the AT state ends, and when the first game is played after the first limiter function is activated, thereby controlling the selection of each first limit value.

[0366] As shown in Figure 30, the selection control for the first limit value is performed such that there is a 40% probability of selecting "1000 sheets" ("+1000"), a 30% probability of selecting "1500 sheets" ("+1500"), and a 30% probability of selecting "2000 sheets" ("+2000"). Then, a determination process (see step S56 in Figure 27) is performed to activate a new first limiter function using the selected first limit value.

[0367] As described above, the main control unit 10 selectively determines a new first limit value corresponding to the first limiter function from a plurality of values ​​when the advantageous period ends (including reset), the AT state ends, and the first limiter function is activated. Therefore, when activating the first limiter function, the first limit value compared with the first difference counter can be changed. As mentioned above, the value of the first net coin count counter indicates the net increase in the number of game tokens after the end of the advantageous period (including resets) and the end of the AT state. Therefore, the first limit value, which is a specific increase that is compared and judged against this net increase, can be changed. In other words, the main control unit 10 is equipped with a specific increase number change control means that can change a specific increase number (first limit value). Therefore, the net increase in game tokens before the first limiter function is activated will vary, making it possible to improve the enjoyment of the game.

[0368] Furthermore, it is acceptable to provide four or more options for the first limit value. Furthermore, the number of tokens awarded for each option may differ from those listed above, and the probabilities for each option may also differ from those listed above. Alternatively, the selection probabilities may be changed according to the settings in the probability setting device 16.

[0369] Next, with reference to Figure 31, we will explain the transition to the high-probability state after the limiter function is activated. Similar to the medalless gaming machine 1 of the first embodiment described above, the medalless gaming machine 1 of this second embodiment is also capable of generating a high-probability state in which a lottery for transitioning to a pseudo-bonus state is executed with a high probability. Furthermore, in the medalless gaming machine 1 of this second embodiment, when the gaming section transitions from the normal section to the advantageous section, a high probability state is generated until a predetermined number of games are played thereafter. Furthermore, even if the first limiter function is activated, a high-probability state is generated until a predetermined number of games are played thereafter.

[0370] Figure 31 shows the transition period to the high-probability state when the game section transitions from the normal section to the advantageous section, and when the first limiter function is activated. As shown in Figure 31, when the game period transitions from the normal period to the advantageous period, the probability state is set to a high probability state for the next 30 games. Furthermore, even if the first limiter function is activated, the probability state will be switched to a high probability state for the next 30 games.

[0371] Furthermore, if the first limiter function is activated, the special game state will end, and as a result, the probability state will transition to the high probability state after the special game state ends. Furthermore, when the main control unit 10 is reset, the game section transitions from the advantageous section to the normal section. However, if the second limiter function is activated, the advantageous section also ends. As a result, when the game transitions from the normal section to the advantageous section afterward, the probability state transitions to the high probability state.

[0372] As described above, after the special game state ends due to the activation of the first limiter function, the probability state transitions to a high probability state as the first benefit is granted to the player, and thereafter, a lottery for transitioning to a pseudo-bonus state is performed with a high probability for a predetermined period. In other words, the medalless gaming machine 1 is equipped with a first bonus granting means (main control unit 10) that can grant a first bonus (high probability state) based on the termination of a special game state (for example, an AT state) by a special game state termination control means (main control unit 10). Therefore, it is possible to prevent players from stopping playing immediately after the limiter function is activated, thereby preventing a decrease in the operating rate of the coinless gaming machine 1.

[0373] Furthermore, in the medalless gaming machine 1 of this second embodiment, when the probability state shifts from the normal probability state to the high probability state, the sub-control unit 20 controls the display unit 8 to notify the player that it is in the high probability state. For example, if a stage is displayed in which the main character moves across a grassland during normal gameplay, the background of that stage is changed from a daytime background to an evening background to notify the player that it is in the high probability state. Furthermore, in the medalless gaming machine 1 of this second embodiment, when the limiter function is activated, the player is unable to recognize whether the limiter function is the first limiter function or the second limiter function. For example, even if the first limiter function is activated, the advantageous section lamp 13, which was lit, is turned off, just as it would be if the second limiter function were activated.

[0374] Furthermore, the display unit 8 is also configured to provide a similar termination notification when the special game state ends due to the activation of the first and second limiter functions. In other words, after each limiter function is activated, the display unit 8 will display a similar notification indicating that a high probability state has been entered. For example, even if the player transitions to a high probability state after the activation of the second limiter function, the player will not be able to determine which limiter function was activated. Therefore, for example, even if a player intends to stop playing when the second limiter function is activated, the player cannot recognize whether it is the first limiter function or the second limiter function that has been activated at the time of activation. Thus, it is possible to prevent the player from ending the game prematurely due to the activation of the limiter function.

[0375] Furthermore, the game may be controlled to maintain a high-probability state for different periods depending on whether the game transitions from a normal game to a favorable game or whether the first limiter function is activated. Furthermore, the first benefit granted to the player may be other than those mentioned above; for example, it may be made to increase the probability of transitioning to the AT state. Furthermore, the period during which the high probability state is maintained may be changed according to the setting value in the probability setting device 16. As described above, the limiter function in the second embodiment is realized.

[0376] [Transition control of the game section after the end of the AT state in the second embodiment] Next, referring to the diagram in Figure 32, the transition control of the game section after the end of the AT state in the medalless gaming machine 1 of this second embodiment will be explained. Figure 32 shows the destination of the game section after the AT state ends, which is realized by the control of the main control unit 10.

[0377] As mentioned above, when the game transitions to the AT state during the advantageous period, the second difference counter is increased by the awarding of game tokens during the AT state. In this second embodiment, however, the game is configured to determine whether to continue the game as an advantageous period or to end the advantageous period and transition to the normal period, depending on the value of the second difference counter at the end of the AT state.

[0378] As shown in Figure 32, the main control unit 10 continues the advantageous period if the value of the second net payout counter at the end of the AT state is less than "+999", and terminates the advantageous period and transitions to the normal period if the value of the second net payout counter at the end of the AT state is "+1000" or more.

[0379] Furthermore, the main control unit 10 is configured to initialize the second net payout counter as described above when the game section transitions to the normal section. Therefore, if the value of the second net payout counter at the end of the AT state is "+1000" or more, the first net payout counter will be reset.

[0380] Furthermore, even when the AT state ends due to the activation of the first limiter function, the above-mentioned control of the transition to the game section is also performed. Therefore, if the value of the second difference counter at the time the AT state ends due to the activation of the first limiter function is "+1000" or more, the advantageous section will end and the game will transition to the normal section. In other words, the main control unit 10, acting as a section control means, enables the termination of the advantageous section based on the fact that the difference information (second difference counter) at the time of termination of the special game state (AT state) by the special game state termination control means (main control unit 10) exceeds a predetermined number ("+1000").

[0381] Therefore, the game section changes depending on the value of the second net payout counter at the end of the AT state. If the second net payout counter is a relatively small value, the advantageous section continues as is and the value of the second net payout counter is maintained. However, if the second net payout counter is a relatively large value, the advantageous section ends and the game transitions to the normal section, causing the value of the second net payout counter to be reset.

[0382] This is a control mechanism to ensure that the number of game tokens a player can actually acquire when transitioning to the AT state is at least a predetermined number (1400 tokens). Regardless of the value of the second token counter when transitioning to the AT state, it is possible to ensure that the number of game tokens that can be acquired during that AT state before the second limiter function is activated is at least a predetermined number (1400 tokens).

[0383] In other words, if a player acquires a large number of game tokens during the AT state, and the value of the second token counter at the end of the AT state is "+1000" or more, then if the next AT state occurs immediately afterward, there is a possibility that the value of the second token counter will reach the second limit value ("+2400") even if the next player does not acquire many game tokens. This makes it possible to prevent such a situation.

[0384] Furthermore, as long as the player can be guaranteed to acquire a certain number of game tokens before the second limiter function is activated during the AT state, the threshold for changing the above game section may be any other threshold than those mentioned above. As described above, the transition control of the game section after the end of the AT state in the second embodiment is performed.

[0385] [Ending sequence in the second embodiment] Next, with reference to Figures 33 to 37, the ending sequence of the medalless gaming machine 1 of this second embodiment will be described. In the medalless gaming machine 1 of this second embodiment, similar to the first embodiment described above, the sub-control unit 20 controls the display 8 to execute various effects according to each game state based on the reception of control information from the main control unit 10. For example, during AT mode, the display unit 8 is configured to execute the AT mode effects.

[0386] During AT mode, the effects are executed by displaying a predetermined effect image on the display unit 8, which serves to inform the player that they are in AT mode and to enhance the enjoyment of the AT mode. For example, a visual (or video) sequence might be displayed showing a character appearing and running through a designated location (such as a city street). During AT mode, a predetermined sound effect is output from speaker 9, and a predetermined pattern of illumination occurs in lamp 11.

[0387] Furthermore, if the second limiter function is activated while in AT mode, the player will be awarded the maximum number of game tokens they can acquire at that time. Therefore, when the second limiter function is activated, the display 8 will execute an ending sequence that celebrates the activation of the second limiter function. The main control unit 10 sets a predetermined period immediately before the second limiter function is activated during AT mode as the ending period (second ending period), and the sub-control unit 20 executes an ending sequence on the display unit 8 when this ending period is reached, so that the sequence image during AT mode is switched from the normal sequence image during AT mode to the sequence image corresponding to the ending period. For example, the system pre-determines that the second limiter function will activate when the value of the second difference counter, which is calculated based on the remaining number of medals during AT mode and is expected to increase, reaches the second limit value (+2400). The ending sequence is then executed during the period from that point until the second limiter activates.

[0388] The ending period can be any period before the predetermined period in which the second limiter function is activated. For example, it may be set to begin a predetermined period before the second difference counter reaches the second limit value (for example, when the second difference counter reaches +1400), provided that it has been determined in advance that the second limiter will be activated, or it may be set to begin a predetermined number of games in advance.

[0389] Furthermore, in the medalless gaming machine 1 of this second embodiment, an ending period (first ending period) is set even during a predetermined period immediately before the first limiter function is activated while in AT state, and the sub-control unit 20 executes the same ending sequence on the display unit 8 as in the second ending period when this ending period (first ending period) is reached. For example, the system pre-determines when the value of the first difference counter, which is calculated based on the remaining number of medals during AT mode and is expected to increase, reaches the first limit value (2400 medals). The system then sets the period from that point until the first limiter activates as the ending period (first ending period) and executes the ending sequence.

[0390] Furthermore, in the medalless gaming machine 1 of this second embodiment, as will be described later, in order to enhance the player's sense of anticipation and the enjoyment of the game, an ending sequence (fake ending sequence) is performed even during periods when the AT state is not in the ending phase.

[0391] First, referring to Figure 33, we will explain the lottery for extending the high-probability state during the first ending period. In the medalless gaming machine 1 of this second embodiment, as described above, the probability state is transitioned to a high probability state after the first limiter function is activated. Furthermore, the main control unit 10 performs an extension lottery during the first ending period of the game, based on the results of the role lottery, to extend the duration of the high probability state. Therefore, depending on the outcome of the game during the first ending period, the duration of the high-probability state that is entered after the first limiter function is activated may be extended from the predetermined initial period.

[0392] Figure 33 shows the probability of winning when an extension lottery for the high-probability state is held during the game in the first ending period. Furthermore, the main control unit 10 performs a lottery to extend the high-probability state during the game in the first ending period by extracting a predetermined random number.

[0393] As shown in Figure 33, during the game in the first ending period, if a weak rare role is won, an extension lottery is held such that there is a 60% chance of selecting "no extension" (not winning the extension lottery), a 30% chance of selecting "10 game extension" (adding 10 games to the duration of the high probability state at that time), and a 10% chance of selecting "20 game extension" (adding 20 games to the duration of the high probability state at that time).

[0394] Furthermore, during the first ending period, if a strong rare role is won in the game, an extension lottery will be held so that there is a 0% chance of "no extension" (not winning the extension lottery), a 70% chance of "10 game extension" (10 games added to the duration of the high probability state at that time), and a 30% chance of "20 game extension" (20 games added to the duration of the high probability state at that time). Furthermore, each time a rare role is won, a lottery is held to extend the high probability state, and the number of games played at each win is added up. The duration of the high probability state is then extended by the final total number of games played.

[0395] As described above, during the first ending period of the game, a lottery is held to determine whether the high-probability state will be extended. If the extension lottery is won, the duration of the high-probability state, which is entered after the first limiter function is activated, is extended. In other words, the medalless gaming machine 1 is equipped with a second bonus granting means that can grant a second bonus (extension of the high probability state) related to the first bonus (high probability state) based on the execution of a game during a predetermined period (first ending period) before the termination of the special game state (AT state) by the special game state termination control means (main control unit 10). Therefore, it becomes possible to increase the players' expectations during the first ending period, and to enhance the enjoyment of the game.

[0396] Furthermore, if a rare role, which is a trigger for a bonus draw that could potentially extend the duration of the AT state, is won during the first ending period when the end of the AT state is already confirmed, the win of that rare role becomes invalid for the bonus draw. This could give the player a feeling of having wasted their draw (a sense of losing out), but it is possible to prevent such a situation. Furthermore, if you win a rare role with a lower probability of winning, you are guaranteed to win the extension lottery, and the probability of extending the high-probability state for a larger number of games increases compared to winning a rare role with a lower probability of winning. Therefore, when a player wins a rare or powerful combination, it becomes possible to further increase the player's sense of anticipation.

[0397] Furthermore, as an option to extend the duration of the high-probability state in the above extension lottery, an option to extend it by 30 games or more may be provided. Furthermore, the selection probabilities corresponding to each option may be other than those listed above. Alternatively, the selection probabilities may be changed according to the settings in the probability setting device 16.

[0398] Next, with reference to Figures 34 and 35, we will explain the visual effects displayed on the display 8 during the AT state, controlled by the sub-control unit 20. First, referring to Figure 34, we will describe the display images shown on the display unit 8 during the first ending period, prior to the activation of the first limiter function while in AT mode. Figure 34 shows the display image on the display unit 8 after the number of game tokens acquired by the player (net increase in tokens) reaches 1900 tokens, when the first limit value is set to "2000 tokens" and it is confirmed that the number of game tokens acquired by the player during AT state exceeds the first limit value (2000 tokens), and the game has transitioned to the first ending period.

[0399] As shown in Figure 34(a), when the AT state transitions to the first ending period, the main part of the display unit 8 screen displays a first ending image 40a that notifies the user that the ending period has begun and celebrates the activation of the limiter function. Image 40a during the first ending can be any image as long as it allows the player to recognize that the game has entered the ending period. This may include the appearance of a predetermined character or the display of a predetermined background image. It may also be a video or a still image. Additionally, the upper right corner of the display unit 8 screen shows an image 33b indicating the number of game tokens acquired by the player during the AT state ("1900 tokens acquired"). Image 33b, showing the number of medals acquired by the player throughout the pseudo-bonus state and AT state, displays the same information as during the pseudo-bonus state. During the ending sequence, speaker 9 outputs sound effects corresponding to the ending sequence, and lamp 11 illuminates in a manner corresponding to the ending sequence. Additionally, during AT mode, an image 44 (see Figure 37) showing the remaining number of medals in AT mode is displayed, but this image is not shown during the ending sequence.

[0400] Next, Figure 34(b) shows the display image on the display unit 8 during gameplay in which a rare role was won during the first ending period. As shown in Figure 34(b), if a rare role is won during the first ending period, the image 40a displayed on the display unit 8 during the first ending can be changed to the image 40b during the second ending. Image 40b during the second ending sequence consists of an image that the player can recognize as being different from image 40a during the first ending sequence; for example, the background color in image 40a during the first ending sequence has been changed from blue to yellow.

[0401] The sub-control unit 20 controls the game to change to the second ending image 40b with a predetermined probability when a rare role is won during the first ending period. For example, if a rare role is won and the lottery for extending the high probability state is won, the image changes to the second ending image 40b with a 30% probability, and if a rare role is won but the lottery for extending the high probability state is not won, the image changes to the second ending image 40b with a 10% probability. Therefore, if image 40b is displayed during the second ending, it does not definitively confirm that the duration of the high-probability state has been extended, but it does suggest that the duration of the high-probability state has been extended. Furthermore, the background color of image 40b during the second ending can be changed in multiple stages (for example, yellow → green → red), and the background color can be changed in stages with each extension lottery of the high probability state. Additionally, the background color of image 40b in the second ending may be changed in multiple stages to suggest the total number of games that will be extended.

[0402] Then, during the first ending period, if a game is played in which the first difference in the number of tokens counter reaches the first limit value, the acquired token count image 33b will become the value indicating the first limit value ("2000 tokens acquired"), as shown in Figure 34(c), and the AT state will end.

[0403] Next, Figure 34(d) shows the display image on the display unit 8 after the game has ended, which marks the end of the AT state. As shown in Figure 34(d), when the AT state ends due to the activation of the first limiter function, an AT state end character image 37a consisting of the character information "AT state end" is displayed at the top of the display 8 screen to indicate the end of the AT state. Furthermore, below the AT state termination text image 37a, a total game count image 37b ("Game Count 670G") showing the total number of games played during the AT state and a total medal acquisition image 37c ("Acquired medals 2000") showing the total number of game medals acquired by the player during the AT state are displayed side by side in an up-and-down direction. Furthermore, at the end of the AT state, similar to the first embodiment, an image showing the end of the AT state (a special ending image including a crescent moon image 35b in the figure) is displayed as the background image, and the value of the second difference counter at that time is indicated. The selection of the ending image for the AT state is the same as in the first embodiment described above, so the explanation is omitted here.

[0404] Then, when the next game after the game in which the AT state ends begins, as shown in Figure 34(e), a high probability state image 42 is displayed on the main part of the display unit 8 screen to indicate that the probability state is a high probability state. Therefore, when the first limiter function is activated and the system transitions to a high-probability state, the display unit 8 will indicate that the system is in a high-probability state. The high-probability state image 42 can be any image that is recognizable to the player; for example, it could be an image that indicates the high-probability state by changing the background of the stage displayed during normal gameplay.

[0405] Next, referring to Figure 35, we will describe the display images shown on the display unit 8 during the second ending period, prior to the activation of the second limiter function while in AT mode. Figure 35 shows the display image on the display unit 8 after the number of game tokens acquired by the player (net increase) reaches 2200 tokens, in a state where the value of the second token counter exceeds the second limit value (+2400) during AT mode and the game has transitioned to the second ending period.

[0406] As shown in Figure 35(a), when the AT state transitions to the second ending period, the first ending image 40a is displayed on the main part of the display unit 8 screen to indicate that the transition to the ending period has occurred and to celebrate the activation of the limiter function. Therefore, even when transitioning to the second ending period, the image 40a from the first ending will be displayed, just as it was during the first ending period. Additionally, the upper right corner of the display unit 8 screen shows an image 33b indicating the number of game tokens acquired by the player during the AT state ("2500 tokens acquired").

[0407] Next, Figure 35(b) shows the display image on the display unit 8 during gameplay in which a rare role was won during the second ending period. As shown in Figure 35(b), if a rare role is won during the second ending period, the image 40a displayed on the display unit 8 during the first ending can be changed to the image 40b during the second ending, just as during the first ending period. However, if the game transitions to the normal game mode after the second limiter function has finished activating, the game data will be reset, and therefore, during the second ending period, the extension lottery for the high probability state will not be conducted.

[0408] Therefore, the display of image 40b during the second ending period is unrelated to the extension of the high probability state and is a so-called fake effect. In other words, since the player cannot distinguish whether the ending sequence is being performed during the first ending period or the second ending period, even during the second ending period, if a rare role is won, the game will switch to the second ending image 40b, just as it did during the first ending period, at a predetermined probability.

[0409] For example, the sub-control unit 20 is configured to change to the second ending image 40b with a 20% probability if a weak rare role is won during the game in the second ending period, and to change to the second ending image 40b with a 50% probability if a strong rare role is won. Furthermore, when executing the above fake effect, the background color of image 40b during the second ending can be changed in multiple stages (for example, yellow → green → red), and the background color can be changed in stages based on the winning of a rare role.

[0410] Then, during the second ending period, if a game is played in which the second difference counter reaches the second limit value, as shown in Figure 35(c), an image 33b of the number of game tokens acquired by the player at that time ("2800 tokens acquired") will be displayed, and the AT state will end. Figure 35 shows the case where the AT state starts when the value of the second difference counter is "-400". Therefore, when the second difference counter reaches the second limit value, the acquired medal count image 33b will display the numerical information "2800 acquired" (2400 + 400). Furthermore, even if the AT state ends due to the activation of the second limiter function, a special ending image including, for example, the moon image 35b shown in the figure can be displayed as the ending image of the AT state. However, after the activation of the second limiter function, the game section transitions to the normal section and the game data (second difference counter, etc.) is initialized, so the ending image of the AT state that is unrelated to the indication of the value of the second difference counter will be displayed. For example, the sub-control unit 20 may select and display a normal ending image and a special ending image with a predetermined selection probability when the AT state ends. As a result, even if the AT state is terminated due to the activation of the second limiter function, it becomes impossible to distinguish it from the case where the AT state is terminated due to the activation of the first limiter function.

[0411] As described above, in the medalless gaming machine 1 of this second embodiment, the main control unit 10 sets a predetermined period before the advantageous section ends due to the activation of the second limiter function as the second ending period, and the sub-control unit 20 executes an ending sequence on the display unit 8 during the second ending period. Furthermore, the main control unit 10 sets a predetermined period before the AT state is terminated by the activation of the first limiter function as the first ending period, and the sub-control unit 20 executes the ending sequence on the display unit 8 during the first ending period, just as it does during the second ending period.

[0412] In other words, the sub-control unit 20 is equipped with an ending performance control means that can execute an ending performance that allows the player to recognize in advance that the advantageous period is ending during a specific period (second ending period) before the end of the advantageous period by the advantageous period end control means (main control unit 10). Furthermore, the sub-control unit 20, which acts as an ending sequence control means, enables the execution of the ending sequence even during a predetermined period (first ending period) before the termination of the special game state (AT state) by the special game state termination control means (main control unit 10). Therefore, it becomes possible to improve the enjoyment of the game and give players a sense of accomplishment when the limiter function is activated.

[0413] Furthermore, the same ending sequence is executed regardless of whether the first limiter function is activated or the second limiter function is activated. Therefore, when a player's limiter function is activated, they cannot recognize whether it is the first limiter function or the second limiter function. This prevents them from ending the game as a result of the limiter function activating, and for example, if a player is about to end the game when the second limiter function is activated, it becomes possible to allow them to continue playing.

[0414] Furthermore, during the first ending period (ending sequence), if a rare role is won in the game, a lottery will be held to extend the high-probability state. In addition, if a rare role is won, it will be possible to change the display of the ending sequence (from image 40a during the first ending to image 40b during the second ending). Therefore, by changing the display method of the ending sequence, it becomes possible to suggest that the duration of the high-probability state has been extended, thereby increasing the player's sense of anticipation. Furthermore, during the second ending period (ending sequence), if a rare role is won in the game, the display of the ending sequence can be changed as a fake sequence, similar to the above. This prevents the player from realizing that they are in the second ending period at that point, as the display of the ending sequence d...

Claims

[Claim 1] In a gaming machine having a memory unit capable of storing the game value owned by the player, and capable of executing a game based on the game value stored in the memory unit, A game execution memory unit capable of storing the game value for executing one game, A determination means capable of determining that the gaming machine is in the possession of a specific player based on the fact that a predetermined period of time has elapsed since the game value stored in the game execution memory unit was transferred to the memory unit, Based on the determination result of the determination means, a notification means capable of issuing a notification that the player can recognize that the state of occupation has been reached, A gaming machine characterized by having the following features.

Citation Information

Patent Citations

  • Game machine

    JP2005152027A

  • Game apparatus

    JP2005237708A

  • Game machine

    JP2006174911A

  • Game machine

    JP2007252482A

  • Game system and game device

    JP2013132492A