Gaming machine
The gaming machine's innovative display sheet arrangement with tailored dimensions and contact surfaces addresses shifting issues, ensuring stable display sheet placement and preventing rattling.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- OLYMPIA KK
- Filing Date
- 2023-09-14
- Publication Date
- 2026-04-13
AI Technical Summary
Existing gaming machines face issues with display sheets shifting position within storage spaces, leading to rattling and improper placement.
A gaming machine design that includes a display sheet with specific regions for attaching displays, where the dimensions of the wall portion are tailored to securely hold the display sheet in place between a base body and cover body, ensuring contact with both surfaces to prevent shifting.
The design effectively prevents display sheets from rattling and maintains their position within the storage space, enhancing stability and usability.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, gaming machines (rotary gaming machines, slot machines) having a plurality of reels with symbols arranged on their outer peripheral surfaces are known. This type of gaming machine assigns a certain gaming value to gaming media such as medals or pachinko balls, and conducts a game to obtain such gaming media. Also, in this type of gaming machine, when a player inserts gaming media into a predetermined insertion slot and a prescribed number of gaming media are bet, a game start operation becomes possible. Triggered by the player's rotation start operation, an internal lottery is conducted and the rotation of a plurality of reels is started. Triggered by the player's stop operation, control is performed to stop the plurality of reels in a manner corresponding to the result of the internal lottery. The result of the game is determined by the symbol combination displayed on the effective line in the state where the plurality of reels have stopped, and payouts such as medals are made according to the result of the game.
[0003] In this type of gaming machine, a predetermined certificate is displayed. For example, a certificate cover body 801 composed of a base plate 804 and a transparent cover 805 is provided so as to be exposed on the side surface of the lower door 40, a certificate is provided on the surface of the base body 804, and a gaming machine covered by the cover 805 is known (see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] <0000In gaming machines like the one shown in Patent Document 1 above, it is desirable to hold the sticker in place inside the sticker cover body 801 so that it does not shift position.
[0006] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming machine that can properly hold a display sheet within a storage space. [Means for solving the problem]
[0007] (1) The present invention relates to a gaming machine comprising a display sheet for displaying a first display, a second display, and a third display, and a base body and a cover body for housing the display sheet, wherein the edge of the base body is provided with a wall portion for positioning the display sheet, the display sheet has a first region, a second region, and a third region, the first display is attached to the first region from the back, the second display is attached to the second region from the back, and the third display is attached to the third region from the front, and the dimensions of the wall portion are greater than the thickness of the display sheet when the first display, the second display, and the third display are not attached, but smaller than the thickness of the display sheet when the first display, the second display, and the third display are attached.
[0008] In this invention, the display sheet to which the first, second, and third display items are attached can be arranged so that its front surface is in contact with the cover body and its back surface is in contact with the base body. This prevents the display sheet stored between the base body and the cover body from rattling around in the storage space and allows the display sheet to be properly held in place so that its position does not shift within the storage space.
[0009] (2) The present invention relates to a gaming machine comprising a display sheet for displaying a first display, a second display, and a third display, and a base body and a cover body for housing the display sheet, wherein the display sheet has a first region, a second region, and a third region, the first display is attached to the first region from the back side, the second display is attached to the second region from the back side, and the third display is attached to the third region from the front side, and the dimension of the gap from the surface of the base body to the back side of the cover body is greater than the thickness of the display sheet when the first display, second display, and third display are not attached, but is smaller than the thickness of the display sheet when the first display, second display, and third display are attached.
[0010] In this invention, the display sheet to which the first, second, and third display items are attached can be arranged so that its front surface is in contact with the cover body and its back surface is in contact with the base body. This prevents the display sheet stored between the base body and the cover body from rattling around in the storage space and allows the display sheet to be properly held in place so that its position does not shift within the storage space. [Brief explanation of the drawing]
[0011] [Figure 1] This is a perspective view showing the external configuration of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a block diagram showing the schematic electrical configuration of a gaming machine and dedicated unit according to the first embodiment of the present invention. [Figure 3] This is a diagram illustrating the functional block of a gaming machine according to the first embodiment of the present invention. [Figure 4] This is an external view illustrating the schematic mechanical configuration of a gaming machine and a dedicated unit according to the first embodiment of the present invention. [Figure 5] This is a flowchart illustrating the game progression processing of the main board in a gaming machine according to the first embodiment of the present invention. [Figure 6]This is a timing chart showing the notification timings for game machine information notification, counting notification, loan notification, and loan receipt result response in a game machine and dedicated unit according to the first embodiment of the present invention. [Figure 7] This is an explanatory diagram illustrating the transmission timing of game machine information notifications in a game machine according to the first embodiment of the present invention. [Figure 8] This is an exploded perspective view of the sticker unit in a gaming machine according to the first embodiment of the present invention. [Figure 9] This shows a sticker unit in a gaming machine according to the first embodiment of the present invention, where (a) is a perspective view of the sticker unit seen from the back side, and (b) is a perspective view of the sticker unit seen from an oblique side side. [Figure 10] This is a cross-sectional perspective view of a key part showing the mounting structure of the certificate unit in a gaming machine according to the first embodiment of the present invention. [Figure 11] This figure shows the main part of the lower front door of a gaming machine according to the first embodiment of the present invention, as viewed from the rear side. [Figure 12] This shows the internal cover of a gaming machine according to the first embodiment of the present invention, where (a) is a perspective view of the internal cover seen from one direction, and (b) is a perspective view of the internal cover seen from another direction. [Figure 13] This is a perspective view of the main part of the lower front door of a gaming machine according to the first embodiment of the present invention, showing the portion where the sticker unit is attached. [Figure 14] This diagram illustrates a method for attaching a sticker unit to a gaming machine according to a first embodiment of the present invention. (a) is a plan cross-sectional view of the main part showing the state before the sticker unit is attached to the gaming machine. (b) is a plan cross-sectional view of the main part showing the state after the sticker unit is attached to the gaming machine. (c) is a plan cross-sectional view of the main part showing the state after the internal cover is attached. [Figure 15] The first embodiment of the present invention shows a sticker sheet for a gaming machine, where (A) is a front view showing the state without the first and second stickers attached, and (B) is a front view showing the state with the first and second stickers attached. [Figure 16]This shows the certificate sheet in the gaming machine of the first embodiment of the present invention. (A) is a rear view of the certificate sheet, and (B) is an explanatory diagram for explaining the positional relationship between the QR code of the first certificate and the QR code of the second certificate. [Figure 17] This is an explanatory diagram for explaining the arrangement in which the QR code of the first certificate and the QR code of the second certificate in the gaming machine of the first embodiment of the present invention are in a close proximity positional relationship. [Figure 18] This is an enlarged cross-sectional view of the storage space of the certificate unit in the gaming machine of the first embodiment of the present invention, explaining the dimensions of the storage space of the certificate unit. [Figure 19] This is an explanatory diagram for explaining the positional relationship between the QR code of the first certificate and the QR code of the second certificate in the gaming machine of the first embodiment of the present invention. [Figure 20] This is a diagram showing the image displayed in the menu effect in the gaming machine of the first embodiment of the present invention. [Figure 21] This is a diagram showing the image displayed in the menu effect in the gaming machine of the first embodiment of the present invention. [Figure 22] This is a diagram showing the image displayed in the specific error notification in the gaming machine of the first embodiment of the present invention. [Figure 23] This is a diagram for explaining the error in the gaming machine of the first embodiment of the present invention. [Figure 24] This is a diagram for explaining the counting sound effect in the gaming machine of the first embodiment of the present invention. [Figure 25] This is a flowchart for explaining the insertion process of the main board in the gaming machine of the first embodiment of the present invention. [Figure 26] This is a flowchart for explaining the complete error process and the process during error stop of the main board in the gaming machine of the first embodiment of the present invention. [Figure 27] This is a flowchart for explaining the door opening error monitoring process and the set value confirmation process of the main board in the gaming machine of the first embodiment of the present invention. [Figure 28] This is a diagram showing the display of the error history in the gaming machine of the first embodiment of the present invention. [Figure 29] This figure shows the display of the loan counting history in a gaming machine according to the first embodiment of the present invention. [Figure 30] This figure illustrates a liquid crystal display in a gaming machine according to a second embodiment of the present invention. [Figure 31] This figure illustrates the display shown during a demo performance in a gaming machine according to a second embodiment of the present invention. [Figure 32] This figure illustrates another example of a display shown during a demo performance in a gaming machine according to a second embodiment of the present invention. [Figure 33] This figure illustrates another example of a display shown during a demo performance in a gaming machine according to a second embodiment of the present invention. [Figure 34] This figure illustrates another example of a display shown during a demo performance in a gaming machine according to a second embodiment of the present invention. [Figure 35] This figure illustrates the display on the lower panel of a gaming machine according to a second embodiment of the present invention. [Figure 36] This is an exploded perspective view illustrating the configuration of the lower panel in a gaming machine according to a second embodiment of the present invention. [Figure 37] This is a schematic cross-sectional view of a sheet constituting the lower panel in a gaming machine according to a second embodiment of the present invention. [Figure 38] This figure illustrates another example of the display on the lower panel in a gaming machine according to a second embodiment of the present invention. [Figure 39] This is a front view of the gaming machine and dedicated unit in a second embodiment of the present invention. [Figure 40] This figure illustrates the texture of the front panel that constitutes the lower panel in a gaming machine according to a second embodiment of the present invention. [Figure 41] This is a front view of another gaming machine to which the present invention can be applied. [Figure 42] This diagram explains the display on the upper panel of the gaming machine shown in Figure 41. [Figure 43] This figure shows the display of the number of game tokens in a game machine according to a modified embodiment of the present invention. [Modes for carrying out the invention]
[0012] Embodiments of the present invention will be described below. The embodiments described below are not intended to unduly limit the scope of the present invention as defined in the claims. Furthermore, not all configurations described in these embodiments are necessarily essential components of the present invention.
[0013] 1. First Embodiment 1-1. Composition Figure 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.
[0014] In the following explanation, "front and back" generally means that when the player is in front of the gaming machine, the player's side is "front" and the gaming machine side is "back." "Up and down" means that the top of the gaming machine is "up" and the bottom is "down." "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right."
[0015] The gaming machine of this embodiment is called a smart pachislo, and it is a type of gaming machine that maintains the gameplay of a slot machine while using electronic tokens, which are electronic game tokens with electronic value, as the game medium instead of physical tokens.
[0016] The gaming machine of this embodiment houses a reel unit 310 consisting of a first reel R1 to a third reel R3 (multiple reels) within a box-shaped casing consisting of a storage box BX (an example of the gaming machine body), an upper front door UD (an example of the front door), and a lower front door (an example of the front door) DD. Below the reel unit 310 inside the casing is a power supply unit which incorporates a power supply device and is equipped with various switches such as a power switch, a setting change key cylinder, and a setting change button. The casing of the gaming machine of this embodiment also houses a control board which controls the operation of the gaming machine and is equipped with a CPU (an example of the calculation means), ROM (an example of the information storage medium), RAM (an example of the temporary storage means), etc. In this embodiment, the control board includes a main board 10 that controls the progress of the game, a sub-board 20 that receives signals transmitted from the main board 10 and performs control to execute game effects in accordance with the progress of the game, and a medal count control board 30 that controls the number of electronic medals (number of game medals) that are electronically held in the game machine and can be used for playing the game. In the following, the total number of electronic medals that are electronically held in the game machine and can be used for playing the game will be referred to as the "number of game medals," and the storage unit that holds the electronic medals will be referred to as the "medal holding unit."
[0017] The upper front door UD and lower front door DD, which open and close the front of the storage box BX (an example of the front), are individually designed to be openable and closable. The upper front door UD is provided with a display window DW that allows observation of the rotation and stopped states of the first reel R1 to the third reel R3.
[0018] Furthermore, in the gaming machine of this embodiment, each reel is provided with an upper, middle, and lower display position for observing the symbols through the display window DW, and the active lines are set by the combination of the display positions of each reel. In the gaming machine of this embodiment, when the number of electronic tokens required for one game, the so-called prescribed number of tokens, is inserted (bet), the active line L1, which is composed of the middle sections of the first reel R1 to the third reel R3, is activated.
[0019] The game result is determined by the combination of symbols that stop and are displayed on the active lines in the display window DW. If the combination of symbols on the active lines corresponds to a predetermined winning combination, the winning combination is considered achieved and electronic tokens are dispensed.
[0020] Furthermore, the upper front door UD is equipped with a game information display unit DS. The game information display unit DS consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of electronic tokens dispensed or acquired in a single game (the difference between the number of electronic tokens dispensed and the number inserted), and the total number of electronic tokens dispensed or acquired during bonus games.
[0021] Furthermore, the upper front door UD is equipped with an LCD display and a frame lamp AL for displaying game effects. The LCD display shows various videos (or images) to assist or enhance gameplay, and the frame lamp AL performs lighting and flashing actions to enhance gameplay.
[0022] Furthermore, in this embodiment of the gaming machine, multiple speakers SP are provided on the lower front door DD for providing game-related effects. These speakers SP output various sounds to assist or enhance the gaming experience.
[0023] Furthermore, a game token count display device 70 (an example of a display device) is provided on the lower front door DD. The game token count display device 70 displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens (an example of the number of game tokens). However, the number of game tokens does not include the electronic tokens that have been bet. Therefore, the game token count display device 70 displays the number obtained by subtracting the number of electronic tokens that were bet from the number of electronic tokens that the player has acquired. The number of game tokens is displayed on a 5-digit or 6-digit 7-segment display or the like, positioned in a location visible to the player, and is shown in a numerical range of 0 to 16382. If the value reaches 15000 (a specific number, an example of the first number) or higher, the system will issue a notification prompting the player to count (transmit some or all of the electronic medals held in the medal holder to the dedicated unit 50 described later), restrict the dispensing of electronic medals (the process of sending electronic medals from the dedicated unit 50 to the gaming machine described later), and output a test counting signal (a signal output during type approval testing to prompt counting) for approximately 3500 msec. However, the player can continue playing. If the value reaches 16369 (an example of the second number) or higher, the game's progress will be restricted. Specifically, operations on the bet button B0, start lever SL, and payout button B4 will be disabled. Alternatively, instead of restricting the count when it reaches 16369 or higher, the payout of electronic medals may be prohibited until the player performs the count when the count is likely to reach 16369 or higher. For example, the game may be stopped if the value becomes 16357 or greater, which is obtained by subtracting the maximum difference in tokens obtainable in one game, 12 tokens (= maximum payout (e.g., 15 tokens) - prescribed number of tokens inserted (e.g., 3 tokens)) from 16369. The game token count display device 70 will also display the updated game token count within approximately 300 msec after the number of game tokens held in the token holder is updated.
[0024] Furthermore, the lower front door DD is equipped with various operating means. These operating means include a bet button (an example of an insertion operation means, a game operation means) B0 for inserting (betting) electronic tokens held in the token holder, a start lever SL (an example of a game start operation means, a game operation means) for initiating the game by rotating the first reel R1 to the third reel R3, stop buttons B1 to B3 (an example of a stop operation means, a game operation means) for initiating the game by rotating the first reel R1 to the third reel R3, which are driven by stepping motors, and a return (settlement) button for all inserted (betted) electronic tokens to the token holder. The game machine is equipped with a settlement button B4 (an example of a predetermined operating means, settlement operation means, and game operation means) for performing operations such as setting up the game, an effect button (an effect operation means) B5 for performing operations that trigger changes in the game machine's effects, a menu button B6 (a first effect operation means) for starting or ending the display of the menu screen (an operation related to the transition between the game screen and the menu screen), and a directional pad B7 (a second effect operation means) for performing operations such as changing the settings of the game machine's effects (a predetermined change operation), checking the game history, and changing the volume or brightness settings (a predetermined change operation). The directional pad B7 consists of an up button B7A (an example of a brightness control means), a down button B7B (an example of a brightness control means), a left button B7C (an example of a volume control means), and a right button B7D (an example of a volume control means).
[0025] Furthermore, the lower front door DD is provided with a counting button B8 (counting operation means, example of game operation means) as an operating means for transferring some or all of the electronic medals held in the medal holder to a dedicated unit 50 (an example of a specific unit) described later (counting operation). In this embodiment, the counting button B8 can detect short press operations of less than 500 msec, long press operations of 500 msec or more but less than 4000 msec, and full count operations of 4000 msec or more. With a short press operation, one electronic medal is counted for each operation. With a long press operation, 50 electronic medals are counted at the timing of counting notifications every 300 msec. With a full count operation, 50 electronic medals are counted at the timing of counting notifications every 300 msec until all the electronic medals held in the medal holder are counted.
[0026] Furthermore, a lower panel 91 is provided on the lower front door DD. As will be described in more detail later, a light source (LED) for illumination is provided on the back side of the lower panel 91, and the lower panel 91 is illuminated from behind by the light emitted from this light source.
[0027] Furthermore, a sticker unit SU for displaying a designated sticker is detachably provided on the right side of the lower front door DD.
[0028] In the gaming machine of this embodiment, when the player presses the bet button B0 in a state where the game can be started, a predetermined number of electronic tokens are inserted (bet), and the machine is set to a ready state in which the rotation control of the first reel R1 to the third reel R3 can be started, and the operation of pressing the start lever is permitted (activated). When the player presses the start lever SL, the control board starts the rotation of the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using random values, and if the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, the operation of pressing the stop buttons B1 to B3 is permitted (activated).
[0029] Subsequently, when the player presses stop buttons B1 to B3 at any time, the stop switches (stop signal output means: for example, a photosensor, a continuity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 are activated, changing the reel stop signal input to the control board from the off state to the on state.
[0030] Furthermore, when the player releases stop buttons B1 to B3 at any time, the stop switches corresponding to each of the stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from the ON state to the OFF state.
[0031] The control board then stops the first reel R1 to the third reel R3 at a stopping position corresponding to the result of an internal lottery, based on the change in the reel stop signal state from the off state to the on state, which changes in response to the timing of pressing and releasing the stop buttons B1 to B3.
[0032] When medals are to be dispensed according to the results of the game, the electronic medals are dispensed (stored) in the medal holder, and the display of the number of game medals on the game medal count display device 70 is updated. In this way, the game machine of this embodiment activates operations on predetermined operating means according to the progress of the game, and the game progresses based on the effective operations on the operating means.
[0033] Furthermore, the gaming machine of this embodiment is provided with a door sensor (detection means) for detecting the open / closed state of the upper front door UD and a door sensor (detection means) for detecting the open / closed state of the lower front door DD. Based on the input signals (detection signals) input from the door sensors to the control board (main board), the machine is configured to detect the open / closed state of the upper front door UD and the lower front door DD, respectively.
[0034] Figure 2 is a block diagram showing the schematic electrical configuration of the gaming machine and dedicated unit 50 of this embodiment, and Figure 3 is a functional block diagram of the gaming machine of this embodiment.
[0035] The gaming machine in this embodiment is electrically connected to an external device, a dedicated unit 50, via a gaming ball dispensing device connection terminal board 40. The dedicated unit 50 is equipped with a dedicated unit control board 60 that transmits and receives electronic tokens to and from the gaming machine.
[0036] Furthermore, the gaming machine of this embodiment is controlled by a control board that includes a main board 10 (an example of a main control unit and a first control unit), a sub-board 20 (an example of a sub-control unit), and a medal count control board 30 (an example of a game value count control unit and a second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, and a payout switch 250, performs various calculations to execute the game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub-board 20 receives input signals from input means such as an effect button switch 270, a menu button switch 280, an up button switch 290A, a down button switch 290B, a left button switch 290C, and a right button switch 290D, as well as signals sent from the main board 10, performs various calculations to execute effects in accordance with the progress of the game, and controls the operation of output means such as a display device 330 and a sound device 340 based on the calculation results. The medal count control board 30 receives input signals from input means such as the counting button switch 255, the game medal count clear switch 256, and the error release switch 257, performs various calculations to manage the number of game medals, and controls the operation of output means such as the game medal count display device 70 and the status display device 80 based on the calculation results. The functions of each board, such as the main board 10, the sub-board 20, and the medal count control board 30, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in ROM, etc.
[0037] The main board 10 is equipped with a main CPU 10a, a main ROM 10b, a main RAM 10c, etc. The main CPU 10a executes various programs stored in the main ROM 10b, thereby functioning as a main startup processing means 100, an input reception means 105 (reception control means, input processing means, settlement processing means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a prize determination means 140, a payout control means 150, a replay processing means 160, a game state control means 170, a performance state control means 180 (auxiliary game control means), a communication control means 190, a setting confirmation means 195, etc. The main RAM 10c retains data without being erased even if the power is cut off, but the data is erased when the payout rate is changed to a predetermined setting value and a RAM clear is performed.
[0038] The main startup processing means 100 performs the main startup process when the power is turned on. The main startup process includes various initial settings and a state recovery process that restores the system to its state before the power was cut off based on backup information stored when the power was cut off. In this embodiment, the main RAM 10c of the main board 10 is backed up when the power is cut off, and when the backup is completed successfully, backup success completion information (for example, 55H) indicating that the backup was completed successfully is stored in a predetermined storage area provided in the main RAM 10c. Even after the power is cut off, the information stored in the main RAM 10c is retained (backed up) by the backup power supply.
[0039] Furthermore, if an abnormality occurs in the information stored in the main RAM 10c, the main startup processing means 100 performs initialization processing to initialize the information stored in a predetermined storage area of the main RAM 10c (for example, the payout ratio).
[0040] The main startup processing means 100 also performs a setting change process to change the setting value from among multiple levels (for example, 6 levels) of setting values with different degrees of advantage. When the setting value is changed, the probability of the internal lottery changes, and the probability of the internal lottery changes so that the expected value of the payout rate increases sequentially from setting 1 to setting 6. In this embodiment, depending on the state of the setting change permission switch 262 when the power is turned on, it is possible to switch between starting in game mode (an example of a playable state in which the player can play) and starting in setting change mode (an example of a playable state in which the player cannot play). When the setting key is inserted into the setting change key cylinder and the setting key is turned clockwise from the initial position, the signal state of the setting change permission switch 262 becomes ON, and when the power switch is activated in this state and power is supplied from the power supply unit, it starts in setting change mode.
[0041] In this embodiment, the user can select a setting value from six levels of settings, from setting 1 to setting 6. When the setting change button is pressed in setting change mode, the main startup processing means 100 activates the setting change switch 264. Each time it receives an input signal from the setting change switch 264, it changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and confirms the setting value based on the game start signal from the start switch 230, which is activated by pressing the start lever SL. The confirmed setting value is then stored in a predetermined setting value storage area provided in the main RAM 10c. In this embodiment, the setting key inserted into the setting change key cylinder is returned to its initial position, which changes the signal state of the setting change permission switch 262 to the OFF state, allowing the user to transition from setting change mode to game mode.
[0042] Furthermore, in the setting change mode, the main startup processing means 100 performs initialization processing to initialize predetermined information related to the game (for example, game state, performance state, etc.) stored in a predetermined memory area of the main RAM 10c. Note that information such as setting values is retained and is not initialized by the initialization processing in the setting change mode.
[0043] In this embodiment, when power is turned on with the setting change key cylinder in its initial position, the system starts in game mode based on the fact that the signal state of the setting change permission switch 262 is OFF. In this embodiment, in game mode, the player can play the game, but cannot change the setting values, and in setting change mode, the player can change the setting values, but cannot play the game. Thus, the main board 10 can be controlled to either game mode (playable state) or setting change mode (playable state). In addition to game mode and setting change mode, the main board 10 can also be controlled to a setting confirmation mode (playable state) in which the setting values can be checked. The setting confirmation mode (checking the setting values) will be described later.
[0044] Once the main startup process is complete, and provided that the VL connection signal (described later) is ON, the machine enters a playable state where it is possible to insert electronic tokens. The playable state means that operations on the bet button B0, start lever SL, stop buttons B1-B3, and payout button B4 are valid and the processes for game progression based on these operations can be executed, as well as operations on the counting button B8 are valid and the counting process based on the operation of the counting button B8 can be executed.
[0045] The coin insertion receiving means 105 accepts the insertion of electronic tokens for each game and, based on the insertion of a predetermined number of electronic tokens (for example, 3 tokens), performs control to activate the game start operation on the start lever SL (game start operation means). In this embodiment of the game machine, the first press of the start lever SL, which has been activated based on the insertion of the predetermined number of electronic tokens, is accepted as the game start operation, triggering the rotation of the first reel R1 to the third reel R3, and also triggering the execution of an internal lottery.
[0046] Furthermore, when the bet button B0 is operated while the input receiving means 105 is in a state of accepting the input of electronic medals, the bet switch 220 is activated, and an input process (betting process) is performed to set the electronic medals held in the medal holder to the input state (betting state), up to a predetermined number of inputs.
[0047] Furthermore, when the input receiving means 105 is in a state where it is accepting the insertion of electronic medals, and the settlement button B4 is operated, the settlement switch 250 is activated, and a settlement process is performed in which all electronic medals set to the inserted state are returned to the medal holding unit.
[0048] The random number generation means 110 is a means for generating random numbers for drawing lots. Random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0049] The internal lottery means 120 performs an internal lottery to determine whether multiple types of roles, such as replays, minor roles, and bonuses, are achieved based on a start signal from the start switch 230, which is activated by the start lever SL being pressed (the first press operation on the activated start lever SL). If the internal lottery is successful, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state).
[0050] The reel control means 130, based on a start signal from the start switch 230 which is activated by the start lever SL when the game is started, starts the rotational drive of the first reel R1 to the third reel R3 with a stepping motor, and controls the operation to enable the stop operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels that are rotating steadily at a predetermined speed (approximately 80 rpm: a rotational speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3, which are being rotated by the stepping motor, to stop in a manner according to the setting state of the lottery flag (result of the internal lottery).
[0051] The reel control means 130, when the stop operation for stop buttons B1 to B3 is enabled and the player presses stop buttons B1 to B3, thereby activating the stop switch 240, disables the operation for the operated stop button and, based on the reel stop signal from the stop switch 240, supplies a drive pulse of full-phase excitation to the stepping motor of the reel unit 310, thereby controlling the stopping of each reel from the first reel R1 to the third reel R3.
[0052] The prize determination means 140 performs a prize determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. A winning combination is achieved when a combination of symbols indicating a predetermined winning pattern for each winning combination is displayed on an active line.
[0053] The payout control means 150 determines the number of electronic tokens to be paid out based on the predetermined payout for each winning combination when a minor win occurs, and dispenses the determined number of electronic tokens to the token holder.
[0054] The replay processing means 160 performs a replay process (re-play process) when a replay is awarded, which sets the next game to the same preparation state as the previous game without requiring the player to insert any electronic tokens they possess. In other words, in the gaming machine of this embodiment, when a replay is awarded, an automatic insertion process is performed in which the same number of electronic tokens as in the previous game are automatically inserted without using any electronic tokens the player possesses, and the machine waits for the next game start operation by pressing the start lever SL with the same active lines as in the previous game set.
[0055] The game state control means 170 performs a game state transition process to transition between multiple types of game states. The conditions for transitioning game states may be one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions. Examples of game states include the normal state, the bonus state which is entered upon winning a bonus, and the bonus state which is entered upon receiving a bonus.
[0056] The performance state control means 180 performs a performance state transition process to transition between multiple types of performance states. The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state can be transitioned to another performance state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions. Examples of performance states include a non-AT state in which no prize-winning assistance performance is performed to assist in winning prizes, and an AT state in which prize-winning assistance performance is performed to assist in winning prizes.
[0057] The communication control means 190 controls the transmission of signals to the sub-board 20. In this embodiment of the gaming machine, only unidirectional communication from the main board 10 to the sub-board 20 is possible between the main board 10 and the sub-board 20, and the communication connection is configured such that the sub-board 20 cannot transmit signals to the main board 10.
[0058] The communication control means 190 then transmits signals (commands) to the sub-board 20 that notify the results of the internal lottery, the results of the prize-winning determination, and the operations performed by the player (operations on the bet button B0, start lever SL, stop buttons B1-B3, and payout button B4). As a result, in this embodiment of the gaming machine, the performance control means 210 on the sub-board 20 can cause the display device 330, sound device 340, etc. to execute performances corresponding to the results of the internal lottery, the results of the prize-winning determination, and the operations performed by the player, based on various notifications from the main board 10.
[0059] Furthermore, the communication control means 190 performs control to transmit signals to the medal count control board 30. In this embodiment of the gaming machine, the main board 10 and the medal count control board 30 are connected via bidirectional communication, and by exchanging various information, it is possible to appropriately determine whether the machine is playable or has an error state.
[0060] When the communication control means 190 is accepting the insertion of electronic tokens and an operation is performed on the bet button B0, it transmits a token insertion command to the token count control board 30 that notifies the number of tokens to be inserted.
[0061] Furthermore, when the communication control means 190 is accepting the insertion of electronic tokens and an operation is performed on the settlement button B4, it transmits a game token insertion command to the token count control board 30 that notifies the number of tokens to be inserted.
[0062] Furthermore, when electronic medals are dispensed in conjunction with a winning combination, the communication control means 190 transmits a payout completion command to the medal count control board 30 to notify it of the number of electronic medals dispensed.
[0063] The setting confirmation means 195 performs a setting value display process that displays a setting value indicating the degree of advantage. In the setting value display process, a numerical value (for example, "1" to "6") representing the current setting value from among multiple setting values (for example, 6 levels) is displayed on the game information display unit DS. This allows the setting value to be confirmed.
[0064] Furthermore, the setting confirmation means 195 transitions to a setting confirmation mode in which the setting value can be checked if the setting confirmation conditions (an example of a predetermined transition condition) are met while accepting the insertion of electronic tokens or while game progress is restricted by the complete function described later (an example of game progress being stopped). In the setting confirmation mode, the setting value can be checked, but gameplay cannot be performed. Here, "while accepting the insertion of electronic tokens" means the period from when acceptance of the insertion of electronic tokens begins until the start operation of the start lever SL is performed, and includes cases where the electronic tokens are set to the inserted state (bet state) or in the re-play activation state due to a replay win. In other words, in this embodiment, as long as insertion is being accepted, the transition to the setting confirmation mode can be made even if the electronic tokens are set to the inserted state (bet state) or in the re-play activation state. However, even if insertion is being accepted, the transition to the setting confirmation mode may be prevented if the electronic tokens are set to the inserted state (bet state) or in the re-play activation state.
[0065] Furthermore, the setting confirmation means 195 determines that the setting confirmation condition is met when the error type is set to door open error, and the setting key is inserted into the setting change key cylinder and rotated clockwise from the initial position, causing the signal state of the setting change permission switch 262 to become ON. In this embodiment, however, even if the signal state of the setting change permission switch 262 becomes ON, the setting confirmation condition is not met if the error type is not set to door open error.
[0066] When the system switches to setting confirmation mode, the setting confirmation means 195 performs setting value display processing, and when the signal state of the setting change permission switch 262 is changed to the OFF state, it terminates the display of the setting value and returns to game mode (door open error).
[0067] Next, the sub-board 20 will be described. The sub-board 20 is equipped with a sub-CPU 20a, sub-ROM 20b, sub-RAM 20c, etc., and the sub-CPU 20a executes various programs stored in the sub-ROM 20b, thereby functioning as a sub-startup processing means 200, a performance control means 210, etc. The sub-RAM 20c is also connected to a backup power supply (not shown), similar to the main RAM 10c, so that data is retained without being erased even if the power is cut off.
[0068] The sub-startup processing means 200 performs sub-startup processing when the power is turned on. During sub-startup processing, various initial settings are performed, initial settings of the liquid crystal display (LCD) are performed, and state restoration processing is performed to restore the system to the state before the power was cut off based on backup information stored when the power was cut off.
[0069] The performance control means 210 controls display effects performed using the display device 330 (an example of a performance device) and sound effects performed using the sound device 340 (an example of a performance device) based on performance data stored in the sub-ROM 20b of the sub-board 20. For example, in response to the occurrence of game events such as operations on the bet button B0, start lever SL, stop buttons B1 to B3, and counting button B8, or changes in the game state, it controls the execution of performances (for example, prize-winning assistance performances) to enhance or assist the game according to the progress of the game by turning on or flashing lamps or LEDs, changing the display content of the liquid crystal display LCD, or outputting sound from the speaker SP.
[0070] Furthermore, the performance control means 210 controls the display device 330 and sound device 340 to execute prize-winning assistance performances that assist in winning prizes when the performance state is in AT state.
[0071] Furthermore, the performance control means 210 causes the display device 330 and sound device 340 to execute a demo performance (standby performance) if the game has not been played continuously for a predetermined time (for example, 60 seconds) under predetermined conditions. In this embodiment, the time during which the game has not been played continuously is measured by a monitoring timer (timekeeping means) in the sub-RAM 20b. The performance control means 210 keeps the monitoring timer running at all times while the game machine is powered on, and each time a signal is received from the main board 10, the performance button switch 270, or the menu button switch 280, it initializes (resets) the measured value of the active monitoring timer to its initial value "0" and restarts timing. When the monitoring timer has measured a predetermined time (for example, 60 seconds), it determines that the game has not been played continuously for a predetermined time (for example, 60 seconds).
[0072] In addition, during the demo, demo images (demonstration videos, demo screens) are displayed on the LCD display, the frame lamp AL is lit or flashes according to the demo performance pattern, and the volume of the speaker SP is controlled to mute.
[0073] Furthermore, when an operation is performed on the counting button B8, the sound device 340 executes a counting sound effect, outputting a sound effect (counting sound) from the speaker SP according to the type of operation (short press operation, long press operation, or full counting operation).
[0074] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and is equipped with a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc. The medal CPU 30a manages the electronic medals used for gameplay by executing various programs stored in the medal ROM 30b, and the medal RAM 30c functions as a medal holder (an example of a storage unit or storage means) that holds the electronic medals. The medal RAM 30c is also connected to a backup power supply (not shown), similar to the main RAM 10c, so that data is retained without being erased even if the power is cut off. In this embodiment of the game machine, the medal count control board 30 is connected to a dedicated unit 50 via a game ball dispensing device connection terminal board 40 so as to be able to communicate bidirectionally. The medal holder stores the number of game medals up to a predetermined upper limit (for example, 16,382 medals).
[0075] When the medal CPU 30a receives a game medal insertion command transmitted by the main board 10, it determines the number of insertable electronic medals, which is the total number of electronic medals that can be inserted (bet) from the medal holder, based on the number of insertable medals, the number of requested inserts, and the number of game medals currently in use. Based on the determined number of insertable medals, the medal holder updates the number of game medals. Therefore, when an insertion process is performed on the main board 10, the number of game medals held in the medal holder decreases, and when a settlement process is performed, the number of game medals increases.
[0076] The medal CPU 30a also sends a medal count control information command to the main board 10 to notify it of the number of medals that can be inserted and the updated number of game medals, and updates the display of the number of game medals on the game medal count display device 70.
[0077] In this embodiment, the main board 10 also stores the number of inserted medals and the number of game medals via a medal count control information command, and when inserting a medal, the insertion receiving means 105 determines the number of medals that can be inserted based on the number of inserted medals, the number of medals requested to be inserted, and the number of game medals, and performs an insertion process to insert the determined number of electronic medals that can be inserted, and transmits a game medal insertion command to the medal count control board 30. When the main CPU 10a receives the medal count control information command, it checks whether the number of game medals, etc., matches that of the game medal count control board 30. In this embodiment, when inserting a medal, the main CPU 10a may determine the number of medals that can be inserted, transmit a game medal insertion command to the medal CPU 30a, and then perform the insertion process based on the reply command (medal count control information command) after receiving the reply command.
[0078] Furthermore, when performing settlement processing, the input receiving means 105 determines the number of insertable tokens based on the number of tokens inserted, the number of tokens requested to be inserted, and the number of game tokens, performs settlement processing to return the determined number of insertable digitized tokens, and transmits a game token insertion command (settlement command) to the token count control board 30. When the main CPU 10a receives the token count control information command, it checks whether the number of game tokens, etc., matches those on the game token count control board 30. In this embodiment, when performing settlement processing, the main CPU 10a may determine the number of insertable tokens, transmit a game token insertion command (settlement command) to the token CPU 30a, receive a reply command (to the token count control information command) in response to that command, and then perform settlement processing based on that reply command.
[0079] Furthermore, when the medal CPU 30a receives a payout completion command transmitted by the main board 10, it adds the number of payouts to the number of game medals, and based on the number of game medals after the addition, it sends a medal count control information command to the main board 10 to notify the number of game medals after the addition, and updates the display of the number of game medals on the game medal count display device 70.
[0080] The game ball dispensing device connection terminal board 40 is a connection terminal board for connecting the game machine and the dedicated unit 50, and it receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information about the game machine.
[0081] Next, the dedicated unit 50 will be described. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic tokens to players and counting the electronic tokens won by players. The dedicated unit 50 is equipped with a dedicated unit control board 60, to which a cash input section 61, a card insertion section 62, a lending switch 63, a return switch 64, a game switch 65, a count display device 66, and a token count display device 67 are connected.
[0082] The cash input section 61 functions as a slot for inserting cash. The card insertion section 62 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The lending switch 63 detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 50 to the gaming machine. The return switch 64 detects the operation to transfer electronic tokens held in the dedicated unit 50 to card media and then withdraw that card media from the dedicated unit 50 through the card insertion section 62. The game switch 65 detects the operation to transfer electronic tokens held in the dedicated unit 50 to the gaming machine. The unit count display device 66 displays the number of units held in the dedicated unit 50, that is, the number of units corresponding to the cash inserted from the cash input section 61. The acquired token count display device 67 displays the acquired token count, which is the total number of electronic tokens held in the dedicated unit 50.
[0083] Figure 4 is an external view illustrating the schematic mechanical configuration of the gaming machine and dedicated unit 50 of this embodiment. The process of starting and ending a game in the gaming machine of this embodiment will be explained with reference to Figure 4.
[0084] To play the game, first insert cash into the cash input section 61 of the dedicated unit 50 shown in Figure 4. The unit's unit display device 66 then displays the number of units corresponding to the inserted cash (for example, "10" for a 1,000 yen insertion). When the dispensing button B10 is operated, the dispensing switch 63 is activated, and electronic tokens corresponding to the number of units held in the dedicated unit 50 (for example, "50") are transferred to the game machine all at once. The number of electronic tokens transferred (for example, "50") is then displayed on the game machine's token count display device 70.
[0085] Next, when the player operates the bet button B0 on the gaming machine, electronic tokens are inserted (bet). At this time, the number of electronic tokens inserted (bet) (for example, "3") is subtracted from the value displayed on the game token count display device 70 (for example, "47"). Thus, the player can start playing. If, as a result of playing, a small win resulting in a payout of 11 tokens is achieved, the number of electronic tokens paid out (for example, "11") is displayed on the game information display unit DS, and the number of electronic tokens paid out is added to the value displayed on the game token count display device 70 (for example, "58").
[0086] Furthermore, if the payout button B4 is operated before the start lever SL is operated (game starts) while electronic tokens are inserted (bet), the number of inserted electronic tokens (for example, "3") will be added to the game token display device 70 (for example, to "50"), and the electronic token insertion state will be canceled.
[0087] When ending a game, the player operates the counting button B8 to transfer the electronic medals held in the medal holder to the dedicated unit 50. The number of game medals held in the medal holder is then displayed on the dedicated unit 50's acquired medal display device 67, and "0" is displayed on the game medal display device 70. When the return button B11 is operated, the return switch 64 is activated, transferring the electronic medals held in the dedicated unit 50 to a card, which is then withdrawn from the dedicated unit 50 through the card insertion section 62. In this way, the player can accumulate the acquired electronic medals on a card medium.
[0088] To play again, the player inserts a card into the card slot 62 instead of cash, allowing them to play using the electronic tokens stored on the card. The electronic tokens stored on the card are transferred to the dedicated unit 50, and the total number of electronic tokens stored on the card is displayed on the acquired token display device 67. When the player operates the game button B12 instead of the dispensing button B10, the game switch 65 is activated, and the electronic tokens held by the dedicated unit 50 (for example, "50") are transferred to the game machine all at once.
[0089] When the dispensing button B10 or the counting button B8 is operated, the medal CPU 30a performs the dispensing and counting processes for the electronic medals, and also sends a medal count control information command to the main CPU 10a to notify the updated number of game medals, and updates the display of the number of game medals on the game medal display device 70. Upon receiving the medal count control information command, the main CPU 10a sends a medal count control information command to the sub-CPU 20a to notify the updated number of game medals. The sub-CPU 20a then outputs a predetermined sound from the speaker SP to represent the movement of the electronic medals as they are actually dispensed or counted during the dispensing and counting processes.
[0090] Next, the game progression process on the main board 10 will be explained based on a flowchart. Figure 5 is a flowchart illustrating the game progression process on the main board 10 in the gaming machine of this embodiment.
[0091] In the game progression process, the main CPU 10a first performs an insertion process to set the electronic tokens to the insertion state based on the operation of the bet button B0, as shown in Figure 5 (step S150), performs an internal lottery process to perform an internal lottery based on the game start operation of the start lever SL (step S151), performs a reel rotation start process to start the rotation of the first reel R1 to the third reel R3 and make them rotate steadily at a predetermined speed (step S152), performs a reel rotation stop process to stop the rotating reels in a manner according to the result of the internal lottery based on the stop operation of the stop buttons B1 to B3 (step S153), performs a winning determination process to determine whether or not a winning combination has been achieved (step S154), performs a payout process to dispense electronic tokens if a winning combination has been achieved (step S155), and performs a state transition process to transition between game states and performance states (step S156).
[0092] One game is played through the series of processes from step S150 to step S156, and thereafter, the process from step S150 to step S156 is repeated.
[0093] In this embodiment, the gaming machine and the dedicated unit 50 exchange various information to ensure their normal operation. For example, the gaming machine (in this embodiment, the medal CPU 30a of the medal count control board 30) sends gaming machine information notifications, count notifications, and loan receipt result responses to the dedicated unit 50.
[0094] The gaming machine information notification system transmits one of three types of gaming machine information—gaming machine performance information, gaming machine installation information, and hall computer / fraud monitoring information—to a dedicated unit 50. The gaming machine performance information includes total number of tokens inserted, total number of tokens paid out, MY (maximum difference in tokens), total number of tokens paid out by special features, total number of tokens paid out by consecutive special features, special feature ratio, consecutive special feature ratio, advantageous section ratio, special feature ratio including instructions, special feature status ratio, number of games played, reserve, reservation 1, and reservation 2. Here, MY is the difference in tokens, with the lowest difference being set to 0, which is the difference between the number of electronic tokens inserted (bet) and the number of tokens paid out. Alternatively, the difference in tokens since the power was reset can be used instead of or in addition to MY.
[0095] The gaming machine installation information includes the main control chip ID number, main control chip manufacturer code, main control chip product code, medal count control chip ID number, medal count control chip manufacturer code, and medal count control chip product code.
[0096] The hall computer fraud monitoring information includes the number of game tokens played, the number of tokens inserted, the number of tokens dispensed, main control status 1, main control status 2, game machine error status, game machine fraud 1, game machine fraud 2, game machine fraud 3, number of game information items, type information 1, count information 1, type information 2, and count information 2. Here, the relationship between the number of game tokens played, the number of tokens inserted, and the number of tokens dispensed is as follows: "Number of game tokens played" = "Number of game tokens played" transmitted last time - "Number of tokens inserted" + "Number of tokens dispensed" + "Number of tokens lent" received after the number of game tokens played last time - "Number of tokens counted" transmitted after the number of game tokens played last time. If this relationship is not satisfied, it can be determined that the hall computer fraud monitoring information is abnormal. Furthermore, the first bit of Gaming Machine Fraud 1 (for example, bit 0) is assigned the setting change signal as a fraud prevention signal, the second bit (for example, bit 1) is assigned the setting confirmation signal as a fraud prevention signal, the third to fifth bits (for example, bits 2 to 4) are assigned the fraud detection signal as a fraud prevention signal, the first bit of Gaming Machine Fraud 2 (for example, bit 1) is assigned the door open signal as a fraud prevention signal, and the second bit (for example, bit 3) is assigned the game token count clear signal (an example of a specific signal) as a fraud prevention signal. The setting change signal indicates that the setting value is being changed, the setting confirmation signal indicates that the setting value is being confirmed, the fraud detection signal indicates that a arbitrarily defined fraud has been detected, the door open signal indicates that the lower front door DD (or upper front door UD) is open, and the game token count clear signal indicates that the game token count has been cleared to 0. When outputting anti-tampering signals such as a setting change signal or a game token count clear signal, the signal is turned ON by setting the bit position to which the signal is assigned to "1". When ending signal output, the signal is turned OFF by setting the bit position to which the signal is assigned to "0". These anti-tampering signals are output for a predetermined time or longer (at least 3 seconds, for example, 5 seconds) to prevent tampering.Furthermore, game information consisting of a combination of type information 1 and count information 1, or a combination of type information 2 and count information 2, indicates by type information 1 and 2 whether it is a predetermined number (when the start switch 118 is operated) or a payout number (at the end of the game), and the number is indicated by count information 1 and 2. When a replay is won, the predetermined number (number of coins inserted) for when the replay is activated is notified. The number of game information items indicates the number of game information items, and if the number of game information items is 0, the four items of type information 1, count information 1, type information 2, and count information 2 are not transmitted.
[0097] The counting notification also transmits the number of counted medals and the cumulative number of counted medals to the dedicated unit 50. The number of counted medals is the number of electronic medals counted at the time of the counting notification, and the cumulative number of counted medals is the value of the number of counted medals accumulated since they were reset to 0 when the gaming machine was powered on.
[0098] The loan receipt result response also responds with the receipt result (whether it was successful or not) when a loan notification is received from the dedicated unit 50.
[0099] Furthermore, the dedicated unit 50 sends lending notifications to the gaming machine (in this embodiment, the medal CPU 30a). The lending notification is sent when the dedicated unit 50 receives a counting notification from the gaming machine, informing the gaming machine of the number of lent electronic medals.
[0100] In this embodiment, if a specific abnormality occurs inside the gaming machine, communication with the dedicated unit 50 can be disabled. For example, if a specific abnormality occurs during startup, such as a backup abnormality, a RAM (RWM) abnormality, or a manufacturer code mismatch, the gaming machine's medal CPU 30a will issue a manufacturer code mismatch error (operation stop error) and restrict the initiation of communication with the dedicated unit 50.
[0101] Furthermore, when the medal CPU 30a receives a setting change start command from the main CPU 10a, it notifies the dedicated unit 50 that it is changing the setting value.
[0102] Figure 6 is a timing chart showing the notification timings for game machine information notification, counting notification, loan notification, and loan receipt result response in the game machine and dedicated unit 50 of this embodiment. As shown in Figure 6, the game machine (in this embodiment, the medal CPU 30a) transmits game machine information notification to the dedicated unit 50 at a cycle of 300 msec (300 msec or more, but within 310 msec) from the completion of the game machine startup. The game machine (medal CPU 30a) also transmits counting notification to the dedicated unit 50 100 msec (90 msec or more, but within 100 msec) from the start of game machine information notification. The dedicated unit 50 transmits loan notification to the game machine within 170 msec from the start of receiving counting notification. The game machine (medal CPU 30a) notifies the dedicated unit 50 of the loan receipt result response within 10 msec after completion of receiving loan notification. This allows for a time of 20 msec or more between the time the gaming machine notifies the lending receipt result response and the time the next gaming machine information notification is sent.
[0103] Figure 7 is an explanatory diagram illustrating the transmission timing of game machine information notifications in the game machine of this embodiment. Game machine information notifications are sent to the dedicated unit 50 at 300 msec intervals, as described above. Game machine information notifications consist of three types of game machine information: game machine performance information, game machine installation information, and hall computer / fraud monitoring information. As shown in Figure 7, each has a different notification timing and priority. For example, game machine installation information is notified 60 seconds after the game machine has finished starting up, and thereafter at 60-second intervals. Game machine performance information is notified 180 seconds after the game machine has finished starting up, and thereafter at 180-second intervals. Hall computer / fraud monitoring information is notified at 300 msec intervals after the game machine has finished starting up. However, the transmission timings of the three notifications may overlap. If the transmission timings overlap, the game machine information notifications are sent sequentially according to their priority. For example, if, within 180 seconds, the gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information overlap, and there is no update to the main control state in the hall control / fraud monitoring information and no game information, then the gaming machine installation information, which has a higher priority, will be notified first, followed by the gaming machine performance information 300 msec later, and then the hall control / fraud monitoring information 300 msec later. Also, if, within 60 seconds, the gaming machine installation information and hall control / fraud monitoring information overlap, and there is no update to the main control state in the hall control / fraud monitoring information and no game information, then the gaming machine installation information, which has a higher priority, will be notified first, followed by the hall control / fraud monitoring information 300 msec later. However, if there is an update to the main control state in the hall control / fraud monitoring information, or if there is game information, then the hall control / fraud monitoring information, which has a higher priority, will be notified first, followed by the gaming machine installation information and gaming machine performance information. With this configuration, the gaming machine and the dedicated unit 350 can exchange gaming machine information notifications (gaming machine performance information, gaming machine installation information, hall computer / fraud monitoring information), counting notifications, loan notifications, and loan receipt result responses at appropriate timings and with appropriate priorities.
[0104] In this embodiment, the game ball dispensing device connection terminal board 40 receives power from the dedicated unit 50, uses this power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 50, and outputs it to the medal CPU 30a of the medal count control board 30. The medal CPU 30a may or may not send a command to the main CPU 10a indicating that it has received the VL connection signal. If the medal CPU 30a sends a command to the main CPU 10a indicating that it has received the VL connection signal, the main CPU 10a may restrict (prohibit) the startup of only the main board 10, only the medal count control board 230, or both the main board 10 and the medal count control board 30, or stop the game from progressing, depending on whether the command indicates that the VL connection signal has been received or not. If the medal CPU 10a does not send a command to the main CPU 10a indicating that it has received the VL connection signal, the medal CPU 10a may individually restrict (prohibit) the startup of the medal count control board 30 or stop the game from progressing.
[0105] In other words, if the VL connection signal is ON, the gaming machine can determine that it is properly connected to the dedicated unit 50 and that the dedicated unit 50 is powered ON, and can perform various processes targeting the main CPU 10a and the dedicated unit 50. On the other hand, if the VL connection signal is OFF, the gaming machine can determine that it is not properly connected to the dedicated unit 50 (not connected) or that the dedicated unit 50 is powered OFF (not connected), and can restrict the progress of the game. Specifically, it can disable operations on the bet button B0, start lever SL, and payout button B4, and restrict (prohibit) all processes for game progression based on these operations, and disable operations on the counting button B8 and restrict (prohibit) counting processes based on operations on the counting button B8. If the VL connection signal is OFF, the main CPU 10a and medal CPU 30a may not be started.
[0106] Here, counting processing refers to the process of transferring some or all of the electronic medals held in the medal holder to the dedicated unit 50 when the counting button switch 255 is activated by the player's operation of the counting button B8. Specifically, if no operation is received on the counting button B8, if the number of game medals in the medal holder is 0, if the VL connection signal is OFF, or if counting is not possible, "0" is set as the number of medals to be counted (count value). If a short press operation of the counting button B8 is received, "1" is set as the number of medals to be counted. If a long press operation of the counting button B8 is received, if the number of game medals in the medal holder is less than 50, all electronic medals (number of game medals) are set as the number of medals to be counted. If the number is 50 or more, "50" is set as the number of medals to be counted. The number of medals to be counted is then added to the cumulative number of medals to be counted, and a counting notification is sent to the dedicated unit 50. Simultaneously, the number of counted tokens is subtracted from the number of game tokens held in the token holding unit.
[0107] Furthermore, the medal CPU 30a (counting processing means) will always perform counting processing if the counting button B8 is operated while the game is playable. "While the game is playable" means the state in which the game machine and the dedicated unit 50 are connected and both are powered ON (a state in which a series of operations are possible, such as the player borrowing electronic medals, playing a game on the game machine, and counting the results of the game). However, if the game machine is powered ON but the dedicated unit 50 is not powered ON, or if the game machine and the dedicated unit 50 are not connected, there is a risk that the counted number of medals will be lost if counting processing is performed, so the operation of the counting button B8 is disabled, and that period is not included in "while the game is playable". In addition, the period in which the game machine does not (cannot) proceed with gameplay as a standalone unit, such as during initial setup after power-on, during initialization processing, during setting value changes, during setting value verification, and during error states that require recovery processing such as reset, is also not included in "while the game is playable". Furthermore, during initial setup after power-on, during initialization processing, during setting value changes, during setting value verification, and during error states requiring recovery processing such as reset, counting processing may or may not be performed. In particular, during setting value changes and setting value verification, counting processing may be made possible, as these periods are included in the "times when gameplay is possible."
[0108] As described above, if the VL connection signal is ON, the gaming machine will proceed with the game and accept counting processing as long as the game is playable. On the other hand, if the VL connection signal is OFF, the gaming machine will stop the game and restrict (prohibit) counting processing. This is because, as described above, if the VL connection signal is OFF, it can be determined that the gaming machine is not properly connected to the dedicated unit 50, or that the power to the dedicated unit 50 is OFF.
[0109] As explained using Figure 6, the gaming machine (in this embodiment, the medal CPU 30a) transmits a counting notification containing information on the number of counted medals to the dedicated unit 50. However, if the dedicated unit 50 is not properly prepared to receive the counting notification, for example, if the gaming machine and the dedicated unit 50 are not properly connected (disconnected state), or if the power to the dedicated unit 350 is OFF (disconnected state), and the input operation of the counting button B8 (e.g., pressing operation) is accepted and the counting notification is transmitted from the gaming machine to the dedicated unit 50, the number of counted medals based on that input operation may be lost. If the number of counted medals is lost, the total number of digitized medals decreases, resulting in an inconsistency in the digitized medals. In this embodiment, an inconsistency means that, due to unintended loss or increase in digitized medals, the total number of digitized medals, which is the sum of the number of game medals and the number of acquired medals (the total number of digitized medals held by the dedicated unit 50), differs before and after the input operation of the counting button B8. For example, if the total number of game tokens is counted by operating the counting button B8, and the number of game tokens held in the game machine before counting differs from the number of acquired tokens transferred to the dedicated unit 50 after counting, then an inconsistency occurs.
[0110] Therefore, before sending a counting notification to the dedicated unit 50, the gaming machine (in this embodiment, the medal CPU 30a) checks whether the dedicated unit 50 is connected by checking the ON / OFF status of the VL connection signal, which indicates the connection status with the dedicated unit 50. If the VL connection signal is in the OFF state, indicating that the dedicated unit 50 is not connected, the gaming machine sets the number of counted medals to "0" in order to limit the counting process itself.
[0111] When the counting number of tokens is set to "0", the gaming machine updates the number of tokens by subtracting the counting number "0" from the number of tokens in play. In other words, the updated number of tokens does not actually change from before the update. The gaming machine displays the updated number of tokens on the token count display device 70, but since the number of tokens does not actually change, the display on the token count display device 70 also does not change.
[0112] The gaming machine also sends a counting notification to the dedicated unit 50 that includes information on the number of medals to be counted, which is set to "0". If the dedicated unit 50 is not connected, the dedicated unit 50 cannot properly receive the counting notification, and therefore the number of medals won does not change. Since the number of medals won does not change, the display on the medal count display device 67 also does not change.
[0113] By setting the counting number to "0" in this way, both the number of game tokens in the gaming machine and the number of tokens acquired by the dedicated unit 50 remain unchanged, and therefore the total number of digitized tokens also remains unchanged. As a result, the gaming machine does not perform the counting process, and it is possible to avoid the loss of digitized tokens in response to input operations on the counting button B8. This prevents inconsistencies in the number of digitized tokens.
[0114] Furthermore, in this embodiment, the medal CPU 30a measures the time the counting button B8 is continuously operated regardless of the number of game medals (even if the number of game medals is "0"), so it can reliably determine a long press operation when it is time to send a counting notification. As a result, the player can quickly grasp the final number of medals won and start the next operation, thereby improving the operability of the gaming machine. In addition, since the program executed by the medal CPU 30a does not need to determine (branch) whether the number of game medals is "0" or not, it is possible to reduce the processing load and the amount of memory required.
[0115] Furthermore, the period during which the medal CPU 30a sends counting notifications (for example, 300 msec) and the period during which the display of the game medal count display device 70 is updated (a predetermined display period by timer interrupt: for example, 1 msec) are managed independently. Therefore, depending on the timing of the electronic medal payout and counting processes described above and the timing of the display update of the game medal count display device 70, the displayed number of game medals on the game medal count display device 70 may differ from the actual number of game medals.
[0116] If the counting process were to wait for the display on the game token count display device 70 to be updated, the counting process would be delayed. However, in this embodiment, when the counting button B8 is operated continuously for a predetermined time (e.g., 500 msec) or longer when the cycle for sending the counting notification arrives, the medal CPU 30a transmits at least a portion of the game token count to the dedicated unit 50 without unnecessarily waiting for the display on the game token count display device 70 to be updated. As a result, the counting process can be performed quickly, and the player can grasp the final number of game tokens early. This allows the next operation to be started quickly, thereby improving the operability of the gaming machine.
[0117] In this embodiment, the main CPU 10a transmits predetermined commands to the medal CPU 30a. For example, when the bet button B0 is operated, the main CPU 10a transmits a game medal insertion command to the medal CPU 30a that notifies the number of medals to be inserted; when the start lever SL is operated, the main CPU 10a transmits a start lever press command to the medal CPU 30a that notifies the number of medals to be inserted; when payouts are completed, the main CPU 10a transmits a payout completion command to the medal CPU 30a that notifies the number of medals to be paid out; when a game is completed, the main CPU 10a transmits a game completion command to the medal CPU 30a that notifies information such as the payout ratio; when the machine is started, the main CPU 10a transmits a startup command to the medal CPU 30a that notifies information necessary for startup and information such as the payout ratio; and when the internal state is changed, when an error occurs, or when an error is cleared, the main CPU 10a transmits a state transition command to the medal CPU 30a. Information such as the payout ratio includes total number of tokens inserted, total number of tokens paid out, MY (maximum difference in tokens), total payout from payouts, total payout from consecutive payouts, payout ratio, consecutive payout ratio, advantageous section ratio, payout ratio including instructions, payout status ratio, and number of games played.
[0118] The medal CPU 30a can determine errors based on commands sent from the main CPU 10a. For example, the medal CPU 30a extracts the number of electronic medals inserted and dispensed in the game medal insertion command, the payout end command, and the game end command, and verifies that there are no inconsistencies in the relationship with the total number of electronic medals inserted and dispensed. The medal CPU 30a also verifies that the number of electronic medals inserted is not zero based on the start lever press command. Furthermore, the medal CPU 30a verifies that there are no inconsistencies in the prescribed number of electronic medals corresponding to the game state based on the game medal insertion command.
[0119] The medal CPU 30a also sends predetermined commands to the main CPU 10a. For example, when the medal CPU 30a receives a command to insert game tokens, a command to press the start lever, a command to finish payouts, or a startup command from the main CPU 10a, it sends a reply command to the main CPU 10a notifying it of the number of tokens that can be inserted and the number of game tokens. The medal CPU 30a does not send a reply command for the game end command or the state transition command. The reply command also includes information on whether the medal CPU 30a successfully received the command sent from the main CPU 10a. If the main CPU 10a receives a reply command that indicates successful reception, it can consider the communication between the main CPU 10a and the medal CPU 30a to have been completed successfully and proceed to the next process. Alternatively, if the reply command contains information indicating an error, or if the reply command cannot be received, the system may transition to an error state.
[0120] Furthermore, communication between the main CPU 10a and the medal CPU 30a, as in this embodiment, may be performed continuously or subject to predetermined restrictions. For example, bidirectional communication between the main CPU 10a and the medal CPU 30a may be initiated upon completion of an internal lottery or AT lottery (a lottery to determine whether or not to transition to the AT state) based on the operation of the start lever SL, and restricted upon completion of a game. In this embodiment, when a game start operation is performed on the start lever SL, a random value is acquired, and the acquired random value is used for the internal lottery or AT lottery. Therefore, when a game start operation is performed, communication between the main CPU 10a and the medal CPU 30a is not performed until the internal lottery or AT lottery is completed, and communication is initiated upon completion of the internal lottery or AT lottery. This eliminates the risk that communication between the main CPU 10a and the medal CPU 30a may affect the timing of random value acquisition, making it possible to acquire random values appropriately.
[0121] The functions of the gaming machine in this embodiment can be virtually realized by a computer system (including a game system). In these systems, the functions can be realized by downloading a program that makes the computer function as the main board 10, sub-board 20, and medal count control board 30 of this embodiment from an information storage medium such as a CD or DVD, or from a web server on the internet via a network. In the above computer system, the bet switch 220, start switch 230, stop switch 240, etc., can be realized by virtually assigning their functions to operating means such as a keyboard, pointing device (mouse, etc.), or controller. In the above computer system, the reel unit 310, etc., are not essential components, and the functions of these device units can be virtually realized by controlling the images displayed on a display (display device).
[0122] 1-2. Configuration of the Seal Unit 800
[0123] The sticker unit 800 will be described below with reference to Figures 8 to 14. Figure 8 is an exploded perspective view of the sticker unit 800 in the gaming machine of this embodiment, Figure 9 shows the sticker unit 800 in the gaming machine of this embodiment, where (a) is a perspective view of the sticker unit 800 seen from the back side, and (b) is a perspective view of the sticker unit 800 seen from the oblique side side, Figure 10 is a cross-sectional perspective view of the main part showing the mounting structure of the sticker unit 800 in the gaming machine of this embodiment, Figure 11 shows the main part of the lower front door DD in the gaming machine of this embodiment seen from the back side, and Figure 12 shows the internal cover 815 in the gaming machine of this embodiment, where (a) is the internal cover 8 Figure 13 is a perspective view of the internal cover 815 from one direction, (b) is a perspective view of the internal cover 815 from another direction, Figure 13 is a perspective view of the main part showing the part of the lower front door DD in the gaming machine of this embodiment to which the certificate unit 800 is attached, Figure 14 is for explaining the method of attaching the certificate unit 800 to the gaming machine in this embodiment, (a) is a plan cross-sectional view of the main part showing the state before the certificate unit 800 is attached to the gaming machine, (b) is a plan cross-sectional view of the main part showing the state after the certificate unit 800 is attached to the gaming machine, and (c) is a plan cross-sectional view of the main part showing the state after the internal cover 815 is attached.
[0124] As described above, in this embodiment, the sticker unit 800 is provided on the right side of the lower front door DD (see Figure 1).
[0125] As shown in Figure 8, the certification unit 800 comprises a black base body 801, a certification sheet 710 (a display sheet, an example of a display sheet for a gaming machine) used in gaming machines to display certifications (an example of a predetermined display item) on the gaming machine, and a transparent or translucent cover 805 (an example of a cover body). The base body 801 and the cover 805 are for housing and protecting the certification sheet 710.
[0126] The base body 801 includes a base plate 804 for mounting the certification sheet 710, and the cover 805 is configured to be attached so as to cover the surface side of the base plate 804. The certification sheet 710 with the certification sticker (not shown) attached is placed on the surface 704 of the base plate 804, and the cover 805 covers the surface side of the base plate 804, thereby displaying and protecting the certification sticker on the front side.
[0127] Furthermore, two locking claws 804b are provided on the upper end surface of the base plate 804, spaced apart to the left and right, and two locking holes 805a are provided on the upper end surface of the cover 805, spaced apart to the left and right. The cover 805 is fixed to the base plate 804 by inserting the locking claws 804b of the base plate 804 into the locking holes 805a of the cover 805 and locking them in place.
[0128] Furthermore, as shown in Figure 9, two locking portions 802 are integrally provided on the back side of the base plate 804, spaced apart vertically. The locking portions 802 are formed from plate-like members that curve and extend from the back side of the base plate 804, and a locking claw 802a is formed at its tip. The locking claw 802a engages with the locked portion 811, which will be described later.
[0129] Furthermore, an operating part 803 is integrally provided at the tip of the locking part 802. The operating part 803 is formed of a plate-like member that extends in almost the opposite direction to the locking claw 802a, and a protrusion 803a is formed on its surface to make it easier for the worker's fingers to grip it.
[0130] Additionally, four locking claws 805b are provided on one side end face of the cover 805, spaced apart vertically.
[0131] As shown in Figure 10, a mounting section 810 for attaching the sticker unit 800 is provided inside the lower front door DD. The mounting section 810 is composed of an inner wall 810 provided inside the lower front door DD. The inner wall 810 is formed in a roughly rectangular shape in plan view by left and right wall sections 810a and 810b that extend inward from the left and right edges of the opening 40a provided on the right side of the lower front door DD, a wall section 810c that connects the rear ends of the wall sections 810a and 810b, and a wall section 810d that connects the front ends.
[0132] A locking portion 811 is formed on the wall portion 810c, and the locking claw 802a of the locking portion 802 of the base body 801 locks into this locking portion 811. An inclined surface is formed at the tip of the locking portion 811, which is inclined in a direction perpendicular to the base plate 804 of the base body 801, and the inclined surface formed on the locking claw 802a locks into this inclined surface, thereby restricting the movement of the label unit 800 in the removal direction (outward direction perpendicular to the base plate 804 of the base body 801).
[0133] Furthermore, as shown in Figures 10 and 11, the wall portion 810b of the mounting portion 810 is provided with an internal opening 810e, which is closed by an internal cover 815.
[0134] The internal openings 810e are rectangular in shape and there are two of them spaced apart vertically.
[0135] As shown in Figure 12, the internal cover 815 consists of a roughly rectangular plate-shaped internal cover body 815a, removal prevention portions 815b, 815b protruding from the back side of the internal cover body 815a, a gripping portion 815c provided on the front side of the internal cover body 815a, and stoppers 815d, 815d provided on the front side of the internal cover body 815a at positions sandwiching the gripping portion 815c.
[0136] The removal prevention portion 815b is inserted through the internal opening 810e to prevent the sticker unit 800 from coming out of the lower front door DD. The removal prevention portion 815b is provided with an engaging portion 815f that engages with the operating portion 803 of the base body 801 of the sticker unit 800. As shown in Figure 12, the engaging portion 815f engages with the back surface of the operating portion 803, thereby preventing the operating portion 803 from moving in the direction of removal of the sticker unit 800.
[0137] In this manner, the engaging portion 815f of the removal prevention portion 815b engages with the operating portion 803 of the base body 801 of the sticker unit 800, thereby preventing the operating portion 803 from moving in the removal direction due to the engaging portion 815f and the locked portion 811, and thus preventing the sticker unit 800 from coming off the lower front door DD.
[0138] The gripping portion 815c of the internal cover 815 is the part that is gripped by the worker when attaching and removing the internal cover 815 from the internal opening 810e. As shown in Figure 12, it is formed in a roughly U-shape, with one side rising from the internal cover body 815a and being bent, and the other side extending toward the internal cover body 815a. Claws 815e, 815e are formed at the end of this other side.
[0139] On the other hand, as shown in Figure 11, vertical walls 816a and 816b are provided parallel to each other in the wall portion 816 inside the lower front door DD, and locking holes 816c, 816c are formed in the vertical wall 816b. Note that wall portion 816 is formed integrally with wall portion 810b and constitutes the base plate of the lower front door DD.
[0140] The gripping portion 815c is fixed to the wall portion 816 by inserting the tip of the other side between the vertical walls 816a and 816b, and by inserting the claws 815e, 815e formed on the other side into the locking holes 816c, 816c to lock them in place.
[0141] The stopper 815d of the internal cover 815 prevents the internal cover 815 from loosening when the internal opening 810e is closed by the internal cover body 815a, and two stoppers 815d are provided on either side of the gripping portion 815c. The stopper 815d also protrudes from the internal cover body 815a and has a contact portion 815g that abuts against the wall portion 816.
[0142] Furthermore, when the internal cover 815 is attached to the internal opening 810e, the contact portion 815g contacts the wall portion 816, preventing the internal cover 815 from rattling and loosening in a direction intersecting the surface of the wall portion 816.
[0143] Furthermore, as shown in Figure 13, an opening 40a is provided on the side of the lower front door DD, and the wall portion 810d of the mounting portion 810 faces this opening 40a. A vertical wall 810f is provided on the wall portion 810d in a rectangular frame shape along the opening edge of the opening 40a. The vertical wall 810f is designed to abut against the back surface of the base body 801 when the base body 801 is inserted into the opening 40a and mounted on the wall portion 810d.
[0144] Furthermore, four locking holes 810g are provided vertically at predetermined intervals on one edge of the wall portion 810d, and the locking claws 805b of the cover 805 are designed to engage with these locking holes 810g. In addition, two through holes 810h are provided vertically spaced apart on the wall portion 810d, and the locking portion 802 of the base body 801 of the sticker unit 800 is designed to be inserted through these through holes 810h.
[0145] Next, we will explain how to attach the sticker unit 800 to the side of the lower front door DD.
[0146] First, as shown in Figure 14(a), the lower part of the housing opening is opened by the lower front door DD, and with the internal cover 815 removed from the internal opening 810e, the sticker unit 800 is installed so that the back side of the base body 801 of the sticker unit 800 faces the opening 40a provided on the side of the lower front door DD. The locking portion 802 and the operating portion 803 of the base body 801 of the sticker unit 800 are then inserted into the insertion hole 810h (see Figure 13) provided in the wall portion 810d.
[0147] Next, as shown in Figure 14(b), the base body 801 of the sticker unit 800 is attached to the opening 40a, the locking claws 805b of the cover 805 of the sticker unit 800 are locked into the locking holes 810g provided in the opening 40a, and the locking claws 802a of the base body 801 of the sticker unit 800 are locked into the locking portion 811 formed on the wall portion 810c, thereby fixing the sticker unit 800 to the opening 40a.
[0148] Next, as shown in Figure 14(c), the internal cover 815 is attached to the internal opening 810e. In this case, the gripping portion 815c (see Figure 12) of the internal cover 815 is grasped, the removal prevention portion 815b is inserted into the internal opening 810e, and the engaging portion 815f of this removal prevention portion 815b is engaged on the back surface with the operating portion 803 of the base body 801 of the sticker unit 800. As a result, the operating portion 803 is prevented from moving in the removal direction by the engaging portion 815f and the locked portion 811, thus preventing the sticker unit 800 from coming out of the lower front door DD.
[0149] Furthermore, when attaching the internal cover 815 to the internal opening 810e, the tip of the other end of the gripping portion 815c is inserted between the vertical walls 816a, 816b (see Figure 11), and the claws 815e, 815e formed on the other end are inserted into the locking holes 816c, 816c of the vertical wall 816b and locked in place, thereby fixing the internal cover 815 to the wall portion 816.
[0150] Furthermore, when the internal cover 815 is attached to the internal opening 810e, the contact portion 815g of the stopper 815d contacts the wall portion 816, preventing the internal cover 815 from rattling and loosening in a direction intersecting the surface of the wall portion 816. Finally, the installation of the seal unit 800 is completed by closing the lower part of the opening of the housing with the lower front door DD.
[0151] On the other hand, when removing the sticker unit 800, the lower front door DD opens the lower part of the housing opening, and the gripping portion 815c of the internal cover 815 is grasped to release the claws 815e, 815e from the locking holes 816c, 816c, and then the unit is pulled out through the internal opening 810e. As a result, the internal opening 810e is opened, and the operator inserts their fingers or a tool into the internal opening 810e and presses the operating portion 803 of the base body 801 of the sticker unit 800 toward the opening 40a of the lower front door DD with their fingers or a tool, causing the locking claws 802a of the sticker unit 800 to disengage from the locking portion 811 of the wall portion 810c. When the locking claw 802a disengages from the locking portion 811, the base body 801 of the sticker unit 800 protrudes from the opening 40a. By grasping this base body 801 and removing it from the opening 40a, the sticker unit 800 is removed from the side of the lower front door DD.
[0152] As described above, according to this embodiment, even if an unauthorized tool is inserted through the gap between the sticker unit 800 and the opening 40a, the locking claw 802a of the base body 801 of the sticker unit 800 is locked to the locking part 811 of the mounting part 810, the internal opening 810e of the mounting part 810 is closed by the internal cover body 815a of the internal cover 815, and the removal prevention part 815b of the internal cover 815 is engaged with the operating part 803 of the base body 801 of the sticker unit 800 to prevent the sticker unit 800 from coming out of the lower front door DD, so that the sticker unit 800 cannot be removed.
[0153] In this embodiment, the internal cover 815 can be removed from the inside of the housing, that is, from the back of the lower front door DD, and the sticker unit 800 can be easily removed from the mounting part 810 by operating the operating part 803 of the sticker unit 800 with the operator's finger or the like to release the locking claw 802a of the sticker unit 800 from the locking part 811.
[0154] Furthermore, in this embodiment, a vertical wall 810f is provided on the surface of the mounting portion 810 to which the sticker unit 800 is attached. When the sticker unit 800 is attached to the mounting portion 810, the vertical wall 810f is in contact with the back surface of the base body 801 of the sticker unit 800. Therefore, even if an illegal device is inserted through the gap between the sticker unit 800 and the mounting portion 810, it becomes difficult for the illegal device to be inserted between the vertical wall 810f and the base body 801, thereby more reliably preventing the illegal device from being inserted into the gaming machine.
[0155] Furthermore, in this embodiment, the internal cover body 815a is provided with a stopper 815d that prevents the internal cover 815 from loosening when the internal opening 810e is closed by the internal cover body 815a, so that the internal cover 815 does not loosen and rattle. Therefore, the removal prevention part 815b of the internal cover 815 is reliably engaged with the operating part 803 of the sticker unit 800, so that the sticker unit 800 is reliably prevented from coming out of the lower front door DD.
[0156] Next, the certification sheet 710 of the certification unit 800 will be described with reference to Figures 15 to 19. Figure 15 shows the certification sheet 710 in the gaming machine of this embodiment, where (A) is a front view showing the state without the first certification 720 and the second certification 730 attached, and (B) is a front view showing the state with the first certification 720 and the second certification 730 attached. Figure 16(A) is a rear view of the certification sheet 710 in the gaming machine of this embodiment, and Figure 16(B) is a rear view explaining the positional relationship between the QR code 794 of the first certification 720 and the QR code 796 of the second certification 730 in the gaming machine of this embodiment. Figure 17 is an explanatory diagram illustrating the arrangement in which the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 are in close proximity in the gaming machine of this embodiment. Figure 18 is an enlarged cross-sectional view of the sticker unit 800 illustrating the dimensions of the storage space of the sticker unit 800 in the gaming machine of this embodiment. Figure 19 is an explanatory diagram illustrating the positional relationship between the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 in the gaming machine of this embodiment.
[0157] As shown in Figure 15(B), the first sticker 720 and the second sticker 730 are affixed to the sticker sheet 710 in an adjacent position, one above the other.
[0158] Examples of certification marks include the Japan Amusement Machine Manufacturers Association certification mark, the Japan Electric
[0159] As shown in Figure 15(A), the label sheet 710 has the following display areas arranged sequentially from top to bottom: a first display area 740, a second display area 750 (an example of a third area), a third display area 760 (an example of a first area), a fourth display area 770 (an example of a second area), and a fifth display area 780.
[0160] The first display area 740 is an opaque area for displaying the copyright notice, and the copyright notice is printed on it. The copyright notice is translucent, so the text can be seen even from the back (reverse side) of the certificate sheet 710.
[0161] The second display area 750 is an opaque area for displaying the model name and the name of the gaming machine manufacturer, and the model name and the name of the gaming machine manufacturer are printed on it. The model name and the name of the gaming machine manufacturer are visible even from the back (rear) side of the certification sheet 710.
[0162] As shown in Figures 15(A) and 15(B), the third display area 760 is a transparent area for displaying the first seal 720 (an example of the first display item), and the first seal 720 is affixed to the back side (back). Specifically, the first seal 720 is affixed from the back side so that the printed side faces the front side. In this embodiment, as shown in Figure 15(B), the Japan Amusement Machinery Association seal is affixed to the third display area 760 as the first seal 720.
[0163] The fourth display area 770 is a transparent area for displaying the second seal 730, as shown in Figures 15(A) and 15(B), and the second seal 730 (an example of a second display item) is affixed to the back side. Specifically, the second seal 730 is affixed from the back side so that the printed side faces the front side. In this embodiment, as shown in Figure 15(B), a patent license seal is affixed to the fourth display area 770 as the second seal 730.
[0164] The fifth display area 780 is an opaque area for displaying the slot machine business verification sticker issued by the Slot Machine Business Cooperative Association for the purpose of ensuring sound and proper handling of used machine transfers and recertification. As shown in Figures 15(A) and 15(B), nothing is affixed to the fifth display area 780, but when used machine transfers occur, the slot machine business verification sticker (not shown) is affixed to the front (surface) of the cover 805 at a position facing the fifth display area 780.
[0165] In this embodiment, areas other than the first display area 740 to the fifth display area 780 are opaque areas (specifically, black, similar to the base body 801). However, some or all of the areas other than the first display area 740 to the fifth display area 780 may be transparent areas, or may be a color other than black.
[0166] In this embodiment, the first display area 740 and the second display area 750, the second display area 750 and the third display area 760, the third display area 760 and the fourth display area 770, and the fourth display area 770 and the fifth display area 780 are adjacent to each other vertically.
[0167] Furthermore, in this embodiment, the transmittance increases in the order of "5th display area 780 < 1st display area 740 = 2nd display area 750 < 3rd display area 760 = 4th display area 770" and "5th display area 780 < 1st label 720 ≤ 2nd label 730 ≤ 1st display area 740".
[0168] Furthermore, as shown in Figure 16(A), annular attachment position frames 790 are printed on the back (back) of the sticker sheet 710, around the third display area 760 and the fourth display area 770, respectively. The attachment position frames 790 indicate the attachment position of the sticker. Alternatively, instead of printing the attachment position frames 790, they may be attached using stickers or the like.
[0169] The third display area 760 is formed in a rectangular shape that is slightly smaller than the first sticker 720. By affixing the first sticker 720 to the affixing position frame 790 around the third display area 760, the display on the first sticker 720 will fit within the third display area 760 even if the affixing position is slightly off. In other words, even if the affixing position is slightly off, the entire third display area 760 will overlap with the first sticker 720.
[0170] Furthermore, as shown in Figure 16(B), the first sticker 720 displays the strings "NYK" and "Certificate of the Japan Amusement Machine Industry Association," the Japan Amusement Machine Industry Association's membership number, name, and a QR code (registered trademark) 794 containing information such as the Japan Amusement Machine Industry Association's membership number. The QR code 794 (an identification symbol, first identification symbol, two-dimensional code, an example of the first two-dimensional code, whose information can be read by a terminal) is positioned to the left of the center of the first sticker 720 in Figure 16(B). Therefore, when the first sticker 720 is affixed to the third display area 760 in accordance with the affixing position frame 790, the QR code 794 will always be positioned to the left of the center line 792 (center) of the sticker sheet 710 (one example). In other words, if the placement is shifted significantly to the right, and the left edge of the first sticker 720 becomes visible in the third display area 760, the QR code 794 may cross the center line 792 (center) of the sticker sheet 710 (it may be located to the right of the center line 792 (center)).
[0171] Furthermore, only the outer edge of the surface of the first sticker 720 is adhesive, and the area where the QR code 794 and other displayed information are displayed is not adhesive. In addition, the first sticker 720 is translucent and has a higher transmittance than the fifth display area 780, so when attached to the sticker sheet 710, the text and other displayed information such as the QR code 794 can be seen from the back of the sticker sheet 710, and the information of the QR code 794 can be read from the back using a terminal (for example, a mobile communication terminal with a camera function).
[0172] Furthermore, the fourth display area 770 is formed in a slightly smaller rectangular shape than the second sticker 730. By affixing the second sticker 730 to the affixing position frame 790 around the fourth display area 770, even if the affixing position is slightly off, the display on the second sticker 730 will fit within the fourth display area 770. In other words, even if the affixing position is slightly off, the entire fourth display area 770 will overlap with the second sticker 730.
[0173] Furthermore, as shown in Figure 16(B), the second sticker 730 displays the strings of characters "NDT," "License," and "Japan Electric Amusement Machine Patent," as well as the registration number and name of the organization issuing the sticker, and a QR code 796 (an identification symbol, second identification symbol, two-dimensional code, an example of a second two-dimensional code) containing information such as the registration number, and the QR code 796 is positioned to the right of the center of the second sticker 730 in Figure 16(B). Therefore, when the second sticker 730 is affixed to the fourth display area 770 in accordance with the affixing position frame 790, the QR code 796 will always be positioned to the right of the center line 792 (center) of the sticker sheet 710 (an example of the other side), even if the affixing position is slightly off. In other words, if the placement is shifted significantly to the left, and the right edge of the second sticker 730 becomes visible in the fourth display area 770, the QR code 796 may cross the center line 792 (center) of the sticker sheet 710 (it may be located to the left of the center line 792 (center)).
[0174] In this embodiment, the third display area 760 and the fourth display area 770 are arranged such that the QR code 794 of the first sticker 720 is located to the left of the center line 792 (center) of the sticker sheet 710, and the QR code 796 of the second sticker 730 is located to the right of the center line 792 (center) of the sticker sheet 710.
[0175] Furthermore, the second sticker 730 has an adhesive area only on the outer edge of its surface, and the area where the QR code 796 and other displayed information are displayed is not an adhesive area. In addition, the second sticker 730 is translucent and has a higher transmittance than the fifth display area 780, so when it is attached to the sticker sheet 710, the text and other displayed information such as the QR code 796 can be seen from the back (back) of the sticker sheet 710, and the information of the QR code 796 can be read by a terminal even from the back (back).
[0176] In this embodiment, when the first sticker 720 and the second sticker 730 are displayed adjacent to each other, the third display area 760 for displaying the first sticker 720 and the fourth display area 770 for displaying the second sticker 730 are arranged on the sticker sheet 710 in a vertically adjacent position. As shown in Figure 15(B), the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 can be placed left and right apart, or in other words, they can be placed on both sides of the sticker sheet 710. Therefore, even when the first sticker 720 and the second sticker 730 are displayed adjacent to each other, each QR code can be easily read by a terminal.
[0177] When the first sticker 720 and the second sticker 730 are displayed adjacent to each other, as shown in Figure 17, if the first sticker 720 is placed to the right of the second sticker 730, the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 will be in close proximity, making them easily captured by the terminal's camera at the same time and making it difficult for the terminal to read each QR code. However, in this embodiment, the third display area 760 and the fourth display area 770 of the sticker sheet 710 are arranged in an adjacent position, and the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 are not in close proximity. Therefore, even when the first sticker 720 and the second sticker 730 are displayed adjacent to each other, each QR code can be easily read by the terminal.
[0178] Furthermore, in this embodiment, only the outer edge of the first sticker 720 is adhesive, and the part on which the QR code 794 or other display is shown is not adhesive. Therefore, even if the first sticker 720 is reattached, the QR code 794 will not peel off.
[0179] Furthermore, in this embodiment, the first label 720 and the second label 730 are translucent, allowing the display of text, QR codes, and other information to be visible even from the back side, thereby enhancing the preventative effect against incorrect application of the first label 720 and the second label 730.
[0180] Furthermore, in this embodiment, the QR code 794 on the first sticker 720 and the QR code 796 on the second sticker 730 can be read by a terminal even from the back (back) side while they are attached to the sticker sheet 710, so the QR codes can be read in various situations, such as during the assembly stage of the sticker unit 800 (the manufacturing stage of the gaming machine).
[0181] In this embodiment, the fifth display area 780 of the sticker sheet 710 is a different color (specifically, gray) from the color (black) of the areas other than the first display area 740 to the fifth display area 780. If the fifth display area 780 were black, it would be difficult to identify because the surrounding area is black. If the fifth display area 780 were transparent, when it is placed on the base body 801, the color of the fifth display area 780 would be the same as the black of the base body 801, and again, it would be difficult to identify because the surrounding area is black. There is also a risk of misapplying the first sticker 720 or the second sticker 730. However, in this embodiment, since the fifth display area 780 is gray, which is neither black nor transparent, it can be easily identified, making it easier to grasp the placement position when attaching the slot machine manufacturer's verification sticker to the cover 805, and preventing the mistake of mistakenly attaching the first sticker 720 or the second sticker 730.
[0182] Furthermore, in this embodiment, if the placement of the first sticker 720 is significantly misaligned and the edge of the first sticker 720 becomes visible in the third display area 760, a portion of the third display area 760 will not overlap with the first sticker 720. However, even in such a case, since the area around the third display area 760 is black and the base body 801 is also black, a portion of the third display area 760 (the portion not overlapping with the first sticker 720) will appear black. Therefore, even if the placement is significantly misaligned, a deterioration in the appearance of the sticker unit 800 can be suppressed. Similarly, even if the placement of the second sticker 730 is significantly misaligned and a portion of the fourth display area 770 does not overlap with the second sticker 730, a portion of the fourth display area 770 (the portion not overlapping with the second sticker 730) will appear black, thus preventing a deterioration in the appearance of the sticker unit 800 even if the placement is significantly misaligned.
[0183] In this embodiment, as shown in Figure 8, a vertical wall 820 (an example of a wall, e.g., about 0.5 mm) of a predetermined height is formed on the edge (an example of an edge) of the base body 801 for positioning the certification sheet 710. As shown in Figure 18(A), this vertical wall 820 is also formed to be covered by the cover 805, and the end face (top surface) of the vertical wall 820 abuts against the back surface of the cover 805. The height of the vertical wall 820 (in other words, dimension A of the gap (storage space) from the surface of the base plate 804 of the base body 801 to the back surface (back) of the cover 805) is greater than or equal to the thickness of the certification sheet 710 alone (e.g., about 0.45 mm), as shown in Figure 18(B), but is less than or equal to the sum of the thickness of the certification sheet 710 alone and the thickness of the first certification 720 or second certification 730 attached to the back surface. In other words, the sticker sheet 710 to which the first sticker 720 and the second sticker 730 are attached has its front surface in close contact with (or in contact with) the cover 805, and its back surface in close contact with (or in contact with) the base body 801. Because of this dimensional relationship, the sticker sheet 710 stored between the base body 801 and the cover 805 can be prevented from rattling around in the storage space, and the sticker sheet 710 can be properly held in place so that its position does not shift within the storage space.
[0184] In this embodiment, the case in which the sticker unit 800 is attached to the side of the lower front door DD was described as an example, but the present invention is not limited to this, and can also be applied to cases in which the sticker unit 800 is attached to the front of the lower front door DD or to the side of the housing.
[0185] Furthermore, although this embodiment has described the case where the first seal 720 is a Japan Amusement Machinery Association (JAMMA) seal, the first seal 720 is not limited to JAMMA seals, and may be, for example, a Japan Electrical Manufacturers Association (JEMA) seal.
[0186] Furthermore, although this embodiment describes the case where the second seal 730 is a patent license seal as an example, the second seal 730 is not limited to a patent license seal, and may be, for example, a Japan Electronic Amusement Machinery Association seal.
[0187] Furthermore, although this embodiment has described the case in which QR codes are displayed on the first sticker 720 and the second sticker 730, the identification symbols displayed on each sticker are not limited to two-dimensional codes such as QR codes, but may also be one-dimensional codes such as barcodes.
[0188] In this embodiment, the example described was the case in which the first sticker 720 is affixed to the third display area 760 and the second sticker 730 is affixed to the fourth display area 770. However, the fourth display area 770 may be formed as an area for affixing the first sticker 720 and the first sticker 720 may be affixed to the fourth display area 770, and the third display area 760 may be formed as an area for affixing the second sticker 730 and the second sticker 730 may be affixed to the third display area 760.
[0189] In this embodiment, the first label 720 and the second label 730 were described using the example where only the outer edge of the surface is an adhesive area, and the area where the QR code 794 or other display is shown is not an adhesive area. However, the entire surface of the first label 720 or the second label 730 may be an adhesive area.
[0190] Furthermore, in this embodiment, the example was given of the case where the transmittance increases in the order of "fifth display area 780 < first label 720 ≤ second label 730 ≤ first display area 740". However, the transmittance may increase in the order of "fifth display area 780 < second label 730 ≤ first label 720 ≤ first display area 740", and the transmittance of the first label 720 and the second label 730 may be higher than that of the first display area 740.
[0191] In this embodiment, the example given was the case where the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 are placed on opposite sides of the sticker sheet 710. However, it is sufficient that the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 are not in close proximity as shown in Figure 17. For example, when placing them side by side, the second sticker 730 may be placed to the right of the first sticker 720 as shown in Figure 19(A). Alternatively, when placing the first sticker 720 to the right of the second sticker 730, the positions of the first sticker 720 and the second sticker 730 may be shifted vertically (separated) as shown in Figure 19(B).
[0192] Furthermore, when arranging them vertically, as shown in Figure 19(C), the QR code 794 of the first sticker 720 should be located at least to the left of the center line 792 (center) of the sticker sheet 710, and the QR code 796 of the second sticker 730 should be located at least to the right of the center line 792 (center) of the sticker sheet 710. The positions of the first sticker 720 and the second sticker 730 may be offset to the left or right. Moreover, it is sufficient that more than half of the display area of the QR code 794 of the first sticker 720 is located at least to the left of the center line 792 (center) of the sticker sheet 710, and more than half of the display area of the QR code 796 of the second sticker 730 is located at least to the right of the center line 792 (center) of the sticker sheet 710. Alternatively, instead of using the center line 792 of the sticker sheet 710 as the reference, as shown in Figure 19(D), the stickers may be arranged so that they are divided on both sides based on a straight line 798 (center) passing through the center of the first sticker 720 and the center of the second sticker 730, or the stickers may be arranged so that the straight-line distance between the QR code 794 of the first sticker 720 and the QR code 796 of the second sticker 730 is longer than a predetermined minimum reference distance.
[0193] In this embodiment, the example of displaying the first sticker 720 and the second sticker 730 adjacent to each other was used for explanation. However, displaying them adjacent to each other means displaying them next to each other, and as long as at least a part of the first sticker 720 and a part of the second sticker 730 are adjacent to each other, there may be other markings or stickers between the first sticker 720 and the second sticker 730.
[0194] Furthermore, in this embodiment, as shown in Figure 19(E), the QR code 794 is positioned towards the upper left on the first sticker 720 (for example, the Japan Amusement Machine Manufacturers Association sticker or the Japan Electronic Amusement Machine Manufacturers Association sticker), and the QR code is positioned towards the lower right on the second sticker 730 (for example, the patent license sticker). For this reason, when arranging the first sticker 720 and the second sticker 730 side by side (vertically aligned), the arrangement shown in Figure 15(B) is preferable, and when arranging them side by side (horizontally aligned), the arrangement shown in Figure 19(A) is preferable. Moreover, it is preferable to display the model name and the name of the amusement machine manufacturer between the first sticker 720 and the second sticker 730.
[0195] In this embodiment, the third display area 760 and the fourth display area 770 of the certification sheet 710 may or may not have the same vertical and horizontal dimensions. If they have the same dimensions, it is desirable to provide a notation indicating the Japan Amusement Machinery Association certification sticker near the third display area 760 on the back side of the certification sheet 710, and a notation indicating the patent license certificate near the fourth display area 770. These notations can be made invisible from the front side by placing them in positions corresponding to the black areas (low-transparency areas) on the surface of the certification sheet 710. This prevents application errors and also prevents a decrease in appearance.
[0196] Furthermore, it is desirable that the fifth display area 780 has different vertical and horizontal dimensions from the third display area 760 and the fourth display area 770. This prevents the mistake of incorrectly attaching the first or second sticker 720 or 730. However, the fifth display area 780 may have the same vertical and horizontal dimensions as the third display area 760 and the fourth display area 770.
[0197] Furthermore, although this embodiment describes an example where the copyright notice is displayed on the certificate sheet 710, the copyright notice may be displayed (printed) on the lower panel 91 and not displayed on the certificate sheet 710.
[0198] In this embodiment, the height of the vertical wall 820 provided on the edge of the base body 801 (storage space dimension A) is greater than or equal to the thickness of the sticker sheet 710 alone (for example, about 0.45 mm), but is less than or equal to the sum of the thickness of the sticker sheet 710 alone and the thickness of the first sticker 720 or second sticker 730 attached to the back surface. However, the height of the vertical wall 820 provided on the edge of the base body 801 (storage space dimension A) may be greater than the thickness of the sticker sheet 710 when the first sticker 720 and second sticker 730 are not attached (for example, about 0.45 mm), but less than the thickness of the sticker sheet 710 when the first sticker 720 and second sticker 730 are attached.
[0199] In this embodiment, the example described was that the model name and the name of the gaming machine manufacturer are printed on the second display area 750 of the certification sheet 710. However, a model name sticker (an example of a third display item) with the model name and the name of the gaming machine manufacturer printed on it may also be affixed. The model name sticker may have an adhesive area on its back and be affixed to the front of the second display area 750. In this case, the height of the vertical wall 820 provided on the edge of the base body 801 (dimension A of the storage space) is greater than or equal to the thickness of the certification sheet 710 alone (for example, about 0.45 mm), as shown in Figure 18(C), but can be less than or equal to the sum of the thickness of the certification sheet 710 alone, the thickness of the model name sticker 830 affixed to the front, and the thickness of the first certification 720 or second certification 730 affixed to the back (for example, about 0.55 mm). In this case, the height of the vertical wall 820 provided on the edge of the base body 801 (dimension A of the storage space) may be greater than the thickness of the sticker sheet 710 when the model number sticker 830, the first sticker 720, and the second sticker 730 are not attached (for example, about 0.45 mm), but less than the thickness of the sticker sheet 710 when the model number sticker 830, the first sticker 720, and the second sticker 730 are attached (for example, about 0.55 mm). In this way, the sticker sheet 710 to which the model number sticker 830, the first sticker 720, and the second sticker 730 are attached can be made so that its front surface is in close contact with (or touching) the cover 805 and its back surface is in close contact with (or touching) the base body 801. This prevents the sticker sheet 710 stored between the base body 801 and the cover 805 from rattling around in the storage space and allows the sticker sheet 710 to be properly held in place so that its position does not shift within the storage space.
[0200] In this embodiment, the third display area 760 and the fourth display area 770 of the sticker sheet 710 were described as being transparent, but they may also be made semi-transparent. Even in this case, the first sticker 720 and the second sticker 730 can be read by a terminal from the back (back) side while they are attached to the sticker sheet 710.
[0201] Furthermore, in this embodiment, the shape of the label sheet 710 is not particularly limited, and any shape can be adopted.
[0202] 1-3. Method of this embodiment The control method employed in the gaming machine of this embodiment will be described in detail below with reference to Figures 20 to 22. Figures 20 to 21 show images displayed in the menu presentation of the gaming machine of this embodiment, and Figure 22 shows an image displayed in the specific error notification of the gaming machine of this embodiment. Note that the liquid crystal display (LCD) in Figures 20 to 22 represents the display area above the display window DW.
[0203] In this embodiment, when the sub-CPU 20a (performance control means 210) receives an operation on the performance button B5 or the menu button B6 during the execution of a demo performance, the performance button switch 270 or the menu button switch 280 is activated, causing the demo performance to end and the system to transition to a menu performance that displays a predetermined menu. In the menu performance, in response to the operation on the performance button B5 or the menu button B6, the system displays the menu screen 400 (a predetermined menu screen) on the liquid crystal display LCD, as shown in Figure 20 (menu display). When the system transitions to the menu screen 400, the image that was previously displayed is hidden.
[0204] On menu screen 400, as shown in Figure 20, the following items are displayed as options: "Volume," "Brightness," "Performance Customization," "Game History," and "Exit." By moving the cursor using the directional pad B7 and selecting one of the items, and then pressing the menu button B6 to confirm, the screen corresponding to the selected item will be displayed.
[0205] When "Volume" is selected on the menu screen 400, the system transitions to the volume setting screen 410 for setting the volume of sound output from the speaker SP, as shown in Figure 21(A). When "Brightness" is selected on the menu screen 400, the system transitions to the brightness setting screen 430 for setting the brightness of the outer lamp AL and the liquid crystal display LCD, as shown in Figure 21(B). When "Performance Customization" is selected on the menu screen 400, the system transitions to the performance customization screen (not shown) for setting the performance mode. When "Game History" is selected on the menu screen 400, the system transitions to the game history screen (not shown) for checking game history such as the number of bonus wins. In this embodiment, the volume can be set in five stages from "1" to "5". On the volume setting screen 410, as shown in Figure 21(A), a volume bar image 420 corresponding to the five volume stages is displayed. The volume is changed by increasing or decreasing the scale on the volume bar using the left button B7C or the right button B7D, and the volume is finalized by using the menu button B6. The light intensity can also be set in five stages from "1" to "5". On the light intensity setting screen 430, as shown in Figure 21(B), a light intensity bar image 440 corresponding to the five light intensity stages is displayed. The light intensity can be changed by increasing or decreasing the scale on the light intensity bar using the left button B7C or the right button B7D, and the light intensity can be finalized by using the menu button B6. In addition, the effect customization screen allows you to select effect patterns corresponding to specific characters.
[0206] When the menu button B6 is pressed on the volume setting screen 410, the brightness setting screen 430, the effects customization screen, or the game history screen, the user returns to the menu screen 400. When "Exit" is selected on the menu screen 400, the menu screen 400 is closed and the user returns to the game effects (game screen) (the menu display is closed).
[0207] Furthermore, on the menu screen 400, volume setting screen 410, brightness setting screen 430, performance customization screen, or game history screen, if an operation is performed on the bet button B0, the payout button B4, the start lever SL to start the game, or the counting button B8, these displays will be terminated and the game performance will return.
[0208] Furthermore, when the left button B7C or right button B7D is operated in a playable state (a situation in which the game can be played) or during gameplay (a situation in which the game can be played), the sub-CPU 20a (performance control means 210) performs a volume change process that changes the volume within a range of 5 levels from "1" to "5" in conjunction with the activation of the left button switch 290C or right button switch 290D, and performs a volume display process that displays a volume bar image 420 indicating (or suggesting) the current volume on the liquid crystal display LCD for a predetermined time (for example, 2 seconds), and an operation sound output process that outputs an operation sound (for example, "pon") from the speaker SP at the current volume. Similarly, when the volume bar image 420 is displayed on the volume setting screen 410, when the left button B7C or right button B7D is operated, the sub-CPU 20a (performance control means 210) performs a volume change process, and performs a volume display process that displays the volume bar image 420 until the screen transitions from the volume setting screen 410 to another screen, and an operation sound output process. In these cases, the volume display process displays a volume bar image 420 showing the current volume after the change, and the operation sound output process outputs an operation sound at the current volume after the change.
[0209] Furthermore, when the upper button B7A or lower button B7B is operated while the game is playable or in progress, the sub-CPU 20a (performance control means 210) activates the upper button switch 290A or lower button switch 290B, performing a light intensity change process to change the light intensity within a range of 5 levels from "1" to "5", and performing a light intensity display process to display a light intensity bar image 440 indicating (or suggesting) the current light intensity on the liquid crystal display LCD for a predetermined time (for example, 2 seconds), and an operation sound output process to output an operation sound (for example, "pon") from the speaker SP at the current volume. Similarly, when the light intensity bar image 440 is displayed on the light intensity setting screen 430, when the upper button B7A or lower button B7B is operated, the light intensity change process is performed, and a light intensity display process is performed to display the light intensity bar image 440 until the screen transitions from the light intensity setting screen 430 to another screen, and an operation sound output process is performed.
[0210] In this embodiment, when the VL connection signal is OFF, the medal CPU 30a outputs a medal count VL unconnected signal to the main CPU 10a and continues outputting until the VL connection signal is ON. If the medal count VL unconnected signal remains ON for a predetermined time (for example, 154.96 msec) or longer, the main CPU 10a sets the dispensing device connection error flag corresponding to the dispensing device connection error (specific error) to the ON state, creating an error state and restricting the progress of the game. When a dispensing device connection error occurs, the main CPU 10a sends a specific error occurrence command to the sub-CPU 20a to notify it of the occurrence of the dispensing device connection error. The sub-CPU 20a can understand from the specific error occurrence command that it is not connected to the dedicated unit 50.
[0211] Furthermore, if the main CPU 10a detects that the VL (Voluntary Medal Count) unconnected signal remains OFF for a predetermined time (e.g., 655.60 msec) or longer during a loan device connection error, it will clear the loan device connection error and send a specific error clearing command to the sub-CPU 20a to notify it of this. The sub-CPU 20a can then determine from the specific error clearing command that it is properly connected to the dedicated unit 50 and that the power to the dedicated unit 50 is ON.
[0212] Furthermore, when the medal CPU 30a starts up, if the VL connection signal is OFF, it starts outputting a medal count VL unconnected signal, and when the VL connection signal turns ON, it stops outputting the medal count VL unconnected signal. When the main startup process is complete, the main CPU 10a determines that the medal count VL unconnected signal is properly connected to the dedicated unit 50 and that the power to the dedicated unit 50 is ON if the OFF state of the medal count VL unconnected signal continues for a predetermined time (for example, 655.60 msec) or longer, and transitions to a playable state. At this time, the main CPU 10a sends a connection command to the sub-CPU 20a notifying it of the reception of the VL connection signal. The sub-CPU 20a can understand that the VL connection signal has been received and that the playable state is in place based on the connection command.
[0213] In this embodiment, once the sub-CPU 30a (performance control means 210) completes the sub-startup process, it executes performance processing based on commands from the main CPU 10a. However, if it receives a specific error command, it causes the display device 330 and the sound device 340 to execute a specific error notification (specific notification) that indicates (or suggests) that it is not connected to the dedicated unit 50.
[0214] In the specific error notification, as shown in Figure 22, a specific image 450 containing text such as "Loan unit starting up" or "Please wait. This operation may take several minutes." is displayed on the liquid crystal display (LCD), the frame lamp AL lights up or blinks according to a predetermined error pattern, and a predetermined error sound is output from the speaker SP.
[0215] In this embodiment, once the sub-CPU 20a (performance control means 210) completes the sub-startup process, it enables (accepts) operations on the menu button B6 and the directional pad B7, regardless of the internal state of the main CPU 10a (such as a playable state or an error state). In other words, in this embodiment, even if the internal state of the main CPU 10a is a lending device connection error state, the sub-CPU 20a accepts operations on the menu button B6 and the directional pad B7. Furthermore, when operations on the menu button B6 and the directional pad B7 are enabled, the sub-CPU 20a lights up the LEDs built into the menu button B6 and the directional pad B7, and when operations on the menu button B6 and the directional pad B7 are disabled, it turns off the LEDs built into the menu button B6 and the directional pad B7. In other words, in this embodiment, even if the internal state of the main CPU 10a is a lending device connection error state, the sub-CPU 20a lights up the LEDs built into the menu button B6 and the directional pad B7.
[0216] In this embodiment, when the left button B7C or right button B7D is pressed while the specific image 450 is being displayed, the sub-CPU 20a (performance control means 210) continues to display the specific image 450 as shown in Figure 22 without displaying the volume bar image 420, and outputs an operation sound. Specifically, in response to the operation of the left button B7C or right button B7D, it performs a volume change process, a volume display process, and an operation sound output process. However, in the volume display process, the volume bar image 420 is drawn on a lower layer than the layer on which the specific image 450 is drawn, so the volume bar image 420 is not displayed. In other words, the display of the specific image 450 takes precedence over the volume bar image 420. In the operation sound output process, the operation sound is output at the current volume after the change.
[0217] Furthermore, when the up button B7A or down button B7B is operated while the specific image 450 is being displayed, the sub-CPU 20a (performance control means 210) continues to display the specific image 450 as shown in Figure 22 without displaying the light intensity bar image 440, and outputs an operation sound. Specifically, in response to the operation of the up button B7A or down button B7B, it performs a light intensity change process, a light intensity display process, and an operation sound output process. However, in the light intensity display process, the light intensity bar image 440 is drawn on a lower layer than the layer on which the specific image 450 is drawn, so the light intensity bar image 440 is not displayed. In other words, the display of the specific image 450 is prioritized over the display of the light intensity bar image 440.
[0218] Furthermore, if the sub-CPU 20a (performance control means 210) receives a specific error cancellation command while executing a specific error notification, it terminates the specific error notification. At this time, if a volume bar image 420 or a light intensity bar image 440 was drawn on a lower layer, the volume bar image 420 or light intensity bar image 440 will be displayed when the specific image 450 is hidden.
[0219] In this embodiment, when the dedicated unit 50 is not connected, the sub-CPU 20a performs a specific error notification to inform (or suggest) that the dedicated unit 50 is not connected. In the specific error notification, as shown in Figure 22, a specific image 450 containing the string "Loan unit starting up" is displayed on the liquid crystal display LCD. In this embodiment, the volume can be changed by operating the left button B7C or the right button B7D. When the left button B7C or the right button B7D is operated while the specific image 450 is displayed, a volume change process is performed, and while the display of the specific image 450 continues, an operation sound (an example of a predetermined sound) is output at the current volume. This allows the volume to be checked even when the dedicated unit 50 is not connected, and improves the functionality related to volume change.
[0220] Furthermore, in this embodiment, the brightness can be changed by operating the up button B7A or the down button B7B. When the up button B7A or the down button B7B is operated while a specific image 450 is being displayed, the brightness is changed, and the operation sound is output at the current volume while the display of the specific image 450 continues. Therefore, even when the dedicated unit 50 is not connected, it can be confirmed that the volume change operation using the left button B7C or the right button B7D, and the brightness change operation using the up button B7A or the down button B7B are effective. In particular, according to this embodiment, it is possible to confirm that the directional pad B7 is effective even without connecting the dedicated unit 50 during factory operation checks.
[0221] Furthermore, in this embodiment, the volume that can be changed by the volume change operation using the left button B7C or the right button B7D applies to sound effects such as operation sounds, background music, and sound effects, but not to error sounds or warning sounds. Therefore, even if the volume is changed by the volume change operation when the dedicated unit 50 is not connected, the volume of the error sound related to specific error notification will not change. This allows for appropriate notification of error conditions.
[0222] Furthermore, in this embodiment, the light intensity that can be changed by the light intensity change operation using the upper button B7A or the lower button B7B is applied to game effects and demo effects, but not to effects that notify or warn of errors, such as specific error notifications. Therefore, even if the light intensity is changed by the light intensity change operation when not connected to the dedicated unit 50, the light intensity of the specific error notification will not change. This allows for appropriate notification of error conditions.
[0223] In this embodiment, if a dispensing device connection error occurs during gameplay (while the reels are spinning), the main CPU 10a restricts gameplay after the game in which the dispensing device connection error occurred has finished. In particular, in this embodiment, if a dispensing device connection error occurs during gameplay (while the reels are spinning) and a small win occurs in that game, gameplay is restricted after the payout of electronic tokens has finished. Specifically, in the game in which the dispensing device connection error occurred, the main CPU 10a sends a payout completion command to the token CPU 30a upon the win of a small win, and then performs an error check in the input process that accepts the insertion of new electronic tokens after the end of the game, sets the internal state to an error state, and restricts gameplay. Upon receiving the payout completion command, the medal CPU 30a adds the number of payouts to the number of game tokens and updates the display of the number of game tokens on the game token display device 70 based on the added number of game tokens. Therefore, if a dispensing device connection error occurs during gameplay (while the reels are spinning) and a small win occurs in that game, the gameplay is restricted after the display of the number of game tokens is updated. However, since the communication connection with the dedicated unit 50 is disconnected, the number of electronic tokens paid out is not notified from the medal CPU 30a to the dedicated unit 50. When the communication connection with the dedicated unit 50 is restored, the unnotified number of payouts is notified. In addition, if the sub-CPU 20a receives a specific error occurrence command during gameplay (while the reels are spinning), it will execute a specific error notification after the end of the game in which the command was received. As a result, in this embodiment, if a dispensing device connection error occurs during gameplay (while the reels are spinning) and a small win is achieved in that game, the display of the number of game tokens on the game token count display device 70 is updated before the specific error notification is executed. Therefore, during the specific error notification, the player can understand that the dispensing of electronic tokens has been completed. If the game is stopped and the specific error notification is issued without updating the display of the number of game tokens, it may give the player the misconception that the electronic tokens have not been dispensed, or the player may harbor the suspicion that the number of electronic tokens dispensed may have disappeared. However, according to this embodiment, it is possible to avoid giving the player unnecessary misconceptions or causing unnecessary suspicion.The main CPU 10a may also set its internal state to an error state when a lending device connection error occurs, thereby restricting the progress of the game. Even in this case, since the game progress based on stop operations on stop buttons B1 to B3 is not restricted, the game progress is restricted only after the game in which the lending device connection error occurred has ended.
[0224] Furthermore, in this embodiment, as described above, when the counting button B8 is operated, the medal CPU 30a executes the counting process of the electronic medals and sends a medal count control information command to the main CPU 10a to notify the updated number of game medals. Upon receiving this command, the main CPU 10a sends a medal count control information command to the sub CPU 20a to notify the updated number of game medals. Upon receiving this command, the sub CPU 20a (performance control means 210) outputs a predetermined counting sound from the speaker SP. When the counting button B8 is released from its pressed state, the medal CPU 30a sends a command to the main CPU 10a to notify the release of the counting button B8 (end of operation). Upon receiving this command, the main CPU 10a sends a command to the sub CPU 20a to notify the sub CPU 20a of this fact, and upon receiving this command, the sub CPU 20a terminates the output of the predetermined counting sound. Specifically, the sub-CPU 20a outputs a first counting sound (for example, a single-press sound) from speaker SP when the counting button B8 is briefly pressed, outputs a second counting sound (for example, a long-press sound) from speaker SP when the counting button B8 is long-pressed, and outputs a third counting sound (for example, a predetermined song) from speaker SP when the full counting operation of the counting button B8 is completed. The output of the second counting sound continues until the long-press operation ends or the number of game tokens reaches zero, at which point the output of the second counting sound ends. The output of the third counting sound continues until the number of game tokens reaches zero, at which point the output of the third counting sound ends.
[0225] Furthermore, in this embodiment, as described above, counting is always performed when the counting button B8 is operated while the game is playable. For example, even during gameplay (while the reels are spinning), electronic tokens can be counted by operating the counting button B8. For this reason, in this embodiment, there may be cases where the sound effects such as background music and sound effects overlap with the counting sounds such as the first, second, and third counting sounds. If the sound effects such as background music and sound effects overlap with the second or third counting sound, the sub-CPU 20a (sound control means 210) reduces the volume of the sound effects (for example, background music). This makes it easier to hear the second and third counting sounds. The sub-CPU 20a restores the reduced volume to its original level when a predetermined time has elapsed since the long-press operation or counting process was performed, when the long-press operation or counting process has finished, when a predetermined time has elapsed since the long-press operation or counting process has finished, when the output of the second or third counting tone has finished, or when a predetermined time has elapsed since the output of the second or third counting tone has finished. If the first counting tone overlaps with a sound effect such as background music or sound effects, the volume of the sound effect (e.g., background music) will not be reduced, but may be reduced. If the volume of the sound effect such as background music or sound effects is reduced, it may be reduced to a level lower than the volume of the overlapping counting tone, or to a level lower than the volume set in the volume change process.
[0226] Figure 23 illustrates an error in the gaming machine of this embodiment.
[0227] In this embodiment, as shown in Figure 23, multiple types of errors, such as backup errors and loaner device connection errors, are set as errors that the main CPU 10a can detect. When the main CPU 10a detects an error, it sets the error flag corresponding to that error to the ON state, sets the internal state to an error state, restricts the progress of the game, and sends a command to the sub-CPU 20a to notify it of the occurrence (detection) of the error. Upon receiving the command, the sub-CPU 20a (performance control means 210) executes an error notification to inform the system of the error. In the error notification, a predetermined error image including the error code (identification symbol indicating the type of error) shown in Figure 23 is displayed on the liquid crystal display LCD, the frame lamp AL is lit or blinks in a predetermined error pattern, and a predetermined error sound is output from the speaker SP. When the main CPU 10a detects an error, it also displays the error code shown in Figure 23 on the game information display unit DS. In this embodiment, counting may be enabled when the game's progress is restricted depending on the type of error. If electronic tokens are counted in an error state, the error sound and the counting sound may overlap. If the error sound and the counting sound (first counting sound or second counting sound) overlap, the sub-CPU 20a outputs both from the speaker SP without reducing the volume of either sound. Note that the types of errors are not limited to those shown in Figure 23.
[0228] In this embodiment, if multiple error flags are set to the ON state, the main CPU 10a sets the error detected earliest among them as the type of error being detected and displays its error code on the game information display unit DS. However, a priority order may be set for the error codes in advance, and the error code with the highest priority may be displayed on the game information display unit DS. When an error occurs, the corresponding error flag is set to the OFF state.
[0229] Furthermore, this embodiment is equipped with a so-called complete function (an example of a specific function). As shown in Figure 23, the complete function is a function that restricts the progress of the game (stops the game progress) when the number of electronic tokens increased since power-on reaches a predetermined upper limit (for example, 19,000 tokens). The main CPU 10a counts the difference in the number of electronic tokens since power-on (the difference between the number of tokens inserted (bet) and the number of tokens paid out (given)), and using the lowest point where the difference in the number of electronic tokens decreased the lowest point as a reference, when the difference in the number of electronic tokens from the lowest point (increase, MY) reaches a predetermined upper limit (for example, 19,000 tokens), it determines that the complete activation condition has been met and activates the complete function that restricts the progress of the game. Also, when the power is reset, the main CPU 10a initializes (resets) the difference in the number of electronic tokens to 0.
[0230] In this embodiment, the activation of the complete function is also set as an error that the main CPU 10a can detect. When the complete activation conditions are met, the main CPU 10a sets the complete error flag corresponding to the complete error indicating the activation of the complete function to the ON state, sets the internal state to an error state, and sends a complete activation command to the sub-CPU 20a to notify it of this. Upon receiving the complete activation command, the sub-CPU 20a executes a complete animation to announce that the complete function has been activated. In the complete animation, a predetermined complete image is displayed on the liquid crystal display LCD, the frame lamp AL is lit or blinks in a predetermined complete pattern, and a predetermined complete activation sound is output from the speaker SP.
[0231] Furthermore, when the difference in the number of electronic medals exceeds a predetermined number (for example, 18,900 medals) which is a predetermined number less than the upper limit (for example, 19,000 medals), the main CPU 10a sends a complete warning command to the sub-CPU 20a to notify it of this fact. Upon receiving the complete warning command, the sub-CPU 20a executes a complete warning animation to warn that the activation of the complete function is approaching. In the complete warning animation, a predetermined warning image is displayed on the liquid crystal display (LCD), the frame lamp AL is lit or flashes in a predetermined warning pattern, and a predetermined complete warning sound is output from the speaker SP. Hereinafter, the complete operation sound and the complete warning sound will be collectively referred to as the complete function sound.
[0232] In this embodiment, the main CPU 10a is capable of performing counting processing while the game progress is restricted by the complete function, so the complete function sound and the counting sound may overlap. When the complete function sound and the counting sound (first counting sound or second counting sound) overlap, the sub-CPU 20a outputs both from the speaker SP without reducing the volume of either sound, although it may reduce the volume of one of them.
[0233] Furthermore, if the sub-CPU 20a outputs both background music, sound effects, and other sound effects from the speaker SP without reducing the volume of either, when these overlap, it may also reduce the volume of one of them.
[0234] In this embodiment, when the number of game tokens reaches 15,000 (an example of a first number) or more, the medal CPU 30a sends a command to the main CPU 10a notifying that the number of game tokens is 15,000 or more. Upon receiving this command, the main CPU 10a sends a command to the sub-CPU 20a notifying the sub-CPU 20a of this fact. Upon receiving this command, the sub-CPU 20a executes a counting warning animation (an example of a specific notification) to inform the player that the number of game tokens is approaching its upper limit (for example, 16,382 tokens). The counting warning animation displays a predetermined counting warning image on the liquid crystal display LCD, lights up or flashes the frame lamp AL in a predetermined counting warning pattern, and outputs a predetermined counting warning sound from the speaker SP. This prompts the player to count their tokens.
[0235] In this embodiment, the counting warning sound and the counting sound may overlap. In this case, the sub-CPU 20a outputs both the counting warning sound and the counting sound (first counting sound or second counting sound) from the speaker SP without reducing the volume of either sound, although it may reduce the volume of one of them.
[0236] Furthermore, if background music, sound effects, or other sound effects overlap with the counting warning sound, the sub-CPU 20a will output both from the speaker SP without reducing the volume of either sound, although it may also reduce the volume of one of them.
[0237] Furthermore, if the complete function sound and the counting warning sound overlap, the sub-CPU 20a will output both from speaker SP without reducing the volume of either sound, although it may also reduce the volume of one of them.
[0238] Figure 24 illustrates the sound counting effect in the gaming machine of this embodiment.
[0239] In this embodiment, as described above, when the counting button B8 is operated, the medal CPU 30a performs counting processing of the electronic medals and, as shown in Figure 24(A), sends a medal count control information command (an example of a specific command) to the main CPU 10a (an example of a main control unit) that notifies the updated number of game medals (remaining number of game medals: an example of information regarding the number of game medals). Upon receiving this command, the main CPU 10a sends the medal count control information command to the sub-CPU 20a (an example of a sub-control unit). Upon receiving this command, the sub-CPU 20a (performance control means 210) executes a counting sound performance (an example of a performance) that outputs a predetermined counting sound from the speaker SP.
[0240] In this embodiment, the sub-board 20 also stores the number of game tokens via a token count control information command, and when the sub-CPU 20a receives a token count control information command from the main CPU 10a, it updates the number of game tokens stored in a predetermined game token storage area provided in the sub-RAM 20c based on the token count control information command (stores the value of a specific command).
[0241] In this embodiment, the sub-CPU 20a determines which counting sound to output from among several types of counting sounds (first counting sound, second counting sound, third counting sound, etc.) based on a value related to predetermined game information included in the medal count control information command (specifically, the updated number of game medals). The first counting sound indicates that one electronic medal is being counted, the second counting sound indicates that 50 electronic medals are being counted, and the third counting sound indicates that all electronic medals are being counted.
[0242] Specifically, if the updated number of game tokens included in the token count control information command is different from a specific number (for example, 0 tokens), the sub-CPU 20a determines the counting sound to output based on the updated number of game tokens included in the token count control information command received this time and the updated number of game tokens included in the token count control information command received last time (the number of game tokens stored in the game token count memory area of the sub-RAM 20c). If the number of game tokens has decreased by 1 since last time, the counting sound to output is determined to be the first counting sound, and if the number of game tokens has decreased by 2 to 50 since last time, the counting sound to output is determined to be the second counting sound.
[0243] In this embodiment, when the counting button B8 is fully counted (pressed for 4000 msec or more), the medal CPU 30a continues to count 50 medals at a time until all the digitized medals held in the medal holder are counted, even after the counting button B8 is released (the operation is completed). Specifically, similar to the long-press operation, in the counting process based on the full counting operation, if the number of game medals in the medal holder is 50 or more, the number of medals to count is set to "50", and if the number of game medals in the medal holder is less than 50, the number of medals to count is set to all the digitized medals (number of game medals).
[0244] In this embodiment, the medal CPU 30a detects all counting operations of the counting button B8, and after the first counting process is performed, as shown in Figure 24(A), regardless of the updated number of game medals (the number of game medals in the medal holding unit), it sends a medal count control information command to the main CPU 10a notifying a specific number (for example, 0 medals: an example of a specific value) as the updated number of game medals. The main CPU 10a, upon receiving this command, sends a medal count control information command to the sub-CPU 20a notifying a specific number (for example, 0 medals) as the updated number of game medals.
[0245] Furthermore, after detecting all counting operations, when the medal CPU 30a performs the counting process for the second time or later, it sends a medal count control information command to the main CPU 10a that notifies the actual number of game medals as the updated number of game medals. Upon receiving this command, the main CPU 10a sends a medal count control information command to the sub-CPU 20a that notifies the actual number of game medals as the updated number of game medals.
[0246] For example, when the medal CPU 30a detects a long press operation (press operation of 500 msec or more) of the counting button B8 and executes counting processing based on the long press operation of the counting button B8, it sends a medal count control information command to the main CPU 10a notifying the actual number of game medals as the updated number of game medals. When the long press operation (press state) of the counting button B8 continues and the full counting operation of the counting button B8 (press operation of 4000 msec or more) is detected, and the first counting process after detection is executed, it sends a medal count control information command to the main CPU 10a notifying a specific number (for example, 0 medals: an example of a specific value) as the updated number of game medals. When the second and subsequent counting processes are executed after the detection of the full counting operation, it sends a medal count control information command to the main CPU 10a notifying the actual number of game medals as the updated number of game medals.
[0247] If the updated number of game tokens included in the token count control information command is a specific number (for example, 0 tokens), the sub-CPU 20a determines the counting sound to output based on the updated number of game tokens included in the previously received token count control information command (the number of game tokens stored in the game token count memory area of the sub-RAM 20c, and values related to predetermined game information).
[0248] Specifically, as shown in Figure 24(B), if the number of game tokens stored in the game token count memory area of sub-RAM 20c is 1, the counting sound to be output is determined to be the first counting sound; if the number of game tokens stored in the game token count memory area of sub-RAM 20c is between 2 and 50, the counting sound to be output is determined to be the second counting sound; and if the number of game tokens stored in the game token count memory area of sub-RAM 20c is 51, the counting sound to be output is determined to be the third counting sound. If the number of game tokens stored in the game token count memory area of sub-RAM 20c is 0, the counting sound effect is not performed.
[0249] Furthermore, in this embodiment, as shown in Figure 24(B), a third counting tone A to F is provided to indicate that the electronic medals are being counted. If the number of game medals stored in the game medal count storage area of the sub-RAM 20c is between 51 and 1000, the output third counting tone is determined to be third counting tone A. Similarly, if the number of game medals stored in the game medal count storage area is between 1001 and 2000, the output third counting tone is determined to be third counting tone B. If the number of game tokens in the game token memory area is between 2001 and 3000, the output third count tone is determined to be third count tone C. If the number of game tokens in the game token memory area is between 3001 and 4000, the output third count tone is determined to be third count tone D. If the number of game tokens in the game token memory area is between 4001 and 5000, the output third count tone is determined to be third count tone E. If the number of game tokens in the game token memory area is 5001 or more, the output third count tone is determined to be third count tone F.
[0250] Furthermore, the playback time of the third counting tone is set to be long enough to fully accommodate the time required for each count. For example, the time required to count 1000 electronic medals is 6000 msec (50 electronic medals are counted at the timing of counting notifications every 300 msec), so the playback time of the third counting tone A is set to 6000 msec + α (for example, 500 msec). Similarly, the playback time for the third count tone B is set to 12000 msec + α (for example, 500 msec), the playback time for the third count tone C is set to 18000 msec + α (for example, 500 msec), the playback time for the third count tone D is set to 24000 msec + α (for example, 500 msec), the playback time for the third count tone E is set to 30000 msec + α (for example, 500 msec), and the playback time for the third count tone F is set to 98300 msec + α (for example, 500 msec).
[0251] Then, when the sub-CPU 20a receives a medal count control information command while outputting the third counting tone, it updates the number of game medals in the game medal count storage area and continues outputting the third counting tone. If it receives a medal count control information command that notifies 0 as the updated number of game medals while outputting the third counting tone, or if the playback time of the outputting third counting tone has elapsed, it terminates the output of the third counting tone.
[0252] Conventionally, there was no function to count all electronic medals. Instead, the system executed counting sound effects according to the type of counting operation (short press or long press) based on a medal count control information command that notified the updated number of game medals. Therefore, according to this embodiment, when a function to count all electronic medals is newly installed, the sub-CPU 20a can determine that a full counting operation has been performed using the conventionally adopted medal count control information command, and can realize counting sound effects according to the full counting operation. This increases the variety of counting sound effects without adding new commands, and reduces the amount of data in the main control unit. Specifically, the sub-CPU 20a determines that the full counting operation has been performed when the updated number of game tokens included in the medal count control information command received this time is a specific number (for example, 0 tokens) (when the value of the specific command is a specific value). Based on the updated number of game tokens included in the medal count control information command received last time (the number of game tokens stored in the game token memory area of the sub-RAM 20c), it determines the counting sound to output (based on the value of the specific command received last time). This allows for an increase in the variety of counting sound effects without adding new commands, and reduces the amount of data in the main control unit.
[0253] In this embodiment, when the counting operation of the counting button B8 is performed, regardless of the updated number of game tokens (the number of game tokens remaining after the counting process is executed), a token count control information command is sent to the sub-CPU 20a to notify a specific number (for example, 0 tokens) as the updated number of game tokens. If the updated number of game tokens included in the token count control information command received this time is a specific number (for example, 0 tokens), the sub-CPU 20a determines the counting sound to output based on the number of game tokens stored in the game token storage area of the sub-RAM 20c. Therefore, it is possible to output a counting sound corresponding to the total number of game tokens to be counted (the number of game tokens in the token holding unit), thereby increasing the variety of counting sound effects.
[0254] In this embodiment, the specific number of tokens used as the criterion for determining the total counting operation is not limited to 0 tokens, but may be any predetermined fixed number, for example, a number greater than the upper limit of the number of game tokens (for example, 16,382 tokens) (for example, 20,000 tokens). Furthermore, the specific number of tokens is not limited to one type, but may be two or more types (for example, 0 tokens and 20,000 tokens). In this case, for example, at the start of total counting, a token count control information command notifying the first specific number of tokens (for example, 20,000 tokens) as the updated number of game tokens may be sent to the sub-CPU 20a, and at the end of total counting, a token count control information command notifying the second specific number of tokens (for example, 0 tokens) as the updated number of game tokens may be sent to the sub-CPU 20a.
[0255] In this embodiment, the third counting sound may also be changed as the number of game tokens decreases during the total counting of electronic tokens. For example, if the number of game tokens falls below 1000 while the output of the third counting sound B is active, the sound may be changed from the third counting sound B to the third counting sound A.
[0256] Furthermore, in this embodiment, the third counting tones are not limited to the six types of third counting tones A to F, but may be five or fewer types, or seven or more types. Also, some or all of the third counting tones may have the same sound effect but different playback times.
[0257] Furthermore, the counting sound effect of this embodiment is not limited to outputting a counting sound; the counting sound effect may also display strings such as "Counting" or "Total Counting" on the liquid crystal display (LCD), or light up or blink the frame lamp AL in a predetermined counting pattern.
[0258] Furthermore, in this embodiment, the full counting operation of the counting button B8 is not limited to a press operation of 4000 msec or longer, but can be set to any operation. For example, two consecutive short presses may be set to be the full counting operation. Alternatively, a separate full counting button may be provided in addition to the counting button B8, and this full counting button may be connected to the medal count control board 30, and operations on the full counting button may be set to be the full counting operation.
[0259] Furthermore, in this embodiment, the counting of all electronic medals may be canceled. For example, if the counting button B8 is operated during the counting of all electronic medals, or if a communication error occurs (e.g., disconnection from the dedicated unit 50), and the electronic medals cannot be counted properly, the counting of all medals may be stopped. In this case, when the counting of all medals is stopped, the output of the counting sound may also be terminated.
[0260] Figure 25 is a flowchart illustrating the loading process of the main board 10 in the gaming machine of this embodiment, Figure 26 is a flowchart illustrating the complete error processing and error stop processing of the main board 10 in the gaming machine of this embodiment, and Figure 27 is a flowchart illustrating the door open error monitoring processing and set value confirmation processing of the main board 10 in the gaming machine of this embodiment.
[0261] In this embodiment, the main CPU 10a performs door opening error monitoring processing for monitoring door opening errors in the input process, and it is possible to shift to the setting confirmation mode from the door opening error monitoring processing. Also, in this embodiment, when a complete error occurs, the progress of the game is restricted. However, since there is a possibility that the upper front door UD or the lower front door DD may be opened, the door opening error is monitored even during the restriction of the game progress by the complete function. Specifically, the main CPU 10a also monitors complete errors in the input process, and performs door opening error monitoring processing even when a complete error occurs. As a result, in this embodiment, not only when the setting confirmation conditions are satisfied during the acceptance of the inserted electronic medal, but also when the setting confirmation conditions are satisfied during the restriction of the game progress by the complete function, it is possible to shift to the setting confirmation mode.
[0262] Also, in this embodiment, when the main CPU 10a satisfies the setting confirmation conditions during the acceptance of the inserted electronic medal, it causes a shift to the setting confirmation mode even during the execution of the count warning effect.
[0263] Also, in this embodiment, when the error type is set to another error different from both the door opening error and the complete error, the main CPU 10a does not cause a shift to the setting confirmation mode. For example, even if the upper front door UD or the lower front door DD is opened in a situation where the error type is set to another error such as a medal over error, a lending device connection error, or a medal number control error, the error type is not changed to the door opening error and the current error type is maintained, so the setting confirmation conditions are not satisfied. However, if another error such as a medal over error is canceled after a door opening error occurs during another error such as a medal over error, the error type is changed to the door opening error, and the setting confirmation conditions may be satisfied.
[0264] Hereinafter, the shift to the setting confirmation mode will be described while referring to FIGS. 25 to 27.
[0265] In the input process of step S150 shown in FIG. 5, the main CPU 10a performs a door opening error monitoring process for monitoring a door opening error as shown in FIG. 25 (step S210). The door opening error monitoring process will be described later.
[0266] When a medal over error occurs (Y in step S211), an error weight process is performed (step S212). In the error weight process, although detailed explanation is omitted, a medal over error flag corresponding to the medal over error is set to the ON state as an error state, the error type is set to the medal over error, and an error code (EH) indicating the medal over error is displayed on the game information display unit DS, and waits for the elimination of the medal over error.
[0267] When a complete error occurs (Y in step S213), the process proceeds to the complete error process. The complete error process will be described later.
[0268] The main CPU 10a also performs a settlement button monitoring process for monitoring an operation on the settlement button B4 (step S214), and performs a bet button monitoring process for monitoring an operation on the bet button B0 (step S215). Although detailed explanation of these processes is omitted, when an operation on the settlement button B4 is performed, a settlement process is performed to return all the electronic medals set in the input state to the medal holding unit, and when an operation on the bet button B0 is performed, a process is performed to set the electronic medals held in the medal holding unit to the input state.
[0269] When the specified number of electronic medals is set to the input state (bet state) (Y in step S216) and a game start operation on the start lever SL is performed (Y in step S217), the main CPU 10a ends the input process and proceeds to the internal lottery process of step S151 shown in FIG. 5.
[0270] In addition, during complete error handling, the main CPU 10a sets the complete error flag corresponding to the complete error to the ON state, as shown in Figure 26(A), sets the error type to complete error (step S220), and proceeds to error stop processing.
[0271] During error stop processing, the main CPU 10a performs error stop setting processing as shown in Figure 26(B) (step S230). During error stop setting processing, the system sets the error status and displays an error code indicating the type of error being set on the game information display unit DS. For example, in the complete error processing shown in Figure 26(A), if the error type is set to complete error, the error code (EY) indicating complete error is displayed on the game information display unit DS.
[0272] Furthermore, if a complete error occurs (Y in step S231), door open error monitoring is performed (step S232), and if a door open error has already occurred (Y in step S233), the process returns to the complete error processing shown in Figure 26(A), and the error type is set again from door open error to complete error (step S220).
[0273] Then, in the door open error monitoring process of step S210 of the input process shown in Figure 25 and step S232 of the error stop processing shown in Figure 26(B), as shown in Figure 27(A), when a door open error occurs (Y in step S240), the main CPU 10a sets the door open error flag corresponding to the door open error to the ON state to set it to an error state, sets the error type to door open error and displays the error code (E8) indicating a door open error on the game information display unit DS (step S241), and when the signal state of the setting change permission switch 262 becomes ON (Y in step S242), it performs a setting value confirmation process (step S243).
[0274] In the setting value confirmation process, the main CPU 10a switches to setting confirmation mode as shown in Figure 27(B), displays a numerical value indicating the current setting value (for example, "1" to "6") on the game information display unit DS (step S250), and when the signal state of the setting change permission switch 262 is changed to the OFF state (step S251), the display of the setting value ends and the system returns to game mode (door open error) (step S252).
[0275] Thus, in this embodiment, the system can switch to the setting confirmation mode not only while accepting the insertion of electronic tokens that can be used to play the game, but also while the game progress is restricted by the complete function. As a result, the setting value can be checked even while the game progress is restricted by the complete function, improving the functionality related to setting confirmation. In particular, according to this embodiment, the setting value when the complete function is activated can be checked without cutting the power or changing the settings.
[0276] Furthermore, in this embodiment, if the setting confirmation conditions are met while accepting the insertion of electronic medals, the system switches to setting confirmation mode even if the counting warning animation is in progress. This allows the setting value to be confirmed even while the counting warning animation is running, thereby improving the functionality related to setting confirmation.
[0277] Furthermore, in this embodiment, the system does not switch to the setting confirmation mode during errors other than door open errors and complete errors (for example, medal overflow errors, dispensing device connection errors, medal count control errors, etc.). However, it is possible to switch to the setting confirmation mode while game progress is restricted by the complete function. Therefore, although the setting value cannot be checked during other errors, the setting value can be checked while game progress is restricted by the complete function, thus improving the functionality related to setting confirmation.
[0278] Furthermore, in this embodiment, the system does not switch to the setting confirmation mode during a medal overload error or a lending device connection error (disconnection from the dedicated unit 50), thus prioritizing the resolution of the medal overload error or the disconnection from the dedicated unit 50.
[0279] Furthermore, in this embodiment, the door opening error monitoring process executed during the input process is used in common during the restriction of game progress by the complete function, thereby improving the functionality related to setting confirmation while suppressing program size.
[0280] In this embodiment, when the medal CPU 30a (display control means) performs a counting operation (short press or long press) using the counting button B8, it updates and displays (counts down) the number of game medals (game value) on the game medal display device 70. In this embodiment, it is possible to switch to the setting confirmation mode even while the game medal count is being updated and displayed (counts down). Specifically, if the setting confirmation conditions are met while accepting the insertion of electronic medals, the main CPU 10a will switch to the setting confirmation mode even if the medal CPU 30a is updating and displaying (counts down) the number of game medals. This allows the setting value to be confirmed even while the game medal count is being updated and displayed (counts down), improving the functionality related to setting confirmation. Alternatively, if the setting confirmation conditions are met while the game progress is being restricted by the complete function, the medal CPU 30a may be configured to switch to the setting confirmation mode even if the game medal count is updating and displayed (counts down).
[0281] In this embodiment, when the main CPU 10a meets the setting confirmation conditions while accepting the insertion of electronic tokens or while game progress is being restricted by the complete function, it sends a command to the token CPU 30a indicating that the internal state is setting confirmation in progress (setting confirmation mode). Upon receiving this command, the token CPU 30a restricts the counting process. In other words, in setting confirmation mode, the token CPU 30a restricts the counting process and maintains the display of the number of game tokens. This allows the player to keep track of the number of game tokens.
[0282] In this embodiment, in the settings confirmation mode, to restrict the counting process, if the player switches from the game mode to the settings confirmation mode while the game token count update display (countdown display) is being shown, the counting process is stopped, and consequently, the game token count update display (countdown display) is stopped (interrupted). This allows the player to keep track of the number of game tokens when switching to the settings confirmation mode while the game token count update display is being shown.
[0283] Furthermore, when the setting confirmation mode ends and the game mode begins while the counting button B8 is being operated (the counting button switch 255 is ON), the medal CPU 30a starts the counting process without requiring the counting button B8 to be operated again, and consequently starts updating the display of the number of game medals (countdown display). Specifically, after a predetermined period (for example, 0.5 seconds) has elapsed since the end of the setting confirmation mode, the display of the number of game medals (countdown display) starts updating. As a result, if the setting confirmation mode ends during the counting operation, the counting process and the display of the number of game medals (countdown display) start automatically without requiring the counting operation to be performed again, thus improving the functionality related to counting electronic medals.
[0284] Furthermore, in this embodiment, if the system transitions from game mode to setting confirmation mode during counting, the update display (countdown display) of the number of game tokens is interrupted. If the setting confirmation mode ends while the counting operation (counting button switch 255 is ON) is still in progress, the interrupted update display (countdown display) of the number of game tokens can be resumed without having to perform the counting operation again. This improves the functionality related to counting electronic tokens.
[0285] In this embodiment, counting and updating the number of game tokens (countdown display) may also be possible in the settings confirmation mode. In this way, if the system switches from game mode to settings confirmation mode while the game token count is being updated (countdown display), the counting and updating the number of game tokens (countdown display) can be continued. Furthermore, it becomes possible to count electronic tokens even in settings confirmation mode.
[0286] Also, in the present embodiment, when the number of game medals becomes 0 by the counting process based on the counting operation (when all the electronic medals are transmitted to the dedicated unit 50 by the counting process), the sub-CPU 20a (an example of the effect control means) causes the speaker SP to output a first sound related to the counting of the electronic medals (for example, a voice such as "The counting is completed": an example of the first sound related to the counting operation). Also, in the present embodiment, when the main CPU 10a satisfies the setting confirmation condition during the reception of the electronic medals or during the restriction of the game progress by the complete function, the main CPU 10a transmits a command indicating that the setting is being confirmed (setting confirmation mode) as an internal state to the sub-CPU 20a. The sub-CPU 20a that has received the command causes the speaker SP to output a second sound related to the setting confirmation mode (for example, a voice such as "Confirming the setting": an example of the second sound related to the non-game state).
[0287] And in the present embodiment, when the sub-CPU 20a shifts to the setting confirmation mode (an example of a non-game state where the game cannot be played) during the output of the first sound related to the counting of the electronic medals, the sub-CPU 20a outputs the second sound related to the setting confirmation mode without stopping the output of the first sound. Thereby, the first sound related to the counting of the electronic medals can be heard until the end.
[0288] Also, when the sub-CPU 20a shifts to an error state (an example of a non-game state) during the output of the first sound related to the counting of the electronic medals, the sub-CPU 20a causes the speaker SP to output a second sound related to the error state (for example, a warning sound or a voice such as "Please call the staff": an example of the second sound related to the non-game state) without stopping the output of the first sound. Thereby, the first sound related to the counting of the electronic medals can be heard until the end.
[0289] In this embodiment, when the number of game tokens exceeds 15,000 (a specific number, an example of a first number), the dedicated unit 50 restricts the lending of electronic tokens (transmission of electronic tokens from the dedicated unit 50 to the game machine) by disabling the operation of the lending button B10 and the game button B12. In this embodiment, even when the game machine and the dedicated unit 50 are properly connected and the dedicated unit 50 is restricting the lending of electronic tokens, it is still possible to switch to the setting confirmation mode. Specifically, if the setting confirmation conditions are met while accepting the insertion of electronic tokens, the main CPU 10a switches to the setting confirmation mode even if the dedicated unit 50 is restricting the lending of electronic tokens. This allows the setting value to be checked even when the lending of electronic tokens is restricted, improving the functionality related to setting confirmation. It is also possible to switch to the setting confirmation mode even if the dedicated unit 50 is restricting the lending of electronic tokens if the setting confirmation conditions are met while the game progress is restricted by the complete function. Furthermore, it may be possible to switch to the setting confirmation mode even when not connected to the dedicated unit 50.
[0290] Furthermore, in this embodiment, the medal CPU 30a executes the counting process even when the counting button B8 is operated while the settlement button B4 is being operated (settlement switch 250 is ON). As a result, according to this embodiment, when the counting button B8 is operated, the counting process is executed even while the settlement button B4 is being operated, that is, the counting process is executed even while the settlement process is being executed, thus improving the functionality related to counting electronic medals. In addition, in this embodiment, the counting process is executed even when the counting button B8 is operated while the settlement button B4 is being operated, even when the settlement button B4 is disabled.
[0291] Furthermore, in this embodiment, the main CPU 10a executes the betting process (betting process) even when the betting button B0 is operated while the counting button B8 is being operated (the counting button switch 255 is ON). As a result, according to this embodiment, when the betting button B0 is operated, the betting process is executed even while the counting button B8 is being operated, that is, the betting process is executed even while the counting process is being executed, thus improving the functionality related to inserting (betting) electronic medals. In addition, in this embodiment, the betting process is executed even when the betting button B0 is operated while the counting button B8 is being operated, if the counting button B8 is disabled.
[0292] In this embodiment, the main CPU 10a executes the insertion process (bet process) even if an operation is performed on the bet button B0 while the entire counting of electronic medals is in progress. In this case, the medal CPU 30a may either stop the ongoing counting or continue the ongoing counting in response to the operation of the bet button B0.
[0293] Figure 28 shows the error history display in the gaming machine of this embodiment, and Figure 29 shows the loan count history display in the gaming machine of this embodiment. Note that the liquid crystal display (LCD) in Figures 28 and 29 represents the display area above the display window DW.
[0294] In this embodiment, the main CPU 10a sends notifications regarding errors (error type, occurrence and resolution of errors, etc.) and notifications regarding the lending and counting of electronic medals (number of electronic medals lent or counted, etc.) to the sub-CPU 20a. Based on these notifications, the sub-CPU 20a (performance control means 210) stores information regarding the error history and lending / counting history in a predetermined history storage area provided in the sub-RAM 20c. When a predetermined operation is performed in the setting confirmation mode, the error history and lending / counting history are displayed on the liquid crystal display (LCD) as shown in Figures 28 and 29.
[0295] The sub-CPU 20a stores the details of the error along with the date and time of its occurrence as error history information. In the error history display, as shown in Figure 28(A), the most recent 10 entries are displayed in chronological order from top to bottom. Alternatively, the error history display can show up to 10 pages of history. When the right button B7D is pressed while the error history is being displayed, the system moves to the next page and displays the next 10 entries. When the left button B7C is pressed, the system moves to the previous page and displays the previous 10 entries. Specifically, the sub-CPU 20a refers to the error history information and displays the error history each time the left button B7C or right button B7D is pressed while the error history is being displayed. In this embodiment, the confirmation of setting values (setting confirmation process) is also included in the error history.
[0296] In this embodiment, even if an error occurs while the error history is being displayed, the sub-CPU 20a does not update the current error history display. Instead, it updates the error history display by referring to the error history information when an operation is performed on the left button B7C or the right button B7D. For example, if a loan device connection error occurs while the error history on the first page, as shown in Figure 28(A), the error history display is not updated at the time the error occurs. Instead, the user moves to the second page and then returns to the first page. By referring to the latest error history information, the loan device connection error is reflected in the error history, and as shown in Figure 28(B), "Loan device connection error" is added to the top of the first page. This allows the error history to be displayed appropriately according to this embodiment.
[0297] In this embodiment, the sub-CPU 20a stores the details of loan processing and counting processing along with the date and time of occurrence as loan counting history information. In the loan counting history display, as shown in Figure 29(A), the most recent 10 entries are displayed in chronological order from top to bottom. Alternatively, the loan counting history display can display up to 20 pages of history. When the right button B7D is pressed while the loan counting history is being displayed, the system moves to the next page and displays the next 10 entries. When the left button B7C is pressed, the system moves to the previous page and displays the previous 10 entries. Specifically, the sub-CPU 20a refers to the loan counting history information when starting the display of the loan counting history, but does not refer to the loan counting history information when the left button B7C or right button B7D is pressed.
[0298] In this embodiment, while the loan counting history is being displayed, the setting confirmation process is being executed, so the medal CPU 30a does not perform the counting process, but it accepts the loan of electronic medals from the dedicated unit 50. In this embodiment, even if an electronic medal is loaned from the dedicated unit 50 while the loan counting history is being displayed, the sub-CPU 20a does not update the current loan counting history display, but instead terminates the display of the loan counting history, and then refers to the loan counting history and displays the loan counting history again when an operation to display the loan counting history is performed. This updates the loan counting history display. For example, if 50 electronic medals are lent from the dedicated unit 50 while the first page of the loan count history is being displayed as shown in Figure 29(A), the loan count history display is not updated at the time the loan occurs. Instead, the display of the loan count history is temporarily terminated, and then the loan count history is displayed again. By referring to the latest loan count history information, the loan of 50 electronic medals is reflected in the loan count history, and as shown in Figure 29(B), "Loans (50) Count (0)" is added to the top of the first page. Thus, according to this embodiment, the loan count history can be displayed appropriately. In this embodiment, the medal CPU 30a may be able to perform counting processing even while the loan count history is being displayed.
[0299] 2. Second Embodiment In this embodiment, detailed explanations of configurations and control methods common to the first embodiment will be omitted, and the main differences will be described. The embodiment will be described below with reference to Figures 30 to 40. Figure 30 is a diagram illustrating the liquid crystal display (LCD) in the gaming machine of this embodiment.
[0300] The liquid crystal display (LCD) of this embodiment is positioned in front of the reel unit, which includes the first reel R1 to the third reel R3. The liquid crystal display (LCD) can perform effects by displaying a predetermined display (display object) on its display surface. A display object (object) refers to, for example, a person, an animal, a vehicle, a building, a natural object (e.g., a rock, a tree, etc.), characters, a background, a pattern, a design, or any other thing (image) that can be displayed on the liquid crystal display (LCD). As shown in Figure 30, the liquid crystal display (LCD) has a display area that is an off-reel display area, which does not overlap with the first reel R1 to the third reel R3 when viewed from the front, and a front-reel display area, which overlaps with the first reel R1 to the third reel R3 when viewed from the front. The front-reel display area (transparent area) can display a display object and allows visibility of the first reel R1 to the third reel R3 located behind it. The display area outside the reels is formed to surround the display area in front of the reels.
[0301] Furthermore, the sub-CPU 20a (performance control means 210) can display a demo image (performance image) on the liquid crystal display (LCD) as a demo performance. The demo image is, for example, a movie (video) related to the gaming machine, such as a story explanation or character introduction. In this embodiment, the demo image is a movie of about 60 seconds and includes character introductions. The sub-CPU 20a may, for example, display the manufacturer's name for a predetermined time at a predetermined timing in the first half of the demo performance (at the start of the demo performance) (before the demo image is displayed), and after the display ends, display the gaming machine's model name (model title) for a predetermined time. Alternatively, the sub-CPU 20a may, for example, display an explanation of how to operate (function) the gaming machine, such as how to start or end the game, for a predetermined time at a predetermined timing in the second half of the demo performance (at the end of the demo performance) (after the demo image is displayed). Once a series of demo sequences (one run) has finished, the demo sequences will start again from the beginning (they will loop).
[0302] During the execution of a demo performance, when the display of the demo image (movie) ends, the sub-CPU 20a displays the background B, logo display L1, supplementary explanation display E, and anti-immersion display N shown in Figure 31 on the liquid crystal display LCD (image display means) for a predetermined time (for example, about 3 seconds). In this embodiment, the logo display L1, supplementary explanation display E, and anti-immersion display N can be displayed simultaneously in a predetermined situation (during the execution of a demo performance) (during the demo performance and when the background is white). The background B is a single color, and in this embodiment, it is white. By making the background B white and using a relatively simple display, the logo display L1, supplementary explanation display E, and anti-immersion display N are made more conspicuous (give a stronger impression). The background B may be a color other than white.
[0303] Furthermore, in this embodiment, the logo display L1, supplementary explanation display E, and anti-immersion display N shown in Figure 31 are displayed after the demo image (movie). However, the system is not limited to this configuration, and the logo display L1, supplementary explanation display E, and anti-immersion display N may be displayed before the demo image (movie) for a predetermined period of time (for example, about 3 seconds).
[0304] (Anti-slip indicator N) The addiction prevention display N (third image display) is located above (directly above) the first reel R1 to the third reel R3, and is displayed approximately in the center of the screen. The addiction prevention display N is a long (horizontally elongated) rectangle. The addiction prevention display N is one of the warning displays for players, and is intended to prevent players from becoming too engrossed in the game. It includes the text, "Be careful not to get addicted. Pachinko and pachislot are games to be enjoyed in moderation." The addiction prevention display N is displayed in two lines. The upper line is a rectangular area filled with red, with the text "Be careful not to get addicted" in white letters. The lower line is a white area inside a red frame, with the text "Pachinko and pachislot are games to be enjoyed in moderation" in red letters. The font size of the lower line is larger than that of the upper line.
[0305] The anti-gravity indicator N can be described as red because the red portion occupies a relatively large proportion of the area. Above the anti-gravity indicator N, the logo indicator L1 and supplementary explanation indicator E are displayed. The color (hue) of the anti-gravity indicator N is different from the color of the logo indicator L1 and supplementary explanation indicator E.
[0306] (Logo display L1) Logo display L1 (first image display) indicates (notifies) that the gaming machine is a Smart Pachislo (registered trademark). In other words, logo display L1 indicates that the gaming machine is a gaming machine (specific gaming machine) in which the game's profits are counted (granted) electronically. In further terms, logo display L1 indicates that the gaming machine is capable of being played without using game tokens (physical game tokens) as a game medium.
[0307] Logo display L1 consists of purple and white areas, with the purple area occupying a relatively large proportion. Therefore, logo display L1 can be described as purple. The RGB values for the purple area are R145, G72, B151. The RGB values for the white area are R255, G255, B255. Logo display L1 includes the text "SmaSlo (registered trademark)," which is displayed as white text (white text with a purple border). Logo display L1 is displayed in the center (center horizontally) of the liquid crystal display (LCD).
[0308] (Supplementary explanation display E) The supplementary explanation display E (second image display) is displayed below the logo display L1 and above the anti-collision display N. In other words, the supplementary explanation display E is displayed between the logo display L1 and the anti-collision display N. The supplementary explanation display E is a long (horizontally elongated) rectangle. The width of the supplementary explanation display E in the horizontal direction is the same as or approximately the same as the width of the anti-collision display N in the horizontal direction. Approximately the same means, for example, that the difference is within approximately 5 mm. In other words, the width of the supplementary explanation display E and the anti-collision display N is the same (approximately the same). By aligning the widths of the supplementary explanation display E and the anti-collision display N, a unified appearance can be achieved (the appearance can be made beautiful). The supplementary explanation display E is a single-line display, and the vertical width of the supplementary explanation display E is smaller than the vertical width of the anti-collision display N.
[0309] Supplementary explanation display E includes text such as, "Please be careful not to forget to count (credit settlement) or to forget or have your card stolen." Supplementary explanation display E is a display related to SumaSlo (registered trademark) and can be considered one of the warning displays for players. Supplementary explanation display E is purple. Specifically, purple text is displayed in a white area inside a purple frame. Supplementary explanation display E has the same color (color scheme) as logo display L1. In other words, supplementary explanation display E and logo display L1 have the same color (hue). By making the color of supplementary explanation display E the same as the color of logo display L1, a sense of unity is created, and it becomes easier for players to understand (recognize) that supplementary explanation display E is a display related to logo display L1 (i.e., SumaSlo (registered trademark)).
[0310] Here, the distance between the logo display L1 and the supplementary explanation display E (shortest distance) is defined as the first distance, and the distance between the logo display L1 and the anti-slot machine display N (shortest distance) is defined as the second distance. The first distance is smaller than the second distance. The supplementary explanation display E is positioned closer to the logo display L1. Therefore, it is possible to make it easier for players to understand (recognize) that the supplementary explanation display E is a display related to the logo display L1 (i.e., Smart Slot®). In addition, since players tend to read displays from top to bottom, by displaying the logo display L1 and the supplementary explanation display E above the anti-slot machine display N, it is possible to make it easier for players to recognize the precautions specific to Smart Slot®.
[0311] In this embodiment, the font of the text in the supplementary explanation display E is not exactly the same as the font of the text in the anti-addiction display N. In other words, the font of the text in the supplementary explanation display E is different from the font of the text in the anti-addiction display N. The font includes the text size (vertical ratio, horizontal ratio). This allows the player to distinguish between the supplementary explanation display E and the anti-addiction display N more easily.
[0312] In this embodiment, during the demonstration, the logo display L1, the supplementary explanation display E, and the anti-immersion display N are set to start and end at the same time. In other words, the display time (display period) of the logo display L1, the supplementary explanation display E, and the anti-immersion display N is the same length (there is no discrepancy).
[0313] However, the display timing of the addiction prevention display N and the display timing of the logo display L1 and supplementary explanation display E may be out of sync (they may be displayed at different times). For example, during a demo, the addiction prevention display N may first be displayed for a predetermined time (3 seconds) along with a white background, and after the display ends, the logo display L1 and supplementary explanation display E may be displayed for a predetermined time (3 seconds) along with a white background. However, if the display timing is staggered in this way (i.e., the display time of the warning display is made longer), the display time of the demo image (movie) during the demo will relatively decrease. In other words, the display time of the movie that can attract the player's interest will decrease. In this embodiment, the logo display L1 and supplementary explanation display E are displayed together with (simultaneously with) the addiction prevention display N. This has the effect of suppressing the decrease in the display time of the movie.
[0314] In this embodiment, the logo display L1 and the supplementary explanation display E are displayed only during the execution of the demo performance (while in standby mode). On the other hand, the addiction prevention display N can be displayed at times other than when the demo performance is being executed. For example, in the last game of an AT state as a predetermined performance state, the addiction prevention display N is displayed for a predetermined period of time at a predetermined trigger (triggered by the detection of the release of the last stop button press). In this case, for example, the addiction prevention display N is displayed in the upper right corner of the screen. Also, in this case, unlike during the demo performance, the background may include characters or scenery, and does not have to be a single color (white). Furthermore, the addiction prevention display N may be displayed together with other displays (for example, displays showing the number of games played in a series of AT performance states or the number of coins acquired in game value (results)).
[0315] Furthermore, during the final game in AT mode, the system may be configured to display the supplementary explanation display E along with the addiction prevention display N at the predetermined trigger. In this case, the system can alert players who may be ending their game to the risk of addiction and to the risk of forgetting to count or to forget to take their cards.
[0316] (Variation 1) Supplementary explanation display E may be configured as shown in Figure 32(a), with the text "Please be careful not to forget your game tokens" and an image resembling the counting button B8 displayed inside a purple frame. The text display is white with a purple border (similar to the "SumaSlo (registered trademark)" logo display L1). Furthermore, as shown in Figure 32(b), during the demo performance, the anti-addiction display N may be displayed for a predetermined time (3 seconds) along with a white background, and after the display ends, the logo display L1 and supplementary explanation display E may be displayed for a predetermined time (3 seconds) along with a white background.
[0317] In other words, in this example, with a white background, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed at different intervals than the anti-immersion display N (third image display).
[0318] Furthermore, when the background is white and the first and second image displays are shown, in addition to the first and second image displays, there may be displays indicating that it is possible to switch to the menu screen or that it is possible to adjust the volume.
[0319] Furthermore, when the background is white and the third image display is shown, in addition to the third image display, a display indicating that it is possible to switch to the menu screen or a display indicating that the volume can be adjusted may also be displayed.
[0320] Furthermore, the addiction prevention display N in this example may also be a rectangular area filled with blue, with the text "Pachinko and pachislot are games to be enjoyed in moderation" displayed in white letters, and below that, the text "Be careful not to become addicted" displayed in blue letters.
[0321] (Modification 2) As shown in Figure 33(a), the supplementary explanation display E may be a rectangular area filled with purple, with text displayed in white letters (Please be careful not to forget to count, or to forget or have your card stolen.), and the supplementary explanation display E may be integrated (continuous) with the logo display L1. Furthermore, as shown in Figure 33(b), during the demonstration, the anti-addiction display N may be displayed for a predetermined time (3 seconds) along with a white background, and after the end of the display, the logo display L1 and the supplementary explanation display E may be displayed for a predetermined time (3 seconds) along with a white background.
[0322] In other words, in this example, with a white background, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed at different intervals than the anti-immersion display N (third image display).
[0323] Furthermore, when the background is white and the first and second image displays are shown, nothing other than the first and second image displays is shown.
[0324] Furthermore, when the background is white and the third image display is shown, nothing other than the third image display is shown.
[0325] (Variation 3) Furthermore, as shown in Figure 34, during the demo, the logo display L1, supplementary explanation display E, and anti-collision display N may be displayed together with a white background for the same duration, and the logo display L1 and supplementary explanation display E may be displayed side by side below the anti-collision display N. In this example, the logo display L1 is displayed on the left and the supplementary explanation display E is displayed on the right. Even in this case, the distance between the logo display L1 and the supplementary explanation display E (first distance) is smaller than the distance between the logo display L1 and the anti-collision display N (second distance).
[0326] In this example, with a white background, the logo display L1 (first image display) and supplementary explanation display E (second image display) are displayed for the same duration as the anti-immersion display N (third image display).
[0327] Furthermore, when the background is white and the first image display, the second image display, and the third image display are shown, there may be a display in addition to the first image display, the second image display, and the third image display that indicates the number of games played (the number of games played).
[0328] Furthermore, in this example, the horizontal width of the logo display L1 and the supplementary explanation display E (the sum of their widths) is the same as or approximately the same as the horizontal width of the anti-intrusion display N. In other words, the left edge of the logo display L1 is aligned with the left edge of the anti-intrusion display N, and the right edge of the supplementary explanation display E is aligned with the right edge of the anti-intrusion display N. In addition, the text display of the supplementary explanation display E is in two lines, and the vertical width of the logo display L1 and the vertical width of the supplementary explanation display E are the same as or approximately the same. Furthermore, the vertical width of the anti-intrusion display N is the same as or approximately the same as the vertical width of the logo display L1 (and the supplementary explanation display E). By configuring it in this way, a unified display can be achieved, and the appearance can be made aesthetically pleasing.
[0329] (Logo display on the panel) Figure 35 is a view of the lower panel 91 from the front. In this embodiment, a logo display L2 (second logo display) is displayed in the upper right of the lower panel 91. Logo display L2 is similar in appearance to logo display L1 (first logo display), and is similar in shape to logo display L1, but differs in size (size, magnification, scale). In this embodiment, the display size of logo display L2 is smaller than that of logo display L1. Note that logo display L1 and logo display L2 may be the same size, or logo display L2 may be larger than logo display L1.
[0330] Logo display L2 is the same color (purple) as logo display L1. In other words, logo display L2 and logo display L1 have the same color (hue). As will be explained in more detail later, logo display L2 is formed by printing on a sheet (film), and the CMYK values for the purple part are C50%, M80%, Y0%, K0%, while the CMYK values for the white part are C0%, M0%, Y0%, K0%.
[0331] In this embodiment, the logo display L2 is provided on the lower panel 91, but this is not limited to this. For example, if a panel (upper panel or side panel) is provided above or to the side of the upper front door UD or the lower front door DD, the logo display L2 may also be provided on that panel.
[0332] The logo display L1 shown on the liquid crystal display (LCD) was displayed for a predetermined period of time during the demo performance. In other words, it was not displayed continuously. In contrast, the logo display L2 is always displayed (always displayed). By seeing the logo display L2, which is always visible on the exterior of the gaming machine, players can recognize that the gaming machine is a Smart Slot (registered trademark). In other words, the presence of the logo display L2 makes it easier to find Smart Slot (registered trademark) in the gaming hall. The logo display L2 may also be called the panel logo display, and the logo display L1 may be called the LCD logo display. For a Smart Pachislo (i.e., Smart Slot (registered trademark)), it is sufficient to display at least one of the LCD logo display L1 and the panel logo display L2.
[0333] The display surface (screen) of the liquid crystal display (LCD) shows various things depending on the effects being performed. These things include characters, vehicles, backgrounds (scenery), letters (including numbers and symbols), patterns, etc. Examples of displays that include letters include the logo display L1, supplementary explanation display E, and addiction prevention display N mentioned above. As stated above, supplementary explanation display E and addiction prevention display N can be said to be warning displays for the player.
[0334] In the liquid crystal display (LCD), the logo display L1 and the supplementary explanation display E are displayed in purple (the same color) as described above, making it easy for players to recognize that the supplementary explanation display E relates to the logo display L1. Furthermore, the logo display L1 and the supplementary explanation display E are different colors from the anti-gambling display N. Because the color of the supplementary explanation display E is different from the color of the anti-gambling display N, players can more easily recognize that each is a warning with different content. In other words, players can distinguish and recognize the two.
[0335] In this embodiment, the logo display L1 and the supplementary explanation display E are in a different color from other displays shown on the liquid crystal display (LCD) during the execution of the demo. In other words, the color (purple) of the logo display L1 and the supplementary explanation display E is a color not used in other displays shown during the demo. Therefore, the impression given to the player when the logo display L1 and the supplementary explanation display E are displayed during the demo can be made stronger. In other words, the logo display L1 and the supplementary explanation display E can be made more conspicuous.
[0336] Here, a display that includes text (text display) and gives a predetermined instruction to the player is called a "message display." Message displays include error displays (error-related message displays) that notify the occurrence of an error. When a predetermined error occurs in the gaming machine, an error display that notifies the occurrence of the error is displayed on the liquid crystal display (LCD). For example, the error display shows the words "Please call an attendant" along with text indicating the type of error (error code) on a black background in white letters. In other words, the error display is white.
[0337] In addition, there is a message display that instructs the user to stop the spinning reels. If the reels continue to spin for a predetermined period of time (for example, 60 seconds), the reel spinning warning display will be shown on the liquid crystal display 13. The reel spinning warning display will show, for example, the words "Please stop the reels." in white letters within a dark blue area inside a white frame. In other words, the reel spinning warning display is white.
[0338] Furthermore, the message display may include, for example, a left-press recommendation. The left-press recommendation is displayed when the game is played with an irregular press during a period in which left-pressing is recommended (for example, a non-AT state which is a normal performance state). For example, the left-press recommendation is displayed in white letters (white text) in a dark blue area inside a white frame that says "Left-pressing is recommended." In other words, the left-press recommendation is in white.
[0339] Furthermore, the message display may include displays related to prize-winning assistance effects (navigation displays for stopping operations). Such displays may be, for example, white or yellow.
[0340] In this embodiment, the game count display (fourth image display), which is a display related to the number of games played during the game performance, may be displayed on the liquid crystal display (LCD), and the game count display may be continued during the demo performance when transitioning from the game performance to the demo performance. That is, during the execution of the demo performance, the game count display may be displayed together with the logo display L1, supplementary explanation display E, and addiction prevention display N shown in Figure 31. Examples of game count displays include a display showing the number of games played in a non-AT state and a display showing the remaining number of games played during assist time games in an AT state, and such displays may be, for example, light blue.
[0341] Furthermore, the number of games played can be displayed in the upper right display position in the display area of the liquid crystal display (LCD), for example, as shown in Figure 31.
[0342] Here, if we define the distance between the logo display L1 and the supplementary explanation display E (shortest distance) as the first distance, the distance between the logo display L1 and the anti-sinking display N (shortest distance) as the second distance, and the distance between the logo display L1 and the number of games played display (shortest distance) as the third distance, then the distances increase in the order of "first distance < second distance < third distance". In other words, the anti-sinking display N is located closer than the number of games played display. Therefore, the anti-sinking display N can be made more easily recognizable.
[0343] Furthermore, the color (hue) of the game count display is different from the color of the logo display L1 and the supplementary explanation display E. Therefore, players can more easily recognize that the display related to SumaSlo (registered trademark) and the game count display are different displays. In other words, players can distinguish and recognize the two.
[0344] In this embodiment, the fourth image display is not limited to displaying the number of games played, but may display any game information.
[0345] In this embodiment, the color (purple) of the logo display L1 and the supplementary explanation display E is different from the color of any other message display (other message displays excluding the logo display L1 and supplementary explanation display E). By using a color for the logo display L1 and supplementary explanation display E that is not used in other message displays, a strong impression can be made on the player when the logo display L1 and supplementary explanation display E are displayed. In other words, the logo display L1 and supplementary explanation display E can be made to stand out more.
[0346] The color (purple) of the logo display L1 and supplementary explanation display E may differ from the color of all other text displays shown on the liquid crystal display (LCD). By using a color for the logo display L1 and supplementary explanation display E that is not used for any other text displays, a strong impression can be made on the player when the logo display L1 and supplementary explanation display E are displayed. In other words, the logo display L1 and supplementary explanation display E can be made to stand out more. Furthermore, the color (purple) of the logo display L1 and supplementary explanation display E may differ from the color of all other displays shown on the liquid crystal display (LCD).
[0347] In this embodiment, a demo performance is executed in a slot machine that is a registered trademark called SumaSlo, and the case in which the logo display L1, supplementary explanation display E, and addiction prevention display N are displayed has been described. However, the gaming machine is not limited to this, and may also be a pachinko gaming machine 1000 (Figure 41) that is a registered trademark called SumaPachi, which will be described later. That is, in a pachinko gaming machine 1000, the logo display L1, supplementary explanation display E, and addiction prevention display N may be displayed in predetermined situations as in this embodiment. In that case, the logo display L1 and the supplementary explanation display E have the same color (hue), and both are blue. The RGB values of the blue portion are R3, G110, B183. The logo display L1 is a display that includes the words SumaPachi (registered trademark), and these words are white letters (white letters with a blue outline). The RGB values of the white portion of the logo display L1 are R255, G255, B255.
[0348] The gaming machine of this embodiment is Image display means (e.g., liquid crystal display LCD), It includes a performance control means (for example, a performance control means 180) that performs control related to image display, The aforementioned performance control means is capable of displaying a first image, a second image, and a third image on the image display means under predetermined conditions. The first image display is a display (e.g., logo display L1) that indicates that the gaming machine is a specific gaming machine in which the winnings from the game are counted electronically. The second image display is a warning display (for example, a supplementary explanation display E) regarding the specific gaming machine, The third image display is a warning display against drowsiness (for example, a drowsiness prevention display N), The first image display and the second image display have the same colors.
[0349] Since the first and second image displays are the same color, it is easy for players to understand that the second image display is related to the first image display, that is, that the second image display is a warning display regarding a specific gaming machine in which game profits are counted electronically. In other words, players can grasp at a glance that the second image display is related to the first image display. This improves the ease with which players can understand the given displays (the first and second image displays).
[0350] Furthermore, in the gaming machine of this embodiment, the colors of the first image display and the second image display are different from the colors of the third image display. Therefore, it is easier for players to recognize that the display related to a specific gaming machine (the first image display and the second image display) and the warning display against excessive gambling (the third image display) are different displays. In other words, players can distinguish and recognize the two.
[0351] Furthermore, in the gaming machine of this embodiment, the first image display, the second image display, and the third image display are displayed for the same period of time against a white background. This makes the first image display, the second image display, and the third image display more prominent and easier for players to recognize. In addition, it prevents the problem that occurs when the display periods of each display are not the same but are different, which would reduce the display period of other displays such as performance images.
[0352] Furthermore, in the gaming machine of this embodiment, the second image display is displayed closer to the first image display than the third image display. Therefore, it is possible to make it even easier to recognize that the two image displays are related to the first image display.
[0353] Next, we will explain the lower panel 91 (panel unit).
[0354] As shown in Figure 36, the lower panel 91 comprises a front panel 102, a sheet 110 (design sheet), and a rear panel 103. The sheet 110 is sandwiched (held) between the front panel 102 and the rear panel 103. The lower panel 91 is fitted into a frame 120 (its peripheral portion is covered by the frame 120 from the front) and attached to the lower front door DD. The frame 120 is made of colored resin. The frame 120 also has an opening 121 through which the lower panel 91 is exposed. Although not shown in the figure, a speaker SP is located behind the lower panel 91. Multiple holes may be provided in the lower panel 91 at positions that overlap with the speaker SP when viewed from the front.
[0355] (Sheet 110) Sheet 110 is a sheet-like component (decorative component) formed by printing characters or other displays on the back of a transparent (highly light-transmitting) base material (film). Multiple LEDs 131 (lighting means) (LED substrate on which the LEDs 131 are arranged) are arranged behind the lower panel 91, and light from the LEDs 131 is shone onto the sheet 110 (lower panel 91). In other words, sheet 110 is capable of emitting light (being lit).
[0356] Figure 35 is a view of the lower panel 91 from the front, and the illustration of the front panel 102 is omitted. The logo display L2 (first printed display) is printed on the upper right of the sheet 110. The display of logo display L2 on the lower panel 91 (sheet 110) allows players to recognize (identify) from its appearance that the gaming machine is a Smart Slot (registered trademark).
[0357] Logo display L2 consists of purple and white areas. The purple areas of logo display L2 are printed with paint in the color scheme C50%, M80%, Y0%, and K0%. The white areas of logo display L2 are printed with paint in the color scheme C0%, M0%, Y0%, and K0%. The purple area occupies a relatively large proportion of logo display L2, so it can be said that logo display L2 is purple. This purple color can also be considered the color (specific color) of the non-white areas in logo display L2.
[0358] As shown in Figure 35, the logo display L2 is equipped with a white border W formed (applied) along its outer edge. The white border W has a constant width, for example, approximately 1.5 mm. The logo display L2 has a vertical width of approximately 40 mm and a horizontal width of approximately 50 mm.
[0359] In sheet 110, the size (area) of the logo display L2 is relatively smaller than the size of the model name display 111 and the background 112, which will be described later. In other words, in sheet 110, the model name display 111 and background 112 (character P) are displayed larger than the logo display L2. In this case, it is necessary to suppress the decrease in visibility of the logo display L2.
[0360] Sheet 110 has a model name display 111 (second printed display) printed on it. The model name display 111 is a display related to the model name of the slot machine (let's call it "ABC") and is a display that includes text. The model name display 111 is a different color from the logo display L2. In other words, purple (a specific color) is not used in the model name display 111. Also, the model name display 111 is positioned so as not to overlap with the logo display L2 (there is no overlapping part). In this embodiment, the model name display 111 is printed on the left side (upper left) of sheet 110. In other words, the model name display 111 and the logo display L2 are placed at a predetermined distance apart. By ensuring a predetermined distance, it becomes easier to distinguish and recognize the two.
[0361] Sheet 110 has a background 112 (third print display) printed on it. Background 112 includes, for example, display elements such as characters and landscapes. Background 112 is a background that primarily features the model name display 111. In this embodiment, background 112 includes character P. Background 112 (character P) is a different color from the logo display L2. In other words, purple (a specific color) is not used in background 112. In this embodiment, background 112 (at least a part of background 112) overlaps with the logo display L2 (they are positioned to overlap each other), so that the logo display L2 is visible in front of the background 112. In this embodiment, the hair of character P overlaps with the logo display L2. By making the overlapping part the hair of character P rather than the face of character P, it is possible to prevent the face of character P from being covered by the logo display L2 and thus reduce the visibility of character P.
[0362] Figure 37 is a schematic cross-sectional view of the sheet 110, including the logo display L2. The logo display L2 and character P (hair portion) are printed on the back (back side) of the transparent base material 113 (film) of the sheet 110. The purple portion of the logo display L2 is first printed with C50%, and then M80% is printed on top of that. Note that "top" refers to the back (rear side). The sheet 110 has a white layer printed (backing print) over the entire back (top) side. The white portion of the logo display L2 (including the white border W) is formed by the white backing print. Note that "the white layer is printed over the entire surface" does not mean that it is printed to completely cover the entire surface; there may be areas where the white is not printed (for example, the periphery). In other words, it is sufficient if the white layer is printed over approximately the entire surface.
[0363] On the back of the transparent base material 113 of sheet 110, a black area representing the hair of character P is printed. This black area (background 112) is not printed within the area of the logo display L2. In other words, the black area (background 112) is excluded from printing within the area of the logo display L2. If background 112 (character P's hair) were printed within the area of the logo display L2, in other words, if background 112 were printed on the back (top) of the logo display L2, when light from LED 131 is shone on it (when it emits light), the color of background 112 would mix with the logo display L2, causing a problem of reduced visibility. As in this embodiment, by excluding the printing of background 112 within the area of the logo display L2, such a problem of reduced visibility can be prevented.
[0364] Returning to Figure 35, regarding the background 112, outside the white border W (border) and adjacent to the white border W, there are no areas (printed areas) that are the same color (white) as the white border W. By eliminating areas of the same color, the outline (boundary) of the logo display L2 can be made clearer and more distinct. In addition, by providing the white border W (white area), even if a printing misalignment occurs and the background 112 (the hair area of character P) overlaps with the white border W, it is possible to suppress overlap with the purple area of the logo display L2. Therefore, when light from LED 131 is shone on it, the decrease in visibility of the purple area can be suppressed.
[0365] As shown in Figure 37, the back surface of the sheet 110 has a white layer printed (backing print) over the entire surface. The white portion of the logo display L2 (including the white border W) is formed by this printing. For example, if the white portion of the logo display L2 were formed by partially printing white instead of using backing print, that printing would be applied first, and then the backing print would be applied last. In other words, the white portion would be printed twice. In this embodiment, partial white printing is omitted, and the white portion of the logo display L2 is formed by backing print (combining backing print and printing). This reduces the number of printing steps, improving the production efficiency of the sheet 110 and lowering the cost of the sheet 110.
[0366] Furthermore, backing printing provides a white layer (white area) on the back of the purple portion of the logo display L2, the back of the background 112 (character P), and the back of the model name display 111. Printing this white layer prevents the material from showing through when light is shone from the back (back) side.
[0367] In this embodiment, we have described a case where the logo display L2, model name display 111, and background 112 are provided on the sheet 110 of the lower panel 91. However, the logo display L2, model name display 111, and background 112 may be provided not only on the sheet 110 of the lower panel 91, but also on the sheets of other panels (upper panel or side panel).
[0368] (modified version) As shown in Figure 38, a logo display L2 is provided in the lower right corner of sheet 110, and a supplementary explanation display E may be displayed (printed) around the logo display L2 (for example, below it). In this example, the supplementary explanation display E is a rectangular area filled with purple, with the words "Please be careful not to forget to count, or to forget or have your card stolen." (in white letters). The supplementary explanation display E is purple. The logo display L2 and the supplementary explanation display E have the same color (hue). In other words, the supplementary explanation display E is provided in the lower right corner of sheet 110 and is printed in the same color as the logo display L2. Furthermore, the white letters in the supplementary explanation display E are formed by a white layer printed over the entire sheet 110, similar to the white portion including the border (white edge) of the logo display L2.
[0369] In this example, a black border (black outline) is formed around the logo display L2 and the supplementary explanation display E along the outer edge. The width of the black outline is, for example, about 3 to 5 mm. By providing a black outline, the boundary with the background 112 is made clearer, making the logo display L2 and supplementary explanation display E stand out. In addition, even if printing misalignment occurs, the background 112 and the logo display L2 (supplementary explanation display E) are less likely to overlap, preventing a decrease in the visibility of the logo display L2 (supplementary explanation display E). In this example, the logo display L2 has a white outline (white outline) formed (applied) along the outer edge, and the part adjacent to the white outline (outside) is a black outline, so that there is no part that is the same color as the white outline (white).
[0370] Furthermore, the logo display L2 may be displayed so as to overlap not only the background 112 but also the model name display 111. In this case, the logo display L2 is visible in front of the model name display 111. Also, neither the background 111 nor the model name display 111 is printed within the area of the logo display L2.
[0371] The gaming machine of this embodiment is A panel (e.g., lower panel 91) equipped with a seat (e.g., seat 110), The panel is equipped with a lighting means (e.g., LED 131) capable of irradiating light onto it. The aforementioned sheet includes a first print display (e.g., logo display L2), a second print display (e.g., model name display 111), and a third print display (e.g., background 112). The first printed display is a display that indicates that the gaming machine is a gaming machine in which the winnings from the game are counted electronically. The second printed display is a display relating to the model name of the gaming machine, The third printed display is the background, The first printed display is visible in front of the third printed display. The third printable display is not printed within the range of the first printable display.
[0372] If the third printable display is printed within the range of the first printable display, when light from the illumination means is shone on the sheet, the third printable display may interfere (the colors of the third printable display may mix), potentially reducing the visibility of the first printable display. In this embodiment, the third printable display is not printed within the range of the first printable display. Therefore, it is possible to prevent the problem of reduced visibility of the first printable display (the predetermined display) when light is shone on it.
[0373] Furthermore, in the gaming machine of this embodiment, the first printed display is provided with a border formed along its outer circumference, and there is no portion of the same color as the border outside the border and adjacent to the border. This makes the outline (boundary) of the first printed display clearer and more distinct, making the first printed display stand out. In addition, by providing the border, it is possible to suppress the overlap between the third printed display (background) and the portion of the first printed display inside the border when printing misalignment occurs. This prevents a decrease in the visibility of the first printed display when light is shone on it.
[0374] Furthermore, in the gaming machine of this embodiment, the first printed display includes a white portion, and the white portion is formed by a white layer printed across the entire sheet. If the white portion of the first printed display were formed by partial white printing instead of a white layer, then the printing of that portion and the printing of the white layer would be applied twice. In this embodiment, such printing is not applied, and the white portion is formed by the white layer. Therefore, the number of printing steps can be reduced, the production efficiency of the sheet can be improved, and the cost of the sheet can be reduced.
[0375] As described above, since the lower panel 91 is provided with a logo display L2, players can recognize (identify) from its appearance that the gaming machine is a Smart Slot (registered trademark). In addition to the logo display L2, the lower panel 91 also has a model name display 111 and a background 112, so it is necessary to prevent the logo display L2 from becoming less noticeable. In other words, the logo display L2 needs to be made more noticeable. Hereafter, when referring to the logo display L2, it may include the supplementary explanatory display E (supplementary explanatory display E on the lower panel 91) shown in Figure 38. Note that the black border explained in Figure 38 is not included in the logo display L2.
[0376] Let's explain using Figure 35. Here, the purple color (the color of the non-white parts) in the logo display L2 is referred to as the specific color. The specific color (purple) related to the logo display L2 is not used in the model name display 111. In other words, the logo display L2 is printed with a color (color scheme) that is not used in the model name display 111. Both the logo display L2 and the model name display 111 contain text, but by making the logo display L2 purple, it can be distinguished from the model name display 111 and made more noticeable. This makes the logo display L2 easier for players to recognize.
[0377] Furthermore, the specific color (purple) associated with the logo display L2 is not used in background 112. In other words, the logo display L2 is printed in a color not used in background 112. Although the logo display L2 is visible in front of background 112 (overlapping with background 112), using purple for the logo display L2 makes it distinguishable from background 112 and more noticeable. This makes the logo display L2 more easily recognizable by players.
[0378] Sheet 110 may include displays other than the logo display L2, the model name display 111, and the background 112. In this embodiment, in the entirety of one sheet 110 (lower panel 91) that includes the logo display L2 (where the logo display L2 is provided), the specific color (purple) related to the logo display L2 is not used in any part other than the logo display L2. In other words, this specific color is used only in the logo display L2. That is, the logo display L2 is printed with a color scheme that is not used in the other displays (model name display 111 and background 112). Therefore, the logo display L2 can be distinguished from the other displays (model name display 111 and background 112) and made more noticeable (it can be prevented from being confused). This makes the logo display L2 more easily recognizable to players (more likely to attract players).
[0379] In a slot machine, in addition to the lower panel 91, there may also be an upper panel and side panels. In that case, the upper panel and side panels also have sheets. The specific color (purple) may not be used on all sheets in the gaming machine, but may be used only on the logo display L2 in sheets that include the logo display L2. By configuring it in this way, the logo display L2 can be made more conspicuous and easier for players to recognize.
[0380] Furthermore, the slot machine includes resin-based design components that constitute its exterior. The specific color (purple) may not be used throughout the entire exterior of the slot machine, but may be used only in the logo display L2.
[0381] As shown in Figure 39, a dedicated unit 50 is positioned next to (to the right of) the slot machine. As described above, players can perform operations such as lending using the lending button B10 and returning cards using the return button B11 on the dedicated unit 50. By placing the logo display L2 on the right side (right edge) of the sheet 110 and positioning the logo display L2 close to the dedicated unit 50, it is possible to indicate that the logo display L2 is related to the dedicated unit 50.
[0382] Furthermore, the slot machine is equipped with a counting button B8 (counting operation means), and the player operates (presses) the counting button B8 when returning the electronic medals held in the medal holder to the dedicated unit 50 (counting credits). When the slot machine is viewed from the front, the logo display L2 is located vertically (vertically downward, directly below, downward when viewed from the front) of the counting button B8. By placing the logo display L2 on the right side (right edge) of the sheet 110 and positioning the logo display L2 below the counting button 212, it is possible to indicate that the logo display L2 is related to the counting button 212. It is also possible to indicate that the logo display L2, the counting button 212, and the dedicated unit 50 are related.
[0383] Furthermore, the slot machine is equipped with a game token count display device 70 (game token value (number) display means) capable of displaying the number of game tokens to be counted. The game token count display device 70 is located near the counting button B8 and is a display capable of displaying the number of game tokens. Here, if the configuration comprising the counting button B8 and the game token count display device 70 is referred to as the counting button unit 213 (counting means), then the logo display L2 is located in the vertical direction (vertically below, on the lower side in the vertical direction) of the counting button unit 213. When viewed from the front (towards the user), the logo display L2 and the counting button unit 213 are positioned on a virtual straight line along the vertical direction.
[0384] The front panel 102 (Figure 36) is formed in the shape of a plate from a transparent (light-transmitting) resin. The front panel 102 covers the front (surface) of the sheet 110, protecting the sheet 110. The rear panel 103 (Figure 36) is also formed in the shape of a plate from a transparent (light-transmitting) resin. The rear panel 103 covers the rear (back) of the sheet 110, protecting the sheet 110. A substrate (LED substrate, backlight substrate) on which multiple LEDs 131 are arranged is provided on the back (rear) side of the rear panel 103.
[0385] As shown in Figure 40, a textured surface 102a is provided on the front surface of the front panel 102. The textured surface 102a is provided in a band shape along the outer circumference (outer edge) of the front panel 102. The textured surface 102a is provided within a predetermined distance d from the outer edge inward, and this predetermined distance d is, for example, about 5 mm. In other words, the width of the textured surface 102a is about 5 mm. The texture is formed by creating fine irregularities in the mold, but it is not limited to this method and may also be formed by chemical treatment by etching or sandblasting. Furthermore, the textured surface 102a may be provided on the back side (rear side) of the front panel 102.
[0386] When viewing the lower panel 91 from the front through the opening 121 of the frame 120 (Figure 36), a strip-shaped textured portion 102a (approximately 5 mm) protrudes (appears) inside the opening 121. The inner edge of the textured portion 102a and the opening 121 are similar in shape, with the inner edge of the textured portion 102a being smaller (set further inward) than the opening 121.
[0387] The thickness of the front panel 102 is approximately 3 mm. The distance (approximately 5 mm) that the textured portion 102a protrudes inward from the opening 121 is greater than the thickness of the front panel 102 (approximately 3 mm). Therefore, even if a player tries to look inside the slot machine 10 through the front panel 102, they will not be able to see the inside of the slot machine 10 (internal equipment) or the outer edge (end) of the seat 110. In other words, even if a player looks at the textured portion 102a at a predetermined angle (approximately 45° to 60°), they will not be able to see the inside of the slot machine 10 or the outer edge of the seat 110.
[0388] The textured portion 102a of the front panel 102 faces (overlaps with) the outer edge portion of the sheet 110 (Figure 35). As shown in Figure 40, the logo display L2 of the sheet 110 is positioned so as not to overlap with the textured portion 102a of the front panel 102 when viewed from the front. The distance (shortest distance) between the edge of the logo display L2 and the inner edge of the textured portion 102a is, for example, approximately 5 mm. Therefore, it is possible to prevent the logo display L2 from being covered (hidden or buried) by the textured portion 102a, thereby reducing the visibility of the logo display L2.
[0389] Furthermore, by providing a textured surface 102a on the front panel 102, it becomes more difficult to insert materials such as wires, thereby improving the anti-fraud performance.
[0390] The gaming machine of this embodiment is A panel (e.g., lower panel 91) equipped with a seat (e.g., seat 110), The panel is equipped with a lighting means (e.g., LED 131) capable of irradiating light onto it. The aforementioned sheet includes a first print display (e.g., logo display L2), a second print display (e.g., model name display 111), and a third print display (e.g., background 112). The first printed display is a display that indicates that the gaming machine is a gaming machine in which the winnings from the game are counted electronically. The second printed display is a display relating to the model name of the gaming machine, The third printed display is the background, If the color of the non-white portion in the first printed display is defined as the specified color, In the second printed display, the aforementioned specific color is not used.
[0391] In the second printed display (model name display), the specific color used in the first printed display is not used. Therefore, the first printed display (a display indicating that the gaming machine is designed to electronically count the winnings from the game) can be made more prominent on the sheet. This makes the first printed display (a predetermined display) more easily recognizable to the player.
[0392] Furthermore, the gaming machine of this embodiment is A panel (e.g., lower panel 91) equipped with a seat (e.g., seat 110), The panel is equipped with a lighting means (e.g., LED 131) capable of irradiating light onto it. The aforementioned sheet includes a first print display (e.g., logo display L2), a second print display (e.g., model name display 111), and a third print display (e.g., background 112). The first printed display is a display that indicates that the gaming machine is a gaming machine in which the winnings from the game are counted electronically. The second printed display is a display relating to the model name of the gaming machine, The third printed display is the background, The first printed display is visible in front of the third printed display. If the color of the non-white portion in the first printed display is defined as the specified color, In the third printed display, the aforementioned specific color is not used.
[0393] The first printed display is visible in front of the third printed display (background), but the specific color related to the first printed display is not used in the third printed display (background). Therefore, the first printed display (a display indicating that the gaming machine is designed to electronically count the winnings from the game) can be made more conspicuous on the sheet. This makes the first printed display (a predetermined display) more easily recognizable to the player.
[0394] Furthermore, the gaming machine of this embodiment includes a counting means (e.g., a counting button unit 213) having a counting operation means (e.g., a counting button B8) that is operated when counting, and a game value display means (e.g., a game token count display device 70) that displays the game value to be counted. The first printed display is provided on the side of a predetermined dedicated unit (e.g., a dedicated unit 50) that is placed next to the gaming machine, and the first printed display is provided in the vertical direction of the counting means. Therefore, it is possible to make it easier for the player to recognize that the first printed display (a display that informs that the gaming machine is designed to count game profits electronically) and the counting means (counting button unit 213) are related to each other.
[0395] Furthermore, the gaming machine of this embodiment includes a front panel (for example, front panel 102) positioned in front of the seat, and the front panel has a textured portion (for example, textured portion 102a) formed on its peripheral edge, and the first printed display is positioned so as not to overlap with the textured portion when viewed from the front. Therefore, it is possible to prevent the first printed display (a display that indicates that the gaming machine is designed to electronically award game benefits) from being covered by the textured portion, thereby reducing the visibility of the first printed display.
[0396] In this embodiment, we have used a slot machine called Smart Slot (registered trademark) as an example, but the present invention is also applicable to pachinko gaming machines called Smart Pachinko (registered trademark). The pachinko gaming machine 1000 shown in Figure 41 is Smart Pachinko (registered trademark). In the pachinko machine 1000, game value as electronic information is used, and the game is played by consuming or assigning game value. The pachinko gaming machine 1000 circulates game balls (physical game balls) as a game medium internally, and is a pachinko gaming machine that allows the game to be played by using game value as electronic information without directly touching the game balls, by consuming or assigning game value.
[0397] As shown in Figure 41, the pachinko game machine 1000 is equipped with an upper panel 500. The upper panel 500 is configured in the same way as the lower panel 91 described above and is equipped with a sheet 510 (Figure 42). The sheet 510 is formed in the same way as the sheet 110 described above and is illuminated from the back. The sheet 510 includes a first display (logo display L3), a second display (model name display 111), and a third display (background 112).
[0398] In sheet 510, the relationship between the first display (logo display L3), the second display (model name display 111), and the third display (background 112) is configured in the same way as the relationship between the first display (logo display L1), the second display (model name display 111), and the third display (background 112) in sheet 110 described above. The only difference is that the logo display L3 is located on the left side of sheet 510, and the model name display 111 is located on the right side of sheet 510. As shown in Figure 41, a card unit (dedicated unit 201) is located to the left (beside) of the pachinko game machine 1000, where the player performs operations such as lending and returning cards. The logo display L3 is located on the dedicated unit 201 side. Therefore, it can be shown that the logo display L3 and the dedicated unit 201 are related.
[0399] Logo display L3 (Figure 42) is a display that indicates (notifies) that the gaming machine is a Smart Pachinko (registered trademark). In other words, logo display L3 is a display that indicates that the gaming machine is a gaming machine (specific gaming machine) in which the game's profits are counted (granted) electronically. Logo display L3 is blue. Logo display L3 has a blue portion and a white portion, and the blue portion occupies a relatively large proportion, so it can be said that logo display L3 is blue. It should also be noted that this blue color is the color of the non-white portion (specific color) in logo display L3.
[0400] The CMYK values for the blue area are C85%, M50%, Y0%, and K0%. The CMYK values for the white area are C0%, M0%, Y0%, and K0%. Logo display L3 includes the text "SmaPachi (registered trademark)," which is displayed as white text (white text with a blue outline).
[0401] Furthermore, as shown in Figure 42, the logo display L3 is equipped with a white border W formed (applied) along its outer edge. The white border W has a constant width, for example, approximately 1.5 mm. The logo display L3 has a vertical width of approximately 42 mm and a horizontal width of approximately 46 mm.
[0402] In Figure 41, the part indicated by the symbol X is provided with a counting button unit (counting means) in the pachinko game machine 1000, although it is not shown in the illustration. The counting means comprises a counting operation means (counting button) and a game value (number) display device (game medal count display device). The logo display L3 is provided in the vertical direction (vertically above, on the upper side in the vertical direction) of the counting button unit. When viewed from the front (near), the logo display L3 and the counting button unit are positioned on a virtual straight line along the vertical direction.
[0403] Furthermore, as in the example shown in Figure 38, a supplementary explanatory display E may be provided below the logo display L3. Also, when simply referring to the logo display L3, it may include the supplementary explanatory display E (or be integrated with the supplementary explanatory display E).
[0404] The present invention is not limited to the embodiments described above, and any component can be modified or omitted without departing from the spirit of the invention. For example, the game control mode and configuration of the slot machine 10 are not limited to those of the embodiments described above.
[0405] 3. Variant The present invention is not limited to the embodiments described above, and various modifications are possible. Examples of such modifications are introduced below. The embodiments described above, as well as the various methods described below as modifications, can be appropriately combined and adopted as control methods to realize the present invention.
[0406] In the above embodiment, the case in which the setting change permission switch 262 and the setting change switch 264 are provided on the power supply unit was described as an example, but they may also be provided on the main board 10.
[0407] In the above embodiment, when a volume change operation is performed using the left button B7C or the right button B7D while a specific image 450 is being displayed, the volume change process is performed, and the operation sound is output at the current volume after the change while the display of the specific image 450 continues. However, it is also possible to output the operation sound without changing the volume.
[0408] Furthermore, in the above embodiment, when the light intensity is changed using the up button B7A or the down button B7B while the specific image 450 is being displayed, the light intensity change process is performed, and the operation sound is output at the current volume while the display of the specific image 450 continues. However, it is also possible to output the operation sound without changing the light intensity.
[0409] Furthermore, in the above embodiment, the main CPU 10a was described as restricting the progress of the game by setting the internal state to an error state when the ON state of the medal count VL unconnected signal continues for a predetermined time (for example, 154.96 msec) or longer. However, the game may be restricted without setting the internal state to an error state. In other words, the main CPU 10a does not need to set a dispensing device connection error as an error it can detect. Also, when the main CPU 10a is set to an error state, it may display an identification symbol (error code) indicating the type of error on the game information display unit DS, and the sub-CPU 20a may display an identification symbol indicating the type of error on the liquid crystal display LCD. However, if the main CPU 10a has not set a dispensing device connection error as an error it can detect, it may perform a specific error notification without displaying an identification symbol indicating a dispensing device connection error when a dispensing device connection error occurs.
[0410] Furthermore, in the above embodiment, the period for transmitting the counting notification (for example, 300 msec) and the period for updating the display of the game token count display device 70 (a predetermined display period by timer interrupt: for example, 1 msec) are managed independently. Therefore, depending on the timing relationship between the timing of the counting process of the electronic tokens and the timing of the display update of the game token count display device 70, a situation may arise where the displayed number of game tokens on the game token count display device 70 differs from the actual number of game tokens. However, while the counting button B8 is being held down, a predetermined countdown animation may be displayed on the game token count display device 70 regardless of the actual number of game tokens. For example, while the counting button B8 is pressed and held, the first display unit 510, which displays the ones digit, and the second display unit 520, which displays the tens digit, of the five-digit display unit of the game token count display device 70 may perform a countdown display that rapidly cycles through the numbers from "0" to "9", while the third display unit 530 to the fifth display unit 550, which display the hundreds, thousands, and ten thousands digits, may update the numbers based on the actual number of game tokens. To illustrate with an example, let's consider the case where 150 electronic tokens are transferred to the dedicated unit 50 by pressing and holding the counting button B8. As shown in Figure 43(A), if, for example, the counting button B8 is pressed and held while holding 250 electronic tokens, as shown in Figure 43(B), the display "2" on the third display unit 530 is maintained, and the first display unit 510 and the second display unit 520 begin displaying a countdown. Once 50 electronic tokens are transferred to the dedicated unit 50, as shown in Figure 43(C), the game tokens are displayed. As the number is 200, the display on the third display unit 530 remains at "2". When an additional 50 (total of 100) electronic tokens are transferred to the dedicated unit 50, the number of game tokens becomes 150, as shown in Figure 43(D). The display on the third display unit 530 is then updated from "2" to "1". After an additional 50 (total of 150) electronic tokens are transferred to the dedicated unit 50, and the long press operation of the counting button B8 is completed, the number of game tokens becomes 100, as shown in Figure 43(E).In this way, the counting process can be performed quickly without unnecessarily waiting for the display of the game token count display device 70 to update. This can also be applied to all counting operations of the counting button B8.
[0411] Furthermore, in the above embodiment, when the left button B7C or the right button B7D is operated while a specific image 450 is being displayed, the volume change process is performed and the operation sound is output at the current volume while the display of the specific image 450 continues. However, in the event of a predetermined error other than a loan device connection error (for example, a door open error), the volume change operation by the left button B7C or the right button B7D may be disabled, and even if the left button B7C or the right button B7D is operated, the volume change process may not be executed and the operation sound may not be output, or the volume change process may not be executed but the operation sound may be output. Similarly, in the event of a predetermined error other than a loan device connection error (for example, a door open error), the light intensity change operation by the up button B7A or the down button B7B may be disabled, and even if the up button B7A or the down button B7B is operated, the light intensity change process may not be executed and the operation sound may not be output, or the light intensity change process may not be executed but the operation sound may be output. In this example, the main CPU 10a does not need to set its internal state to an error state when it is not connected to the dedicated unit 50.
[0412] Furthermore, among the various types of errors, there may be errors that disable volume control and light intensity control, and errors that enable volume control and light intensity control.
[0413] Furthermore, in the above embodiment, we have explained the case where the game is switched to a demo when it has not been played continuously for a predetermined time (for example, 60 seconds) under predetermined conditions. However, the game may also be switched to a demo when the settlement button B4 is operated, or when the settlement process associated with the operation of the settlement button B4 is completed.
[0414] Furthermore, in the above embodiment, the example described was that the monitoring timer is always operating while the gaming machine is powered on, but there may be cases where the timing by the monitoring timer is interrupted or stopped. For example, the timing by the monitoring timer may be interrupted when the door sensor detects that the upper front door UD or the lower front door DD has been opened, and the timing by the interrupted monitoring timer may be resumed when the door sensor detects that the open upper front door UD or the lower front door DD has been closed. In other words, the timing by the monitoring timer may be temporarily stopped during a door opening error (error state) associated with the opening of the upper front door UD or the lower front door DD. In this way, it is possible to prevent the demo performance from starting while the upper front door UD or the lower front door DD is open. Here, if the demo performance starts while the upper front door UD or the lower front door DD is open, different performances will be executed before and after the opening and closing of the upper front door UD or the lower front door DD, which may cause discomfort, but according to this modified example, it is possible to avoid causing discomfort by having different performances executed before and after the opening and closing of the upper front door UD or the lower front door DD.
[0415] Alternatively, for example, a monitoring timer could be activated when all processing related to a single game is completed, and stopped when the electronic token is set to the inserted state. In this way, the game can transition to a demo sequence when the electronic token is not set to the inserted state, and not transition to a demo sequence when the electronic token is set to the inserted state.
[0416] Alternatively, for example, if the menu button B6 is pressed while a game animation (game screen) or demo animation (demo screen) is running in order to transition to the menu screen, the measured value of the monitoring timer may be initialized (reset) to its initial value "0" and the timing by the monitoring timer may be temporarily stopped. Then, if the menu button B6 is pressed while the menu is displayed in order to return to the game animation, the timing by the initialized (reset) monitoring timer may be restarted.
[0417] Furthermore, in the above embodiment, the case in which the timing by the monitoring timer is reset each time a signal is input from the main board 10 was described as an example, but the timing by the monitoring timer may not be reset when the upper front door UD or the lower front door DD is opened or when the open upper front door UD or the lower front door DD is closed.
[0418] In the above embodiment, if the monitoring timer has measured a predetermined time (for example, 60 seconds) while any reel is rotating, a reel stop warning animation may be executed instead of the demo animation. In this case, along with the execution of the reel stop warning animation, the volume of the speaker SP may be controlled to mute or to reduce the volume of the speaker SP.
[0419] Furthermore, although the above embodiment was described using the example of a case where it is not possible to play games in the setting confirmation mode, it is also possible to perform actions such as inserting electronic tokens (betting) using the bet button B0, settling electronic tokens using the settlement button B4, and counting electronic tokens using the counting button B8 in the setting confirmation mode.
[0420] Furthermore, in the above embodiment, we have described an example where it is possible to switch to the setting confirmation mode while accepting the insertion of electronic medals. However, it is also possible to switch to the setting confirmation mode if the setting confirmation conditions are met during the execution of the settlement process, or to prevent switching to the setting confirmation mode while the settlement process is being executed.
[0421] Furthermore, in the above embodiment, the main CPU 10a was described as restricting the progress of the game by setting its internal state to an error state when the complete operation condition is met. However, the game may be restricted without setting the internal state to an error state. In other words, the operation of the complete function does not need to be set as an error that the main CPU 10a can detect. Also, when the main CPU 10a is set to an error state, it displays an identification symbol (error code) indicating the type of error on the game information display unit DS, and the sub-CPU 20a displays an identification symbol indicating the type of error on the liquid crystal display LCD. However, if the main CPU 10a has not set a complete error as an error that it can detect, the error code may not be displayed on the game information display unit DS when the complete operation condition is met, and the sub-CPU 20a may perform the error notification.
[0422] Furthermore, in the above embodiment, we have explained the case where the game transitions to setting confirmation mode when the setting confirmation conditions are met while the game progression is being restricted by the complete function. However, the game may be configured not to transition to setting confirmation mode while the game progression is being restricted by the complete function.
[0423] Furthermore, in the above embodiment, the case of managing the transition to the setting confirmation mode in the door opening error monitoring process was explained as an example. However, the door opening error monitoring process may also monitor for lending device connection errors and medal count control errors, and these errors may be detected while the game progress is restricted by the complete function.
[0424] Furthermore, in the above embodiment, the case in which the operation of the counting button B8 is disabled when the gaming machine and the dedicated unit 50 are not connected was explained as an example. However, when the dedicated unit 50 is not connected, the operation of the settlement button B4 may also be disabled. In this way, settlement can be restricted in addition to the counting of electronic tokens.
[0425] Furthermore, in the above embodiment, the example described was one in which the main board 10, sub-board 20, and medal count control board 30 are arranged to share the functions necessary for advancing the game. However, some of the functions of the main board 10 may be placed on the sub-board 20 or medal count control board 30, some of the functions of the sub-board 20 may be placed on the main board 10 or medal count control board 30, some of the functions of the medal count control board 30 may be placed on the main board 10 or sub-board 20, or all the functions may be placed together on a single control board. Moreover, all the functions of the medal count control board 30 may be placed on the main board 10, and the medal count control board 30 may not be provided at all.
[0426] Furthermore, the invention of the above embodiment is not limited to smart pachislo, but can also be applied to slot machines that use actual tokens (game value) for gameplay, and gaming machines that use game balls (pachinko balls) for gameplay (spinning game machines, smart pachinko (registered trademark)), etc. In smart pachinko, a main board (first control unit) that controls the progress of the game, a sub-board that controls the effects, and a frame control board (second control unit) that can communicate with the main board and a dedicated unit (specific unit) that dispenses game balls are provided, and the frame control board can manage the number of game balls. In addition, the main board switches between starting in game mode (playable state) and setting change mode (unplayable state) depending on the state of the setting change switch when the power is turned on.
[0427] Furthermore, the invention of the above embodiment can also be applied when a full counting function is installed in a smart pachinko machine. When a full counting operation is performed, the frame control board (second control unit) transmits a game ball count control information command to the sub-board via the main board (first control unit) that notifies a specific number (for example, 0) as the updated game ball count (game value). The sub-board may then determine the counting sound to output based on the number of game balls included in the previously received game ball count control information command, if the updated game ball count included in the game ball count control information command received this time is a specific number (for example, 0).
[0428] Furthermore, the invention of the first embodiment, the invention of the second embodiment, and the various modifications described above can be combined and adopted as appropriate. [Explanation of symbols]
[0429] (First embodiment) BX storage box, UD upper front door, DD lower front door, DW display window, L1 Active line, DS game information display unit, LCD liquid crystal display, AL Frame lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SL Start Lever, B0 Bet Button, B1~B3 Stop Buttons, B4 Payment button, B5 Performance button, B6 Menu button, B7 Directional buttons, B7A Up button, B7B Down button, B7C Left button, B7D Right button, B8 Counting button, B10 Loan button, B11 Return button, B12 Play button, B13 Clear game token count button, B14 Error clear button, DP Dot display section, 10 Main board, 10a Main CPU, 10b Main ROM, 10c Main RAM, 20 Sub-board, 20a Sub-CPU, 20b Sub-ROM, 20c Sub-RAM, 30 Medal count control board, 30a Medal CPU, 30b Medal ROM, 30c Medal RAM, 40 Terminal board for connecting game ball dispensing device, 50 Dedicated unit, 60 Dedicated unit control board, 61 Cash insertion section, 62 Card insertion section, 63. Loan switch, 64. Return switch, 65. Game switch, 66. Frequency display device, 67. Medal acquisition display device, 70. Game medal count display device, 80. Status display device, 82 First connector, 84 Second connector, 91 Lower panel, 100 Main startup processing means, 105 Input receiving means, 110 Random number generation means, 120 Internal lottery means, 130 Reel control means, 140 Prize determination means, 150 Payout control means, 160 Replay processing means, 170 Game state control means, 180 Performance state control means, 190 Communication control means, 195 Setting confirmation means, 200 Sub-start processing means, 210 Performance control means, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 settlement switch, 255 counting button switch, 256 Game token count clear switch, 257 Error clear switch, 262 Setting change permission switch, 264 Setting change switch, 270 Performance button switch, 280 Menu button switch, 290A Up button switch, 290B Down button switch, 290C Left button switch, 290D Right button switch, 310 Reel units, 330 Display devices, 340 Sound devices, 350 PCB case, 352 Case body, 354 Case lid, 356 Connecting pins, 358 Main unit side connection part, 360 Lid side connection part, 400 Menu screen, 410 Volume setting screen, 420 Volume bar image, 430 Light intensity setting screen, 440 Light intensity bar image, 450 Specific image 510 first display section, 520 second display section, 530 third display section, 540 fourth display section, 550 fifth display section, 704 Front, 710 Seal sheet, 720 First seal, 730 Second seal, 740 first display area, 750 second display area, 760 third display area, 770 4th display area, 780 5th display area, 790 Attachment position frame, 792 Centerline, 794 QR code, 796 QR code, 798 Centerline, 800 Label unit, 801 Base body, 802 Locking part, 802a Locking claw, 803 Operation unit, 804b locking claw, 805a locking hole, 805b locking claw, 810 Mounting portion, 811 Locking portion, 820 Vertical wall, 830 Type seal, etc. (Second embodiment) B Background, L1 Logo display, E Supplementary explanation display, N Anti-dive display, 91 Lower panel, 102 Front panel, 102a Textured section, 103 Rear panel, 110 Sheet, 111 Model name display, 112 Background, 120 Frame, 121 Opening, 131 LEDs, L2 Logo display, W Border (white border), P Character, L3 Logo display, 201 Dedicated unit, 500 Upper panel, 510 Seat, 1000 Pachinko game machine
Claims
1. A display sheet for displaying the first display item, the second display item, and the third display item, A gaming machine comprising a base body and a cover body for housing the aforementioned display sheet, The edge of the base body is provided with a wall portion for positioning the display sheet. The aforementioned display sheet is It has a first region, a second region, and a third region. The first display is attached to the back side of the first area. The second display is attached to the back side of the second area. The third display is affixed to the third area from the front side. A gaming machine wherein the dimensions of the wall portion are greater than the thickness of the display sheet when the first display, second display, and third display are not attached, but less than the thickness of the display sheet when the first display, second display, and third display are attached.
2. A display sheet for displaying the first display item, the second display item, and the third display item, A gaming machine comprising a base body and a cover body for housing the aforementioned display sheet, The aforementioned display sheet is It has a first region, a second region, and a third region. The first display is attached to the back side of the first area. The second display is attached to the back side of the second area. The third display is affixed to the third area from the front side. The display sheet is stored such that its back side faces the front surface of the base body, and its front side faces the back surface of the cover body. A gaming machine wherein the dimension of the gap from the surface of the base body to the back surface of the cover body is greater than the thickness of the display sheet when the first display, second display, and third display are not attached, but is less than the thickness of the display sheet when the first display, second display, and third display are attached.
Citation Information
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