Gaming machine

The gaming machine uses a collective light emitter and lighting control unit to ensure appropriate information display, addressing player discomfort and enhancing the gaming experience.

JP7846539B2Active Publication Date: 2026-04-15HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
HEIWA CORP
Filing Date
2022-02-25
Publication Date
2026-04-15

AI Technical Summary

Technical Problem

Players may feel discomfort if game information is not displayed appropriately in gaming machines.

Method used

A gaming machine equipped with a collective light emitter and a lighting control unit that executes data setting and output processes within an interrupt process, ensuring appropriate information display.

Benefits of technology

Enables appropriate display of game information, enhancing player experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To display information appropriately.SOLUTION: A game machine of the present invention includes a collective light emitter composed of a plurality of light emitters, and a lighting control unit that controls lighting of the collective light emitter. The lighting control unit executes a data setting process to set data indicating the lighting mode of the collective light emitter, and executes a data output process to output data set in the data setting process. The execution timing of the data setting process and the data output process may be overlapped. While the data setting process is executed, the execution of the data output process is restricted.SELECTED DRAWING: Figure 18
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Description

Technical Field

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

Background Art

[0002] In a gaming machine, various effects are executed according to the progress of the game. For example, the game result may be notified by a numerical value displayed by lighting through a seven-segment display device. Patent Document 1 discloses a technique of regarding dots of a seven-segment display as decimal points.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] A player can grasp information based on the progress of the game, such as the progress state and the game result of the game, through various effects on the display device. However, if such information is not displayed appropriately, the player may feel discomfort.

[0005] In view of such problems, an object of the present invention is to display information appropriately.

Means for Solving the Problems

[0006] In order to solve the above problems, the gaming machine of the present invention includes a collective light emitter composed of a plurality of light emitters, and a lighting control unit that controls lighting of the collective light emitter. The lighting control unit executes a data setting process for setting data indicating a lighting mode of the collective light emitter, and executes a data output process for outputting the data set in the data setting process. The aforementioned data setting process and the aforementioned data output process are executed within the interrupt process.The execution timing of the data setting process and the data output process may overlap, and the execution of the data output process is restricted while the data setting process is being executed. [Effects of the Invention]

[0007] According to the present invention, it becomes possible to display information appropriately. [Brief explanation of the drawing]

[0008] [Figure 1] This is an external view diagram illustrating the general mechanical configuration of a smart pachislo machine. [Figure 2] This is a block diagram showing the general electrical configuration of the smart pachislo machine and its dedicated unit. [Figure 3] This is an external view illustrating the general mechanical configuration of the smart pachislo machine and its dedicated unit. [Figure 4] This is a perspective view showing the display unit with the housing removed. [Figure 5] This is a perspective view showing the display unit with the housing attached. [Figure 6] This is a cross-sectional view showing a counting switch in a state where the button is not pressed. [Figure 7] This is a perspective view showing the compartment that houses the button. [Figure 8] This is a cross-sectional view showing a counting switch in a state where the center of the press-button surface is pressed. [Figure 9] This is a cross-sectional view showing a counting switch in a state where the back end of the press-button surface is pressed. [Figure 10] This is a cross-sectional view showing a counting switch related to a comparative example. [Figure 11] This is a perspective view of a gaming machine showing a door in an open position, as an example of a type of reference model. [Figure 12] This is a front view of a gaming machine, specifically a reference example. [Figure 13] This is a block diagram of a gaming machine, specifically a reference example. [Figure 14] It is a block diagram for explaining the control modes of the main effect display unit, effect accessory device, effect lighting device, audio output device, and effect operation device on the sub-control board. [Figure 15] It is a configuration diagram for explaining the lighting control by the lighting control means. [Figure 16] It is an explanatory diagram for explaining the flow of data setting processing and data output processing. [Figure 17] It is an explanatory diagram for explaining the flow of data setting processing and data output processing. [Figure 18] It is a flowchart showing the lighting control process of the lighting control means. [Figure 19] It is a partially enlarged view showing the ball return prevention mechanism in the first state. [Figure 20] It is a partially enlarged view showing the ball return prevention mechanism in the second state. [Figure 21] It is a partially enlarged view showing the ball return prevention mechanism in the third state. [Figure 22] It is an external view for explaining other mechanical configurations of the smart pachislot.

Embodiments for Carrying Out the Invention

[0009] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and the drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant explanations, and elements not directly related to the present invention are not shown.

[0010] (First Embodiment: Smart Pachislot 100) The smart pachislot 100 can progress the game without the intervention of real medals while maintaining the gaming properties of a slot machine. In the smart pachislot 100, instead of real medals, electronic medals are used as electronic gaming values for the game.

[0011] (Mechanical configuration of Smart Pachislo 100) As shown in the external view of Figure 1, the Smart Pachislo 100 as a gaming machine is provided with a casing 102 and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the casing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104. Three reels 110 (left reel 110a, middle reel 110b, and right reel 110c) are provided in the casing 102 at positions corresponding to the symbol display window 108, and each is rotatably installed independently. Multiple types of symbols are arranged in each of the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, for example, in areas divided into 20 equal parts. The player can see, through the symbol display window 108, the three consecutive symbols located in the upper, middle, and lower rows of the left reel 110a, the middle reel 110b, and the right reel 110c, totaling nine symbols.

[0012] An operating panel mounting base 111 is formed at the top of the front lower door 106, and the operating panel mounting base 111 is equipped with a counting switch 112, a game token count display device 114, a bet switch 116, a start switch 118, a stop switch 120, a payout switch 121, a performance switch 122, and the like.

[0013] The counting switch 112 is a push switch that detects an operation to transfer some or all of the electronically held electronic tokens that can be used for gameplay, which are electronically held by the smart pachislo 100, to a dedicated unit 350 described later. The counting switch 112 has two operation options: a short press of less than 500 msec and a long press of 500 msec or more. With a short press of the counting switch 112, one electronic token is counted for each operation, and with a long press, 50 electronic tokens are counted at the timing of counting notifications, which occur every 300 msec. The total number of electronic tokens that can be used for gameplay, which are electronically held by the smart pachislo 100, is sometimes referred to as the "number of game tokens," and the memory unit that holds the electronic tokens is sometimes referred to as the "token holding unit."

[0014] The game token count display device 114 displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 114 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The number of game tokens is displayed on a 5-digit or 6-digit 7-segment display or the like, positioned where the player can see it, as follows: The numerical range is 0 to 16368, taking into account the maximum difference in tokens during one business day, and if the higher digit of a significant number is 0, that number is left blank (off). When the number reaches 15000 or more, a notification prompting the player to count is issued, the dispensing of electronic tokens is restricted, and a test counting signal is output for approximately 3500 msec. However, the player can continue playing. When the number reaches 16369 or more, the progress of the game is restricted. Specifically, the bet switch 116, start switch 118, and payout switch 121 are prohibited from being activated. Alternatively, instead of prohibiting the payout of electronic tokens when the value is likely to reach 16369 or higher, the payout of electronic tokens may be prohibited until the player performs the counting. For example, the game may be stopped when the value reaches 16357 or higher, which is 12 tokens (maximum payout (e.g., 15 tokens) - prescribed number (e.g., 3 tokens)) minus 12 tokens, the maximum difference in tokens obtainable in one game, from 16369. Furthermore, the token count display device 114 will display the updated token count within approximately 300 msec after the token count held by the smart pachislo 100 is updated.

[0015] The bet switch 116 inserts (bets) a predetermined number of electronic tokens from those held in the token holder. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional one electronic token within the predetermined range.

[0016] The start switch 118 is composed of, for example, a lever capable of detecting tilting operations, and detects the player's operation to start the game. The stop switches 120 (stop switches 120a, 120b, and 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, and detect the player's stopping operation. The payout switch 121 detects the operation to return all electronic tokens bet by a single operation of the bet switch 116 to the token holder. The effect switches 122 are composed of, for example, a push switch and cross switches arranged up, down, left, and right, and detect the player's pressing and rotating operations.

[0017] A liquid crystal display unit 124 is provided at the upper center of the front upper door 104 to display various images related to the performance. In addition, performance lamps 126, which are made up of, for example, high-brightness light-emitting diodes (LEDs), are provided at the top and left and right of the front upper door 104. Speakers 128 are provided at the left and right positions of the front lower door 106 to provide auditory effects such as sound effects and musical tones.

[0018] In Smart Pachislo 100, once gameplay is possible and a specified number of electronic tokens have been bet, the active lines are activated and the operation of the start switch 118 becomes valid. Here, betting includes both inserting electronic tokens held in the token holder via the operation of the bet switch 116 and automatically inserting electronic tokens based on the display of a replay symbol on an active line. The active lines are the lines used to determine the winning combination.

[0019] When the player operates the start switch 118, the game begins, and various processes such as the lottery for winning types are executed, while the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate. Subsequently, the left reel 110a, middle reel 110b, and right reel 110c are stopped according to the operation of the stop switches 120a, 120b, and 120c, respectively. If a winning combination that allows for the payout of electronic tokens is achieved based on the lottery result for winning types and the combination of symbols displayed on the active lines, the number of electronic tokens corresponding to the winning combination are paid out (stored) in the token holder and the game ends. If the player does not win a winning type that allows for the payout of electronic tokens, or if they win but do not get a payout, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop.

[0020] In this embodiment, the above-mentioned game 1 refers to the game from the time when an electronic medal held in the medal holder is inserted via the operation of the bet switch 116, or when an electronic medal is automatically inserted based on the display of a replay symbol on the active line, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, and until the electronic medal is dispensed if a winning symbol that can be dispensed with an electronic medal is hit. Furthermore, if the player fails to win a prize that can award electronic tokens, or if they win a prize but do not win, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of a game may be interpreted as the player operating the start switch 118 instead of inserting the electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games.

[0021] (Electrical configuration of Smart Pachislo 100) Figure 2 is a block diagram showing the schematic electrical configuration of the smart pachislo 100 and the dedicated unit 350. As shown in Figure 2, the smart pachislo 100 and the dedicated unit 350 are electrically connected via a game ball dispensing device connection terminal board 206. The smart pachislo 100 is equipped with a control board that includes a main control board 200 (main control unit) for controlling the progress of the game, a sub-control board 202 (sub-control unit) for controlling the effects according to the progress of the game, and a medal count control board 204 for controlling the number of electronic medals (number of game medals) held in the medal holding section. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 202 is restricted to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud. The dedicated unit 350 is equipped with a dedicated unit control board 360 for sending and receiving electronic medals to and from the smart pachislo 100.

[0022] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire smart pachislo 100. In addition, even if the power is cut off, the data in the main RAM 200c will not be erased unless a setting change is made and a RAM clear is performed.

[0023] Furthermore, the main control board 200 has functional units such as initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, determination means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0024] The main control board 200 receives various detection signals from the bed switch 116, start switch 118, stop switches 120a, 120b, 120c, and settlement switch 121. Based on the received detection signals, the main CPU 200a performs various processes.

[0025] The initialization means 300 performs initialization processing on the main control board 200. The betting means 302 places bets on electronic tokens to be used for playing the game. The winning type lottery means 304, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is correct, and more specifically, whether a winning type that includes the winning combination is correct, as will be described in more detail later.

[0026] The reel control means 306 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.

[0027] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c respectively, and the detection signal from the rotation position detection circuit 154, transmitted from the reel control means 306 in response to the operation signal of the stop switch 120.

[0028] The determination means 308 determines whether or not a combination of symbols corresponding to a winning combination is displayed on an active line. Here, the display of a combination of symbols corresponding to a winning combination on an active line is sometimes simply referred to as a win. Based on the fact that a combination of symbols corresponding to a winning combination has been displayed on an active line (a win has been achieved), the payout control means 310 pays out a number of electronic medals (value) corresponding to the winning combination to the medal holder.

[0029] The game state control means 312 refers to the result of the winning type lottery and the result of the judgment means 308 to transition the game state to one of several types of game states. The performance state control means 314 refers to the result of the winning type lottery, the result of the judgment means 308, and the game state transition information to transition the performance state to one of several types of performance states. The game states include a non-internal game state, an internal game state which is transitioned to when a bonus role is won in the non-internal game state, and a bonus game state which is transitioned to when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state. The performance states include a non-AT (Assist Time) performance state which does not perform an auxiliary performance to assist in winning a specific role (correct role) when a winning type is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap, and an AT performance state which performs an auxiliary performance. A "special winning combination" refers to a winning combination that is more advantageous than other winning combinations, not only in terms of the payout of electronic tokens resulting from winning that combination, but also in terms of all the game benefits that can be obtained from winning that combination.

[0030] The command transmission means 316 sequentially determines game-related commands in conjunction with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the performance state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.

[0031] Furthermore, the main control board 200 is equipped with a random number generator (random number generation means) 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains random values ​​by extracting the count value from the random number generator 200d at a predetermined time. The random values ​​generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random numbers) are used to determine the type of game prize to be given to the player, for example, by the winning type lottery means 304 to determine the winning type.

[0032] (Sub-control board 202) Furthermore, the sub-control board 202, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs, etc., and a sub-RAM 202c which functions as a work area, and controls the performance in particular based on commands from the main control board 200. Also, like the main RAM 200c, the sub-RAM 202c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off. In addition, the sub-control board 202 is also provided with a random number generator (random number generation means) 202d, like the main control board 200, and the random values ​​generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.

[0033] Furthermore, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function through the cooperation of the sub-CPU 202a with the sub-RAM 202c based on a program stored in the sub-ROM 202b.

[0034] The initialization determination means 330 executes the initialization process on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands.

[0035] The performance control means 334 receives a detection signal from the performance switch 122 and determines the game performance to be performed by the liquid crystal display unit 124, speaker 128, and performance lamp 126 based on the received command. Specifically, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124 and the lighting data for the performance through the lighting equipment such as the performance lamp 126, as well as the audio data that constitutes the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined game performance. Note that auxiliary performances are also included in the performance.

[0036] (Medal count control board 204) Furthermore, the medal count control board 204 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 204a which is a central processing unit, a medal ROM 204b which stores programs, etc., and a medal RAM 204c which functions as a work area, and manages the electronic medals used for gaming. The medal count control board 204 is also connected to a dedicated unit 350 via a game ball dispensing device connection terminal board 206.

[0037] (Dedicated unit 350) The dedicated unit 350 is installed near the smart pachislo 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 350 is equipped with a dedicated unit control board 360. The dedicated unit control board 360 is connected to a cash input section 362, a card insertion section 364, a lending switch 366, a return switch 368, a game switch 370, a rate display device 372, and a tokens won display device 374.

[0038] Here, the game ball dispensing device connection terminal board 206 is a connection terminal board for connecting the smart pachislo 100 and the dedicated unit 350, 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 of the smart pachislo 100.

[0039] The cash input section 362 functions as a slot for inserting cash. The card insertion section 364 allows for the insertion and withdrawal of a card medium capable of storing electronic tokens. The dispensing switch 366 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 350 to the smart pachislo 100. The return switch 368 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 350 to a card medium and to withdraw that card medium from the dedicated unit 350 through the card insertion section 364. The game switch 370 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 350 to the smart pachislo 100. The unit value display device 372 displays the number of units held in the dedicated unit 350, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired token count display device 374 displays the acquired token count, which is the total number of electronic tokens held in the dedicated unit 350.

[0040] Figure 3 is an external view illustrating the general mechanical configuration of the Smart Pachislo 100 and its dedicated unit 350. Referring to Figure 3, the process of starting and ending gameplay on the Smart Pachislo 100 will be explained.

[0041] When a player attempts to play on the Smart Pachislo 100, they first insert cash into the cash input section 362 of the dedicated unit 350 shown in Figure 3. The unit's unit 350 then displays a unit equivalent to the inserted cash (for example, "10" for a 1,000 yen insertion) on its unit display device 372. When the player operates the dispensing switch 366, the electronic tokens corresponding to the number of tokens held by the dedicated unit 350 (for example, "50") are transferred to the Smart Pachislo 100. The number of electronic tokens transferred (for example, "50") is then displayed on the Smart Pachislo 100's token count display device 114. Specifically, when the Smart Pachislo 100 receives a dispensing notification from the dedicated unit 350 (described later), if the dispensing notification is successful, it accepts the transfer of electronic tokens and notifies "successful" in the dispensing receipt result response. On the other hand, if the message length and command values ​​in the loan notification are normal, but other information is abnormal, Smart Pachislo 100 will notify "abnormal" in the loan receipt result response described later. Also, if the loan notification has not been received normally, or if the message length and command values ​​of the loan notification are abnormal, Smart Pachislo 100 will discard the received message without displaying an error and will wait until it can receive a loan notification with at least a normal message length and command. Furthermore, if the lending process cannot be completed, that is, if the gaming machine information notification described later is abnormal, the number of counted medals in the counting notification described later (the number of digitized medals transferred to the dedicated unit 350 at once) is "1" or more, the number of gaming medals displayed on the gaming medal count display device 114 is 15,000 or more, the checksum of the received lending notification is abnormal, the lending serial numbers of the received lending notification are not consecutive, the number of lending medals in the received lending notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 204a to the dedicated unit 350 described later is notifying anything other than hall control / fraud monitoring information, the smart pachislo 100 will notify "abnormal" in the lending receipt result response.

[0042] Next, when the player operates the bet switch 116, electronic tokens are placed as a bet. At this time, the token count display device 114 displays a value (for example, "47") which is the number of electronic tokens that have been bet (for example, "3"). Thus, the player can begin playing. If, as a result of the game, a small win is achieved that pays out 11 tokens, the number of electronic tokens that have been paid out (for example, "11") is added (for example, to "58").

[0043] Furthermore, if the payout switch 121 is operated after the player has placed an electronic token by operating the bet switch 116, but before the start switch 118 is operated (to start the game), the number of electronic tokens that were placed (for example, "3") will be added to the token count display device 114 (for example, to "50"), and the bet state will be canceled.

[0044] When a player finishes playing, they operate the counting switch 112 to transfer the electronic tokens held in the token holder to the dedicated unit 350. The number of tokens held in the token holder is then displayed on the token count display device 374 of the dedicated unit 350, while "0" is displayed on the token count display device 114. When the player operates the return switch 368, the electronic tokens held by the dedicated unit 350 are transferred to a card, and the card is withdrawn from the dedicated unit 350 through the card insertion section 364. In this way, the player can accumulate the electronic tokens they have acquired on a card.

[0045] If a player wishes to play again, they can insert a card containing stored electronic tokens into the card slot 364 instead of using cash, and play using the electronic tokens stored on the card. The electronic tokens stored on the card are then transferred to the dedicated unit 350, and the total number of electronic tokens stored on the card is displayed on the acquired token display device 374. The player can also transfer the electronic tokens held by the dedicated unit 350 to the smart pachislo 100 by operating the game switch 370 instead of the dispensing switch 366.

[0046] When the dispensing switch 366 or the counting switch 112 is operated, the medal CPU 204a performs the dispensing or counting process for the electronic medal and sends a command to the main CPU 200a to that effect. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 202a to that effect. The sub-CPU 202a then outputs a predetermined sound to the speaker 128 to indicate the movement of the electronic medal as it is actually dispensed or counted during the dispensing or counting process. During the counting process, the sub-CPU 202a may output the predetermined sound to the speaker 128 for both a short press and a long press of the counting switch 112, or it may output the predetermined sound to the speaker 128 for only one of the short press or long press of the counting switch 112. Furthermore, when the counting switch 112 is completed during the counting process (for example, pressed and released), the sub-CPU 202a may output a predetermined sound indicating that counting is complete, or, after the counting process is complete, output a predetermined sound to prevent forgetting to remove the card from the card insertion unit 364. In this way, the player can audibly confirm that the lending process and counting process are being performed appropriately. In addition, the sub-CPU 202a may notify the player that the lending process and counting process are being performed not only through the speaker 128, but also through other devices such as the liquid crystal display unit 124 and the effect lamps 126. Here, the CPU (Central Processing Unit) is used as an example of the main control unit, but various arithmetic elements such as MPU (Micro Processor Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array) can be applied.

[0047] With Smart Pachislo 100, physical tokens are not required, making it possible to prevent cheating by simulating token insertion or using tokens brought in illegally. Furthermore, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. In addition, fraud prevention is possible by centrally managing the lending of game tokens to players and the counting of acquired game tokens. Moreover, by centrally managing data, it is possible to curb the element of gambling and, consequently, strengthen measures against addiction.

[0048] Here, we will explain the features that enable the game to proceed appropriately in Smart Pachislo 100, referring to Figures 4 to 10. In Figures 4 to 10, arrow F indicates the front direction of Smart Pachislo 100, and arrow B indicates the back direction of Smart Pachislo 100. In the following, the front direction, back direction, left direction, right direction, up direction, and down direction of Smart Pachislo 100 will also be simply referred to as front direction, back direction, left direction, right direction, up direction, and down direction, respectively.

[0049] First, referring to Figures 4 and 5, we will explain the measures taken to reduce the visibility of the display unit 400, which displays the total number of electronic tokens that can be used for gameplay, or to prevent misoperation.

[0050] Figures 4 and 5 show the display unit 400. The display unit 400 comprises a counting switch 112, a game token count display device 114, and a housing 130. Figure 4 is a perspective view showing the display unit 400 with the housing 130 removed. Figure 5 is a perspective view showing the display unit 400 with the housing 130 attached. In the following, an example will be described in which the counting switch 112 and the game token count display device 114 are included in a single unit of the display unit 400, but the counting switch 112 and the game token count display device 114 may be separated into different units.

[0051] The display unit 400 is positioned in the upper right corner of the control panel mounting base 111 shown in Figure 1, where the smart pachislo 100 is located. In other words, the display unit 400 is positioned in a location corresponding to the location of the coin slot in a slot machine where the game is played using physical tokens. This allows for effective use of the space previously occupied by the coin slot, which becomes unnecessary when the smart pachislo 100 is introduced. Furthermore, considering that the coin slot is used to add tokens and the display unit 400 displays the number of tokens being played, the coin slot and the display unit 400 share commonalities in that they are both related to the number of tokens available. Therefore, positioning the display unit 400 in the above location makes it less likely for players to feel any discomfort. However, the placement of the display unit 400 in the smart pachislo 100 is not limited to the above example.

[0052] As described above, the game token count display device 114 is a display device that displays the game token count, which is the total number of electronic tokens that can be used for gameplay. The game token count is an example of the game value count, which is the total amount of game value that can be used for gameplay. As described above, the counting switch 112 accepts an operation to transmit at least a portion of the game token count to the dedicated unit 350. The counting switch 112 and at least a portion of the game token count display device 114 (for example, the display unit 114a described later) are housed in the housing 130. The housing 130 is an example of a housing that accommodates the counting switch 112 and the display unit 114a described later.

[0053] As shown in Figure 4, the game token count display device 114 includes a display unit 114a having multiple segments for displaying the number of game tokens. Each segment has seven light-emitting elements and can display any number from 0 to 9. The display unit 114a displays the number of game tokens by illuminating the segments. The display unit 114a can change the displayed number of game tokens by changing the illumination state of each segment. The multiple segments are arranged side by side in the left-right direction of the smart pachislo 100. In the example in Figure 4, the display unit 114a has five segments. Therefore, in the example in Figure 4, the display unit 114a can display a maximum of five digits. This prevents a shortage of digits for displaying the number of game tokens. However, the number of segments in the display unit 114a may be five or more.

[0054] As shown in Figure 5, the display unit 114a is housed in the housing 130. Here, the light emitted from the display unit 114a passes through the housing 130 and reaches the outside. As a result, the player can see the number of game tokens displayed by the display unit 114a through the housing 130. In Figure 5, the region R11 of the housing 130 facing the display unit 114a is shown. At least region R11 of the housing 130 is transparent and transmits light. In Figure 5, the light emitted from the segments of the display unit 114a is schematically shown passing through region R11. Note that while the light emitted from the display unit 114a is visible from the outside through the housing 130, the components inside the housing 130 are blocked by the housing 130 and are not visible from the outside. Therefore, the number of game tokens can be seen by the player without the player being aware that the display unit 114a is divided into five segments.

[0055] As shown in Figures 4 and 5, the counting switch 112 includes a button portion 112a that is pressed by the player. The button portion 112a has a pressing surface portion 112a1 that is pressed by the player. The button portion 112a has, for example, a substantially cylindrical shape. The central axis of the button portion 112a extends in a direction that slopes upward as it moves toward the front. The pressing surface portion 112a1 is oriented in a direction that slopes upward as it moves toward the front. In the examples of Figures 4 and 5, the pressing surface portion 112a1 is circular. However, the shape of the pressing surface portion 112a1 may be other than circular.

[0056] As shown in Figure 5, the housing 130 has an opening 130a. The opening 130a is circular in shape. However, if the shape of the pressing surface portion 112a1 is not circular, the shape of the opening 130a will also correspond to the shape of the pressing surface portion 112a1. The opening 130a is positioned coaxially with the pressing surface portion 112a1. Therefore, the pressing surface portion 112a1 is exposed through the opening 130a. The inner diameter of the opening 130a is smaller than the maximum outer diameter of the button portion 112a, preventing the button portion 112a from coming out beyond the opening 130a.

[0057] The pressing surface 112a1 is located inside the housing 130, beyond the surrounding portion of the housing 130, when the button portion 112a is not pressed (see the cross-sectional view in Figure 6, described later). If the pressing surface 112a1 were located outside the housing 130, beyond the surrounding portion of the housing 130, when the button portion 112a is not pressed, there is a risk that the button portion 112a may be pressed unintentionally by the player's fingers or other body parts touching it. Therefore, by arranging the pressing surface 112a1 as described above, it is suppressed that the player may accidentally press the button portion 112a at a time when they do not intend to transmit at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed.

[0058] The button portion 112a of the counting switch 112 is the button portion of the smart pachislo 100 that is closest to area R11 of the housing 130, which corresponds to the display area for the number of game tokens. This prevents the player from pressing the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed. However, the button portion closest to area R11 of the housing 130 may be a button portion other than the button portion 112a of the counting switch 112.

[0059] The button portion 112a of the counting switch 112 is positioned in front of the area R11 of the housing 130, which corresponds to the display area for the number of game tokens. This prevents the area R11 from being obscured by the player's fingers when the player presses the button portion 112a. Therefore, a decrease in visibility is suppressed. As a result, the player can press the button portion 112a while checking the number of game tokens. However, the button portion 112a of the counting switch 112 may be positioned behind the area R11 of the housing 130. For example, in this case, the button portion 112a of the counting switch 112 may be positioned at the rearmost position among the buttons provided on the operation unit mounting base 111. This makes it difficult for the player to press the button portion 112a without extending their fingers to the rear, thus suppressing the pressing of the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Therefore, erroneous operation is suppressed.

[0060] The front upper door 104 and the front lower door 106 are not provided with a button portion having the same shape as the pressable surface portion 112a1 of the button portion 112a of the counting switch 112. Here, button portions having the same shape as the pressable surface portion 112a1 are easily confused. Therefore, by making the shape of the pressable surface portion 112a1 of the button portion 112a different from that of the other button portions, it is suppressed that the player will press the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed. However, the front upper door 104 or the front lower door 106 may be provided with a button portion having the same shape as the pressable surface portion 112a1 of the button portion 112a of the counting switch 112.

[0061] Although not shown in Figures 4 and 5, the display unit 400 may be equipped with a countable lamp to indicate that counting (i.e., transmission of the number of game tokens to the dedicated unit 350) is possible. This allows the player to recognize that counting is possible by checking that the countable lamp is lit. For example, the countable lamp may be provided near the light-emitting element that displays the number of game tokens on the display unit 114a.

[0062] Among the buttons located to the right of the right stop switch 120c on the control unit mounting base 111, the button portion 112a of the counting switch 112 is the furthest from the stop switch 120c. Furthermore, among the buttons located to the right of the stop switch 120c, the button portion 112a of the counting switch 112 may be the furthest from the stop switch 120c in the left-right direction, or the furthest in the front-back direction. Here, players are more likely to unintentionally press buttons close to the stop switch 120c. Therefore, by arranging the button portion 112a of the counting switch 112 as described above, it is suppressed that players will accidentally press the button portion 112a. Thus, erroneous operation is suppressed. However, among the buttons located to the right of the stop switch 120c, a button other than the button portion 112a of the counting switch 112 may be the furthest from the stop switch 120c.

[0063] Among the pressable surfaces of the buttons provided on the control unit mounting base 111, the pressable surface 112a1 of the button portion 112a of the counting switch 112 has the smallest area. As a result, it becomes difficult for the player to press the button portion 112a unless they carefully press the pressable surface 112a1 with their fingers, thus suppressing the possibility of pressing the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Therefore, erroneous operation is suppressed. However, among the pressable surfaces of the buttons provided on the control unit mounting base 111, the pressable surface area of ​​the buttons other than the button portion 112a of the counting switch 112 may also be the smallest.

[0064] As shown in Figure 5, the housing 130 has a first character section C11, which is a character section indicating information related to the counting switch 112. For example, the first character section C11 is written on the outer surface of the housing 130. However, if the part of the housing 130 on which the first character section C11 is written is transparent, the first character section C11 may be written on the inner surface of the housing 130.

[0065] In the example in Figure 5, the first character section C11 is the string "Count". However, the first character section C11 may be any character section indicating content related to the counting switch 112, and is not limited to this example. For example, the first character section C11 may be a character section indicating the name of the counting switch 112, or a character section indicating content related to the function of the counting switch 112 (for example, that at least a portion of the number of game tokens will be sent to the dedicated unit 350). Also, for example, the first character section C11 may include the strings "Short Press" and "Long Press". In this case, the number of game tokens (1) sent to the dedicated unit 350 by "Short Press" may be listed alongside the string "Short Press", and the number of game tokens (50) sent to the dedicated unit 350 by "Long Press" may be listed alongside the string "Long Press". Also, for example, the first character section C11 may include a sentence indicating that when the button section 112a is pressed, a portion of the number of game tokens will be sent to the dedicated unit 350.

[0066] The first character section C11 is inscribed on the portion of the housing 130 surrounding the pressable surface 112a1 of the button section 112a. The fact that the first character section C11 is inscribed on the portion surrounding the pressable surface 112a1 means, for example, that no other character sections are displayed between the inscription position of the first character section C11 and the pressable surface 112a1. This prevents the player from pressing the button section 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed. However, the first character section C11 may also be inscribed on a portion of the housing 130 other than the portion surrounding the pressable surface 112a1 of the button section 112a. Furthermore, as shown in Figure 5, the presence of objects such as lines connecting the first character section C11 and the pressable surface section 112a1 makes it easier for the player to recognize that the first character section C11 indicates content related to the counting switch 112.

[0067] As shown in Figure 5, the housing 130 has a second character section C12 which indicates the contents of the display unit 114a (see Figure 4) of the game token count display device 114. For example, the second character section C12 is written on the outer surface of the housing 130. However, if the part of the housing 130 on which the second character section C12 is written is transparent, the second character section C12 may be written on the inner surface of the housing 130.

[0068] In the example in Figure 5, the second character section C12 is the string "Number of Items Held". However, the second character section C12 may be any character section that indicates content related to the display unit 114a, and is not limited to this example. For example, the second character section C12 may be a character section that indicates the name of the display unit 114a, or a character section that indicates the meaning of the number of game tokens represented by the display unit 114a. For example, the second character section C12 may be a string such as "CREDIT" instead of the string "Number of Items Held".

[0069] The second character section C12 is inscribed in an area of ​​the housing 130 other than the area R11 that transmits light emitted from the display unit 114a. This prevents the light emitted from the display unit 114a from being blocked by the second character section C12. Therefore, a decrease in visibility is suppressed. However, the second character section C12 may also be inscribed in a position on the housing 130 opposite the display unit 114a.

[0070] In particular, the first character section C11 is inscribed on the area surrounding the pressing surface 112a1 of the button section 112a within the housing 130, and the second character section C12 is inscribed on an area within the housing 130 other than the area R11 that transmits light emitted from the display unit 114a. This reduces visibility and prevents accidental operation. As a result, it becomes possible to proceed with the game properly.

[0071] The second character section C12 is displayed around the area R11 of the housing 130, which corresponds to the display area for the number of game tokens. This makes it easier for the player to recognize that the second character section C12 indicates content related to the display unit 114a. Here, the second character section C12 is provided with a distance D11 in the left-right direction from the area R11 of the housing 130, which corresponds to the display area for the number of game tokens. The distance D11 is greater than or equal to the width of one segment of the display unit 114a. This prevents the second character section C12 from facing the display unit 114a when the number of segments of the display unit 114a in the display unit 400 is increased from 5 to 6 in order to apply it to a smart pachinko machine, which is a sealed-circulation type pachinko machine, as will be described later. Thus, a decrease in visibility is suppressed. As will be described later, in the case of smart pachinko, having 6 segments prevents a shortage of digits that can be displayed. Furthermore, the circuit board connected to the display unit 114a is configured to allow the number of segments of the display unit 114a to be increased from five to six.

[0072] In the example shown in Figure 5, the second character section C12 is positioned to the left of area R11. The first character section C11 is positioned to the left of the pressable surface 112a1 of the button section 112a. The first character section C11 is also positioned in front of the second character section C12. When the positional relationship between the first character section C11, the second character section C12, area R11, and the pressable surface 112a1 of the button section 112a is such a regular relationship, it is easier for the player to recognize the content displayed in area R11 and the function of the button section 112a, thereby suppressing errors. However, the positional relationship between the first character section C11, the second character section C12, area R11, and the pressable surface 112a1 of the button section 112a is not limited to this example.

[0073] Next, with reference to Figures 6 to 10, we will explain the measures taken to suppress the deterioration of the operability of the counting switch 112 in the display unit 400.

[0074] Figure 6 is a cross-sectional view showing the counting switch 112 when the button portion 112a is not pressed. Figure 6 and Figures 8 to 10, described later, are cross-sectional views of the XX cross-section in Figure 5. The XX cross-section is perpendicular to the left-right direction of the smart pachislo 100 and passes through the button portion 112a. Figure 7 is a perspective view showing the housing portion 112b that houses the button portion 112a.

[0075] As shown in Figure 6, the counting switch 112 includes a button portion 112a, a housing portion 112b, and a pressable portion 112c. As described above, the button portion 112a receives a press operation from the player. The housing portion 112b houses the button portion 112a. The pressable portion 112c is pressed by the button portion 112a as the button portion 112a moves due to the player's press. The pressable portion 112c is, for example, part of a tact switch provided on a circuit board. When the pressable portion 112c is pressed, it is detected that the button portion 112a has been pressed, and counting processing is performed based on the detection result.

[0076] As shown in Figure 6, the button portion 112a has a pressing surface portion 112a1, an outer peripheral surface portion 112a2, and a bottom surface portion 112a3. The bottom surface portion 112a3 is the back surface of the pressing surface portion 112a1. The bottom surface portion 112a3 faces the lower back side. A projection portion 112a4 is provided in the center of the bottom surface portion 112a3. The projection portion 112a4 extends in the axial direction of the button portion 112a. In other words, the projection portion 112a4 extends toward the lower back side.

[0077] As shown in Figures 6 and 7, the housing portion 112b includes a peripheral wall portion 112b1, a bottom wall portion 112b2, a notch portion 112b3, and an opening 112b4. The peripheral wall portion 112b1 covers the outer peripheral surface portion 112a2 of the button portion 112a. Specifically, the outer peripheral surface portion 112a2 covered by the peripheral wall portion 112b1 is the outer peripheral surface portion of the button portion 112a where the outer diameter is largest. The peripheral wall portion 112b1 has a substantially cylindrical shape. A notch portion 112b3 is formed on the front side of the peripheral wall portion 112b1. Therefore, the peripheral wall portion 112b1 covers the portion of the outer peripheral surface portion 112a2 of the button portion 112a other than the front side. Specifically, the peripheral wall portion 112b1 is provided at a predetermined distance from each portion of the outer peripheral surface portion 112a2 of the button portion 112a, excluding the front side.

[0078] The bottom wall portion 112b2 faces the bottom surface portion 112a3 of the button portion 112a. Specifically, the bottom wall portion 112b2 extends from the lower part of the peripheral wall portion 112b1 toward the radially inward direction of the peripheral wall portion 112b1. In other words, the peripheral wall portion 112b1 extends from the outer peripheral edge of the bottom wall portion 112b2 toward the upper front side. An opening 112b4 is formed in the center of the bottom wall portion 112b2. In the example of Figure 7, the opening 112b4 is substantially rectangular. However, the shape of the opening 112b4 may be other than rectangular (for example, circular). As shown in Figure 6, the pressed portion 112c is positioned within the opening 112b4. The pressed portion 112c faces the projection 112a4 of the button portion 112a. The projection 112a4 can enter the opening 112b4. Therefore, as will be described later, the pressed portion 112c is pressed by the projection 112a4 as the button portion 112a moves.

[0079] Here, the bottom wall portion 112b2 is provided with a flat portion P11 and an inclined portion P12. The flat portion P11 is formed to be perpendicular to the direction of movement of the button portion 112a. Specifically, the flat portion P11 is a planar portion perpendicular to the direction of movement of the button portion 112a. The direction of movement of the button portion 112a coincides with the axial direction of the peripheral wall portion 112b1. The inclined portion P12 is formed to be inclined with respect to the flat portion P11 so that it moves away from the bottom surface portion 112a3 of the button portion 112a as it moves toward the outer circumference. As shown in Figure 7, the inclined portion P12 is provided on the rear side of the bottom wall portion 112b2. Specifically, the inclined portion P12 is provided on the rear side of the rear end of the opening 112b4, and the flat portion P11 is provided on the front side of the rear end of the opening 112b4. The inclined portion P12 is parallel to the plane obtained by rotating the plane containing the flat portion P11 around a left-right axis. As the inclined portion P12 moves toward the back side, it inclins away from the plane containing the flat portion P11 toward the lower back side. Note that in Figure 6 and the later-described Figures 8 and 9, the plane containing the flat portion P11 is shown by a dashed line.

[0080] However, the arrangement and number of the inclined surfaces P12 may differ from the example in Figure 7. For example, the inclined surfaces P12 may be provided on the front side of the bottom wall 112b2. However, in the display unit 400, as will be described later, it is assumed that the rear end of the pressable surface 112a1 of the button 112a is pressed more often than the front end. In order to suppress a decrease in operability when the rear end of the pressable surface 112a1 is pressed, it is preferable that the inclined surfaces P12 be provided on the rear side of the bottom wall 112b2. Also, for example, multiple inclined surfaces P12 with different inclination directions may be provided on the bottom wall 112b2.

[0081] Figure 8 is a cross-sectional view of the counting switch 112 in a state where the center of the pressing surface 112a1 of the button portion 112a is pressed. In Figure 8, arrow A1 indicates the force applied to the pressing surface 112a1 by the player's finger. As indicated by arrow A1, when the center of the pressing surface 112a1 is pressed in the axial direction, the button portion 112a is guided by the peripheral wall portion 112b1 and moves downward and backward along the axial direction of the peripheral wall portion 112b1. As a result, the front side of the bottom surface portion 112a3 of the button portion 112a comes into contact with the flat portion P11 of the bottom wall portion 112b2. Therefore, the projection 112a4 enters the opening 112b4, and the pressed portion 112c is pressed by the projection 112a4. As a result, it is detected that the button portion 112a has been pressed.

[0082] Figure 9 is a cross-sectional view of the counting switch 112 in a state where the rear end of the pressing surface 112a1 of the button portion 112a is pressed. In Figure 9, arrow A2 indicates the force applied to the pressing surface 112a1 by the player's finger. As indicated by arrow A2, when the rear end of the pressing surface 112a1 is pressed, the button portion 112a rotates towards the rear side around the projection 112a4 and moves downward towards the rear. Here, since the bottom wall portion 112b2 is provided with a slanted surface P12, the rear side of the bottom surface portion 112a3 of the button portion 112a comes into contact with the slanted surface P12 of the bottom wall portion 112b2.

[0083] Here, with reference to Figure 10, the counting switch 112A of the display unit 400A according to the comparative example will be described. Figure 10 is a cross-sectional view showing the counting switch 112A of the display unit 400A according to the comparative example. In the counting switch 112A according to the comparative example, compared to the counting switch 112 described above, the bottom wall portion 112b2 does not have a slanted portion P12, and the entire area of ​​the bottom wall portion 112b2 excluding the opening 112b4 is a flat portion P11. Therefore, as shown by arrow A2, when the rear end of the pressing surface portion 112a1 is pressed, the rear end of the bottom surface portion 112a3 of the button portion 112a comes into contact with the rear side of the bottom wall portion 112b2 and does not advance any further. Therefore, the projection portion 112a4 does not enter the opening 112b4, or even if it enters the opening 112b4, the amount of entry is small. Therefore, the pressed portion 112c may not be pressed by the projection 112a4, or even if it is pressed, the amount of pressure will be small. As a result, there is a risk that the pressing of the button portion 112a may not be detected.

[0084] On the other hand, as described above, in the counting switch 112 of the display unit 400, a slanted surface P12 is provided on the bottom wall portion 112b2, so the back side of the bottom surface portion 112a3 of the button portion 112a comes into contact with the slanted surface P12 of the bottom wall portion 112b2. Therefore, the projection portion 112a4 enters the opening 112b4 with a sufficient amount of penetration. As a result, the pressed portion 112c is pressed with a sufficient amount of pressure by the projection portion 112a4. This allows detection that the button portion 112a has been pressed. Therefore, a decrease in the operability of the counting switch 112 is suppressed, making it possible to proceed with the game appropriately.

[0085] In addition, the above describes measures to reduce visibility or prevent misoperation, and measures to prevent a decrease in the operability of the counting switch 112. However, in the display unit 400, both of the above two measures may be implemented, or only one of them may be implemented. In either case, as described above, it will be possible to proceed with the game appropriately.

[0086] (Second embodiment: Gaming machine 500) To facilitate understanding of the embodiments of the present invention, first, as a reference example, the mechanical and electrical configurations of a so-called Type 1 gaming machine, and the specific processing on each circuit board will be described. Next, as a reference example of performance, specific performances that can be performed in a Type 1 gaming machine and the specific processing related to such performances will be described. After that, as embodiments of the present invention, configurations different from the reference example will be specifically described.

[0087] <One type of reference example> Figure 11 is a perspective view of a gaming machine 500 relating to a type of reference example, showing the door in an open state. As shown in the figure, the gaming machine 500 comprises an outer frame 502 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 504 attached to the outer frame 502 so as to be openable and closable by a hinge mechanism, and a front frame 506 attached to the inner frame 504 so as to be openable and closable by a hinge mechanism.

[0088] The middle frame 504, like the outer frame 502, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 508 is held in this surrounding space. The front frame 506 holds a glass or resin transparent plate 510. When these middle frame 504 and front frame 506 are closed relative to the outer frame 502, the game board 508 and the transparent plate 510 face each other roughly parallel to maintain a predetermined distance, and the game board 508 becomes visible from the front side of the gaming machine 500 through the transparent plate 510.

[0089] Figure 12 is a front view of a gaming machine 500 according to a reference example. As shown in this figure, an operating handle 512 is provided at the lower part of the front frame 506, protruding towards the front of the gaming machine 500. This operating handle 512 is designed to be rotatable by the player, and when the player rotates the operating handle 512 to perform a launching operation, a game ball is launched by a launching mechanism (not shown) with a force corresponding to the rotation angle of the operating handle 512. The game ball launched in this manner rises between rails 514a and 514b provided on the game board 508 and is guided to the game area 516.

[0090] The game area 516 is a space formed between the game board 508 and the permeable plate 510, and is an area in which game balls can flow or roll. The game board 508 is equipped with numerous nails and windmills, so that game balls guided into the game area 516 collide with the nails and windmills and flow or roll in irregular directions.

[0091] The game area 516 comprises a first game area 516a and a second game area 516b, which differ in the degree to which game balls enter each other depending on the firing intensity of the firing mechanism. The first game area 516a is located to the left of the game area 516 as viewed from a player facing the game machine 500, and the second game area 516b is located to the right of the game area 516 as viewed from a player facing the game machine 500. Since the rails 514a and 514b are on the left side of the game area 516, game balls fired by the firing mechanism with a firing intensity below a predetermined intensity enter the first game area 516a, and game balls fired with a firing intensity of a predetermined intensity or greater enter the second game area 516b.

[0092] Furthermore, the game area 516 is provided with a general prize entry point 518, a first start entry point 520, and a second start entry point 522 into which game balls can be entered. When a game ball enters one of these general prize entry points 518, the first start entry point 520, or the second start entry point 522, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number of balls, one or more. The number of prize balls dispensed from the general prize entry point 518, the first start entry point 520, and the second start entry point 522 may be different, or they may be set to the same number. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 520 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 522.

[0093] As will be explained in more detail later, a first starting area is provided within the first starting opening 520, and a second starting area is provided within the second starting opening 522. When a game ball enters the first starting opening 520 or the second starting opening 522 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game state will be. Therefore, when a game ball enters the first starting opening 520 or the second starting opening 522, the player not only wins a predetermined number of prize balls but also gains the opportunity to acquire the right to receive various game benefits.

[0094] The first starting opening 520 is located below the game area 516, and is positioned such that only game balls flowing down the first game area 516a can enter it, or it is positioned in a way that makes it easier for game balls that have entered the first game area 516a to enter than for game balls that have entered the second game area 516b.

[0095] Furthermore, the second starting port 522 is located in the second game area 516b, and only game balls flowing down the second game area 516b can enter it, or it is positioned so that game balls entering the second game area 516b are more likely to enter than game balls entering the first game area 516a. This second starting port 522 is composed of a variable starting port (variable starting prize device) having a movable piece 522b, so that the ease of entry of game balls into the second starting port 522 is variable. Specifically, the movable piece 522b of the second starting port 522 is provided to be openable and closable, and when this movable piece 522b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 522.

[0096] In response to this, when a game ball passes through the gate 524 provided in the second game area 516b, it is determined whether or not to perform an auxiliary game that opens the second start opening 522. If it is determined that the auxiliary game should be performed, an auxiliary game is executed that controls the opening and closing of the second start opening 522. More specifically, a lottery for a regular symbol, described later, is held on the condition that the game ball has passed through the gate 524, and if a winning combination is achieved in this lottery, the movable piece 522b is controlled to be in the open state for a predetermined time. In this way, when the movable piece 522b is in the open state, it functions as a receptacle that guides the game ball to the second start opening 522, making it easier for the game ball to enter the second start opening 522.

[0097] Furthermore, a first large prize opening 526 and a second large prize opening 528 are provided at the bottom of the game area 516. The first large prize opening 526 and the second large prize opening 528 are positioned so that game balls flowing down the second game area 516b can enter them. The first large prize opening 526 is provided with an opening / closing door 526b that can be opened and closed. Normally, the opening / closing door 526b closes the first large prize opening 526, making it impossible for game balls to enter the first large prize opening 526. However, when the aforementioned small prize game is played, the opening / closing door 526b is opened and functions as a receiving tray, making it possible for game balls to enter the first large prize opening 526. When game balls enter the first large prize opening 526, a predetermined amount of prize balls are paid out to the player.

[0098] Furthermore, the second major prize slot 528 is equipped with an opening / closing door 528b that can be opened and closed. Normally, the opening / closing door 528b closes the second major prize slot 528, making it impossible for game balls to enter it. However, when the aforementioned major prize game is performed, the opening / closing door 528b opens and functions as a receiving tray, allowing game balls to enter the second major prize slot 528. When game balls enter the second major prize slot 528, the predetermined prize balls are paid out to the player. The first major prize slot 526 and the second major prize slot 528 are collectively referred to simply as the major prize slots.

[0099] Furthermore, at the bottom of the game area 516, there is an outlet 530 that discharges game balls that do not enter any of the general prize entry points 518, the first start entry point 520, the second start entry point 522, the first major prize entry point 526, or the second major prize entry point 528 from the game area 516 to the back side of the game board 508.

[0100] Furthermore, the gaming machine 500 is equipped with a performance display device 600 consisting of a liquid crystal display, a performance lighting device 604 consisting of a movable device and lamps that can be controlled to various lighting patterns and colors, an audio output device 606 consisting of a speaker, and a performance operation device 608 that receives input from the player.

[0101] The performance display device 600 comprises a main performance display unit 600a and a sub-performance display unit 601a, both consisting of an image display unit for displaying images. The main performance display unit 600a is positioned approximately in the center of the game board 508, visible from the front of the game machine 500. As shown in the figure, performance symbols 610a, 610b, and 610c are displayed in this main performance display unit 600a in a variable manner, and the results of the big win lottery are announced to the player based on the stopping display patterns of each of these performance symbols 610a, 610b, and 610c. The sub-performance display unit 601a is located above the main performance display unit 600a and displays auxiliary performance images during the variable performance.

[0102] The performance device 602 is positioned in front of the main performance display unit 600a and is normally retracted to the back of the game board 508. However, during the display of the performance symbols 610a, 610b, and 610c, it moves to the front of the main performance display unit 600a to give the player a sense of anticipation for a big win.

[0103] The special effects lighting device 604 is installed on the special effects mechanism 602, the game board 508, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 600a.

[0104] The audio output device 606 is located at the top of the front frame 506 and at the bottom of the outer frame 502, and outputs various sounds toward the front of the gaming machine 500 in accordance with the images and other sounds displayed on the main display unit 600a.

[0105] The performance control device 608 consists of buttons that receive input from the player, and is located approximately in the center of the width direction of the gaming machine 500, and below the transparent plate 510. This performance control device 608 is activated in accordance with the images displayed on the main performance display unit 600a, and when it receives input from the player within the effective operation time, various performances are executed in accordance with that input.

[0106] The directional pad 609 consists of four buttons—up, down, left, and right—which are pressed by the player, and is located near the performance control device 608. The performance control device 608 and the directional pad 609 are sometimes used to make various settings.

[0107] In the diagram, reference numeral 532 indicates an upper tray into which prize balls dispensed from the gaming machine 500 and game balls dispensed from the game ball dispensing device are led. When this upper tray 532 is full of game balls, the game balls are led to the lower tray 534. The bottom surface of the lower tray 534 has a ball release hole (not shown) for discharging game balls from the lower tray 534. This ball release hole is normally closed by an opening / closing plate (not shown), but by pressing in the ball release knob 534a, the opening / closing plate slides together with the ball release knob 534a, making it possible to discharge game balls from the ball release hole to the bottom of the lower tray 534.

[0108] Furthermore, the game board 508 is equipped with a first special symbol indicator 560, a second special symbol indicator 562, a first special symbol hold indicator 564, a second special symbol hold indicator 566, a regular symbol indicator 568, a regular symbol hold indicator 570, and a right-hand shooting notification indicator 572, located outside the game area 516 and visible to the player. Each of these indicators 560 to 572 is a device for displaying various situations related to the game, and their details will be described later.

[0109] (Internal configuration of the control system) Figure 13 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to a reference example.

[0110] The main control board 700 controls the basic operation of the game. This main control board 700 is equipped with a main CPU 700a, a main ROM 700b, and a main RAM 700c. The main CPU 700a reads the program stored in the main ROM 700b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 700c functions as a data work area during calculations performed by the main CPU 700a.

[0111] The example amusement machine 500 is broadly divided into two types: a special game which is started by the entry of a game ball into the first start port 520 or the second start port 522, and a regular game which is started when a game ball passes through the gate 524. The main ROM 700b of the main control board 700 stores various programs for running the special game and the regular game, as well as data and tables necessary for each type of game.

[0112] The main control board 700 is connected to the following switches: a general prize entry detection switch 518s for detecting when a game ball enters the general prize entry 518; a first start entry detection switch 520s for detecting when a game ball enters the first start entry 520; a second start entry detection switch 522s for detecting when a game ball enters the second start entry 522; a gate detection switch 524s for detecting when a game ball passes through the gate 524; a first major prize entry detection switch 526s for detecting when a game ball enters the first major prize entry 526; a second major prize entry detection switch 528s for detecting when a game ball enters the second major prize entry 528; and an out ball detection switch 530s for detecting when a game ball is ejected from the game area 516. Detection signals are input to the main control board 700 from each of these detection switches.

[0113] Furthermore, a confluence passage is provided on the back of the game board 508, and game balls that enter the general prize entry point 518, the first start entry point 520, the second start entry point 522, the first major prize entry point 526, and the second major prize entry point 528, respectively, and game balls that are guided to the back side from the discharge point 530, are all merged in the confluence passage and guided to the equipment of the game hall. The out ball detection switch 530s is provided in the confluence passage, and all game balls discharged from the game area 516, in other words, all game balls launched into the game area 516, are detected by the out ball detection switch 530s.

[0114] Furthermore, the main control board 700 is connected to a standard electric mechanism solenoid 522c that operates the movable piece 522b of the second start opening 522, a first large prize opening solenoid 526c that operates the opening / closing door 526b that opens and closes the first large prize opening 526, and a second large prize opening solenoid 528c that operates the opening / closing door 528b that opens and closes the second large prize opening 528. The main control board 700 controls the opening and closing of the second start opening 522, the first large prize opening 526, and the second large prize opening 528.

[0115] Furthermore, the main control board 700 is connected to the first special symbol indicator 560, the second special symbol indicator 562, the first special symbol hold indicator 564, the second special symbol hold indicator 566, the normal symbol indicator 568, the normal symbol hold indicator 570, and the right-hand hit notification indicator 572, and the main control board 700 controls the display of each of these indicators.

[0116] Furthermore, the gaming machine 500 is equipped with multiple abnormality detection sensors 574 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 504 and the front frame 506. An abnormality detection signal is input from each abnormality detection sensor 574 to the main control board 700.

[0117] Furthermore, a setting change switch 580s is provided on the back of the game board 508. The setting change switch 580s is configured to be accessible by a dedicated key. When the setting change switch 580s is turned ON, it becomes possible to change and check the setting values. As will be explained in more detail later, in the example game machine 500, one of six setting values ​​with different levels of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.

[0118] Furthermore, a RAM clear button is provided on the back of the game board 508 so that it can be pressed, and the pressing of this RAM clear button is detected by the RAM clear switch 582s. The RAM clear switch 582s is connected to the main control board 700, and a RAM clear operation signal is input from the RAM clear switch 582s to the main control board 700. When the power is turned on, if a RAM clear operation signal is input from the RAM clear switch 582s, the main CPU 700a clears the main RAM 700c.

[0119] Furthermore, a performance display monitor 584 is provided on the back of the game board 508. The main control board 700 displays registered settings and base ratios on the performance display monitor 584.

[0120] Furthermore, the main control board 700 is connected to the dispensing control board 710 and the sub-control board 730.

[0121] The payout control board 710 controls the launching of game balls and the payout of prize balls. This payout control board 710 also has a CPU, ROM, and RAM, and is connected to the main control board 700 in a bidirectional manner. A game information output terminal board 712 is connected to this payout control board 710, and various information regarding the progress of the game output from the main control board 700 is output to the hall computer of the amusement parlor via the payout control board 710 and the game information output terminal board 712.

[0122] Furthermore, a payout motor 714 is connected to the payout control board 710 for dispensing game balls stored in the storage unit to the player as prize balls. The payout control board 710 controls the payout motor 714 based on a payout quantity specification command transmitted from the main control board 700 to dispense a predetermined number of prize balls to the player. At this time, the number of game balls dispensed is detected by the payout ball counting switch 716s, and it is determined whether the prize balls that should have been dispensed have been dispensed to the player.

[0123] Furthermore, the payout control board 710 is connected to a tray full detection switch 718s that detects when the lower tray 534 is full. This tray full detection switch 718s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 534, and each time a game ball passes through the passage, a game ball detection signal is input to the payout control board 710.

[0124] When the lower tray 534 is filled with more than a predetermined amount of game balls, the game balls accumulate in the passage leading to the lower tray 534, and a game ball detection signal is continuously input from the tray full detection switch 718s to the payout control board 710. When the game ball detection signal is continuously input for a predetermined time, the payout control board 710 determines that the lower tray 534 is full and sends a tray full command to the main control board 700. On the other hand, if the continuous input of the game ball detection signal is interrupted after sending the tray full command, the payout control board 710 determines that the full state has been released and sends a tray full release command to the main control board 700.

[0125] Furthermore, the payout control board 710 is connected to a launch control circuit 720 in a bidirectional manner. When the launch control circuit 720 receives launch control data from the payout control board 710, it authorizes the launch. The launch control circuit 720 is connected to a touch sensor 512s, which is provided on the operating handle 512 and detects when a player touches the operating handle 512, and an operating volume 512a, which detects the operating angle of the operating handle 512. When signals are input from the touch sensor 512s and the operating volume 512a, the launch control circuit 720 controls the launch solenoid 512c provided on the game ball launching device to energize and launch the game ball.

[0126] The sub-control board 730 primarily controls various effects during gameplay and standby. This sub-control board 730 is equipped with a sub-CPU 730a, sub-ROM 730b, sub-RAM 730c, and RTC 730d, and is connected to the main control board 700 in a one-way communication manner from the main control board 700 to the sub-control board 730. The sub-CPU 730a reads the program stored in the sub-ROM 730b and performs calculations based on commands transmitted from the main control board 700 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 730c functions as a data work area during the calculations performed by the sub-CPU 730a.

[0127] <Device Management> Figure 14 is a block diagram illustrating the control configuration of the main performance display unit 600a, performance prop device 602, performance lighting device 604, sound output device 606, and performance operation device 608 on the sub-control board 730. The sub-CPU 730a provided on the sub-control board 730 works in cooperation with the program stored in the sub-ROM 730b and the sub-RAM 730c to function as a state management means (state management task) 731, a device control means (device task) 732, a display control means (drawing task) 733, a sound control means (sound task) 734, an operation control means (operation task) 735, a lighting control means (lighting task) 736, and a prop control means (movable body task) 737. These state management means 731, device control means 732, display control means 733, sound control means 734, operation control means 735, lighting control means 736, and prop control means 737 are executed in accordance with predetermined interrupt processing.

[0128] The state management means 731 manages the state related to the performance. Specifically, the state management means 731 is activated immediately upon receiving a command (main command) from the main CPU 700a of the main control board 700, analyzes the command transmitted from the main control board 700, and determines a performance pattern (content indicating a series of performance sequences) such as a variable performance corresponding to that command based on a predetermined performance table. It also generates a message for each device (main performance display unit 600a, performance prop device 602, performance lighting device 604, sound output device 606, performance operation device 608) and adds it to the operation buffer. Here, the message indicates the output timing to each device and the operation pattern of each device.

[0129] The device control means 732 analyzes each message stored in the operation buffer and generates performance data to operate each device based on the operation pattern contained in the message, according to the output timing contained in the message. Here, the performance data contains instructions for the specific operation of each device. For example, the device control means 732 generates performance data to instruct the lighting control means 736 on the lighting target, lighting time, and flashing cycle of the performance lighting device 604.

[0130] The display control means 733, the sound control means 734, the lighting control means 736, and the special effect control means 737 convert the performance data generated by the device control means 732 into commands to operate each device, and periodically output commands according to the specifications of each device. Here, the commands are predetermined information for each device, consisting of ON ("1") and OFF ("0"). Each device operates in response to such commands. For example, the lighting control means 736 periodically outputs commands to the controller 742 to control the lighting of the performance lighting device 604. The following will explain the lighting control by the lighting control means 736 as a specific example of device control.

[0131] Figure 15 is a diagram illustrating the lighting control by the lighting control means 736. Here, we show an example in which the lighting control means 736 displays decimal Arabic numerals on the 7-segment display device L via the controller 742 and the driver circuit Q. Such a 7-segment display device L (collective light emitter) consists of seven segments that can represent numbers and a dot segment (DP) located to the lower right. Here, the 7-segment display device L, as the performance lighting device 604, is mounted on the display board 750 and positioned in the center of the performance device 602 in Figure 12. When the performance device 602 moves to the front of the main performance display unit 600a, such as during the display of changing performance symbols 610a, 610b, and 610c, the 7-segment display device L displays information based on the progress of the game, such as the game's progress and game results, in the center of the performance device 602, thereby giving the player a sense of anticipation for a big win.

[0132] The lighting control means 736 converts the content of the performance data generated by the device control means 732, which indicates a series of lighting patterns for the performance lighting device 604, in this case a series of lighting patterns for the 7-segment display device L, into commands (lighting commands). For example, the lighting control means 736 sets the brightness of each of the seven segments a to g and the one dot segment dp in the 7-segment display device L. The brightness can be set in 128 steps from 0 to 127, with higher numbers indicating higher brightness. Therefore, at least 8 bytes of data area are required to represent the brightness of all the segments a to g and the one dot segment dp in one 7-segment display device L. If one segment is composed of three primary color (Red, Green, Blue) LEDs, then 24 bytes (8 bytes × 3 primary colors) of data area are required for one 7-segment display device L.

[0133] The lighting control means 736 determines a numerical value to control the lighting of the 7-segment display device L according to the performance data, and sets the brightness of the seven segments a to g and the one dot segment dp that represent that numerical value in the order from a to g of the segment identifiers. For example, if the numerical value is "6", segments a, c to g are lit, and segment b and the dot segment dp are turned off, so the data indicating the brightness of each of the seven segments a to g and the one dot segment dp are set to "7FH", "00H", "7FH", "7FH", "7FH", "7FH", "00H". The lighting control means 736 periodically (for example, at a 33 msec period (30 fps)) outputs this 8-byte data to the controller 742 as a command indicating a brightness update.

[0134] The controller 742 functions as a FIFO buffer and serial interface. Specifically, upon receiving a command from the lighting control means 736, the controller 742 holds the command in the FIFO buffer. The controller 742 then transmits the command held in the FIFO buffer to the driver circuit Q one byte at a time via serial communication in the order in which it was received. A clock signal is transmitted from the controller 742 to the driver circuit Q along with the serial signal.

[0135] The driver circuit Q analyzes the command received via serial communication and controls the current flowing through each of the seven segments a-g and the dot segment dp of the 7-segment display device L based on the command. For example, if the received command is "7FH", "00H", "7FH", "7FH", "7FH", "7FH", "7FH", "00H", the maximum current is supplied to segments a, c-g, and no current is supplied to segment b and the dot segment dp. In this way, the player can see the number "6" on the 7-segment display device L, as shown in Figure 15.

[0136] The driver circuit Q maintains its current value and retains its lighting mode unless a new command changes it. Therefore, while no command is received, the lighting mode from the previous command (for example, the value "6") is retained. In this explanation, we have given an example where the driver circuit Q controls the current of seven segments a to g and one dot segment dp, but the driver circuit Q may also change the brightness using PWM (Pulse Width Modulation) control.

[0137] As described above, the lighting control means 736 determines a numerical value to control the lighting of the 7-segment display device L according to the data generated by the device control means 732, and sets data indicating the brightness of the seven segments a to g and one dot segment dp to represent that numerical value, in order from a to g (hereinafter, the process of setting such data is referred to as the "data setting process"). The lighting control means 736 also outputs this 8-byte data as a command to the controller 742 periodically (for example, every 33 msec) (hereinafter, the process of outputting data is referred to as the "data output process"). If the frequency of the data setting process is higher than the frequency of the data output process, there may be cases where data is not output even though it has been set. On the other hand, if the frequency of the data setting process is lower than the frequency of the data output process, the set data will be output multiple times unintentionally. In either case, the data displayed on the 7-segment display device L will not change smoothly. Therefore, the data setting process and the data output process are executed at a one-to-one frequency. For example, the data setting process and the data output process are executed at different timings within the same interrupt process (33 msec cycle). Therefore, as long as the processes are running correctly, the execution timings of the data setting process and the data output process will not overlap.

[0138] Thus, although the data setting process and the data output process are executed in the same interrupt handler, the processing order is data output process → data setting process. This is to strictly maintain the data output interval by prioritizing the execution of the data output process. Therefore, the data output process outputs the data that was set in the data setting process in the previous interrupt handler.

[0139] In this scenario, data output processing and data setting processing are repeatedly executed with each interrupt. However, if the data setting processing takes too long, and the next interrupt occurs before the data setting processing is completed, causing the data output processing to run, the numerical values ​​may not be displayed correctly on the 7-segment display device L.

[0140] Figure 16 is an explanatory diagram illustrating the flow of data setting and data output processing. For example, suppose the lighting control means 736 has set the value for controlling the illumination of the 7-segment display device L to "5". Therefore, the data areas of the seven segments a to g and the one dot segment dp hold "7FH", "00H", "7FH", "7FH", "00H", "7FH", "7FH", "00H", "7FH", "7FH", and "00H", as shown in (1) of Figure 16. This corresponds to the value "5", as shown on the right side of (1) in Figure 16. Now, suppose that the lighting control means 736 has decided to change the value for controlling the illumination of the 7-segment display device L from "5" to "6", based on the data generated by the device control means 732. In that case, the lighting control means 736 overwrites each piece of information in the data areas of the seven segments a to g with the information corresponding to the value "6".

[0141] Specifically, the lighting control means 736 overwrites the data area corresponding to segment a with "7FH" as shown in Figure 16 (2). Subsequently, the lighting control means 736 overwrites the data area corresponding to segment b with "00H" as shown in Figure 16 (3). Subsequently, the lighting control means 736 overwrites the data area corresponding to segment c with "7FH" as shown in Figure 16 (4). Subsequently, the lighting control means 736 overwrites the data area corresponding to segment d with "7FH" as shown in Figure 16 (5). Subsequently, the lighting control means 736 overwrites the data area corresponding to segment e with "7FH" as shown in Figure 16 (6). Subsequently, the lighting control means 736 overwrites the data area corresponding to segment f with "7FH" as shown in Figure 16 (7). Subsequently, the lighting control means 736 overwrites the data area corresponding to segment g with "7FH" as shown in Figure 16 (8). Note that only the numerical values ​​are changed here, so the data in the dot segment dp is not overwritten. Thus, the data areas of the seven segments a to g and the one dot segment dp will hold "7FH", "00H", "7FH", "7FH", "7FH", "7FH", "7FH", and "00H", as shown in (8) of Figure 16.

[0142] The lighting control means 736 outputs the 8 bytes of data shown in Figure 16(8) "7FH", "00H", "7FH", "7FH", "7FH", "7FH", "00H" as a command to the controller 742 in response to the arrival of the next interrupt cycle. In this way, the player can see the number "6" on the 7-segment display device L, as shown in Figure 16(8).

[0143] Here, the data areas of the seven segments a to g and the one dot segment dp hold "7FH", "00H", "7FH", "7FH", "7FH", "7FH", "7FH", and "00H", corresponding to the numerical value "6", as shown in (9) of Figure 16. Now, suppose that the lighting control means 736 decides to use "7" instead of "6" as the numerical value for controlling the lighting of the 7-segment display device L, in accordance with the data generated by the device control means 732. In that case, the lighting control means 736 overwrites each piece of information in the data areas of the seven segments a to g with the information corresponding to the numerical value "7".

[0144] Specifically, the lighting control means 736 overwrites the data area corresponding to segment a with "7FH" as shown in (10) of Figure 16. Subsequently, the lighting control means 736 overwrites the data area corresponding to segment b with "7FH" as shown in (11) of Figure 16. Subsequently, the lighting control means 736 overwrites the data area corresponding to segment c with "7FH" as shown in (12) of Figure 16. Subsequently, the lighting control means 736 overwrites the data area corresponding to segment d with "00H" as shown in (13) of Figure 16. Subsequently, the lighting control means 736 overwrites the data area corresponding to segment e with "00H" as shown in (14) of Figure 16. Subsequently, the lighting control means 736 overwrites the data area corresponding to segment f with "00H" as shown in (15) of Figure 16. Next, the lighting control means 736 overwrites the data area corresponding to segment g with "00H" as shown in (16) of Figure 16. Note that only the numerical value is changed here, so the data of the dot segment dp is not overwritten. Thus, the data areas of the seven segments a to g and the one dot segment dp will hold "7FH", "7FH", "7FH", "00H", "00H", "00H", "00H", "00H", "00H", "00H", as shown in (16) of Figure 16. Therefore, in the event of the next interrupt cycle, the lighting control means 736 should output the 8 bytes of data "7FH", "7FH", "7FH", "00H", "00H", "00H", "00H", "00H", "00H" shown in (16) of Figure 16 as a command to the controller 742, and thus the numerical value "7" should be visible on the 7-segment display device L.

[0145] However, if the time occupied by the data setting process becomes long and the next interrupt occurs before the data setting process is completed (i.e., the execution timing of the data setting process and the data output process overlap), the lighting control means 736 will prioritize the execution of the data output process at that point. For example, if an interrupt occurs at the timing of (12) in Figure 16, rather than the timing of (16) in Figure 16, the lighting control means 736 will output 8 bytes of data, "7FH", "7FH", "7FH", "7FH", "7FH", "7FH", "00H", as a command to the controller 742 in response to the arrival of the interrupt cycle. As a result, the number "8" will be visible on the 7-segment display device L, as shown on the right side of (12) in Figure 16, which is different from the intended number "7". Then, after executing the data output process, the lighting control means 736 will resume the data setting process across frames. This is because, at the timing of (12) in Figure 16, only segments a to c reflect the value "7," while segments d to g still retain information for the value "6."

[0146] The lighting pattern of the 7-segment display device L returns to its original state when the interrupt cycle is executed appropriately, but players will feel uncomfortable due to this flickering of the display pattern. In particular, unlike the image displayed on the main performance display unit 600a, the presence or absence of each segment of the 7-segment display device L is easy to discern, so players are more likely to feel uncomfortable.

[0147] As described above, when the execution timing of data setting processing and data output processing overlap, the 7-segment display device L may not display correctly. Therefore, in this embodiment, the execution of data output processing is restricted (prohibited) while data setting processing is being performed.

[0148] Figure 17 is an explanatory diagram illustrating the flow of data setting and data output processing. In Figure 17, it is assumed that, in response to the data generated by the device control means 732, the lighting control means 736 determines "6" instead of "5" and also determines "7" instead of "6" as the numerical value for controlling the lighting of the 7-segment display device L, similar to Figure 16. Since the operation of the data setting process in Figure 17 is the same as the data setting process in Figure 16, a detailed explanation is omitted here.

[0149] Here, if the time occupied by the data setting process becomes long and the next interrupt occurs before the data setting process is completed, the lighting control means 736 will attempt to execute the data output process at that point. For example, if an interrupt occurs at the timing of (12) in Figure 17, the lighting control means 736 will attempt to output the 8 bytes of data shown in (12) in Figure 17, "7FH", "7FH", "7FH", "7FH", "7FH", "7FH", "00H", as a command to the controller 742 in response to the arrival of the interrupt cycle. However, at this point, the execution of the data output process is restricted while the data setting process is being executed. Therefore, the lighting control means 736 will not output the command to the controller 742 at the time of (12) in Figure 17, when the data setting process is not yet complete.

[0150] As described above, the driver circuit Q maintains its lighting mode unless a new command changes it. Therefore, while no command is received, the lighting mode from the previous command is maintained, and the 7-segment display device L maintains the lighting control for the previous value, the number "6".

[0151] Here, while data setting processing is being performed, the execution of data output processing may be restricted, and furthermore, the data setting processing in the interrupt processing may also be restricted. With this configuration, when the next interrupt cycle is executed appropriately, the lighting pattern of the 7-segment display device L will return to its original appropriate lighting pattern.

[0152] Furthermore, while the data setting process is running, an output prohibition flag is used to restrict (prohibit) the execution of the data output process.

[0153] Figure 18 is a flowchart showing the lighting control process of the lighting control means 736. The numerical value of step S in the explanation of Figure 18 will be used only in the explanation of this figure. Here, an example is given in which data output processing and data setting processing are performed in response to a timer interrupt process with a period of 33 msec. In reality, a timer interrupt process with a period of 521 μsec is counted 64 times, and the lighting control process is executed once every 64 times to achieve a timer interrupt process with a period of 33 msec (521 μ × 64).

[0154] (Step S1) When a timer interrupt occurs, the lighting control means 736 determines whether the output disable flag is ON or OFF. If the output disable flag is ON (YES in S1), the lighting control process is terminated; otherwise, the process proceeds to step S2. Here, the output disable flag indicates the execution status of the data setting process; when the output disable flag is ON, the data setting process is being executed, and when the output disable flag is OFF, the data setting process is not being executed. Here, if the output disable flag is ON, the information is displayed appropriately by not executing any new data output or data setting processes.

[0155] (Step S2) The lighting control means 736 outputs data (commands) to the controller 742.

[0156] (Step S3) The lighting control means 736 turns on an output prohibition flag to restrict the execution of data output processing while data setting processing is being performed.

[0157] (Step S4) The lighting control means 736 sets data indicating the lighting mode of the 7-segment display device L as a command, according to the data generated by the device control means 732.

[0158] (Step S5) The lighting control means 736 turns off the output prohibition flag in accordance with the completion of the data setting process.

[0159] Here, by using an output prohibition flag to restrict the execution of data output processing while data setting processing is being performed, it is possible to prevent the 7-segment display device L from being in an intermediate lighting state during data setting processing. Therefore, it becomes possible to appropriately display information based on the progress of the game through the 7-segment display device L.

[0160] In this explanation, we have used a 7-segment display device L, which consists of 7 segments and dot segments, as an example of a device to be controlled by lighting control. However, the explanation is not limited to this case. For example, it may be a collective light-emitting device composed of multiple light-emitting elements such as LEDs or lamps, such as multiple LEDs arranged vertically or horizontally, or multiple LEDs arranged in concentric circles.

[0161] Furthermore, although the lighting control means 736 of the sub-control board 730 was described here as the main component responsible for controlling the lighting of the 7-segment display device L, the explanation is not limited to this case. For example, any lighting control unit that controls the lighting of a collective light-emitting element, such as the main CPU 700a in the main control board 700, would suffice.

[0162] Furthermore, the sub-control board 730 operates the performance device 602 and controls the lighting of the performance lighting device 604, as well as controlling the audio output to output sound from the audio output device 606. In addition, it performs predetermined processing when it receives operation detection signals from the performance button detection switch 608s, which detects when the performance operation device 608 is pressed, and from the directional key detection switch 609s, which detects when the directional key 609 is pressed.

[0163] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC730d, located on the sub-control board 730, receives power from this backup power supply to measure the current time.

[0164] Here, the measures taken to prevent ball jamming in the gaming machine 500 will be explained with reference to Figures 19 to 21. Figures 19 to 21 are enlarged partial views of a portion of Figure 12.

[0165] As shown in Figures 19 to 21, the gaming machine 500 is equipped with a ball return prevention mechanism 800. The ball return prevention mechanism 800 is a mechanism for preventing the game balls PB launched into the game area 516 from returning to a launching mechanism (not shown). Hereinafter, rail 514a will also be referred to as inner rail 514a, and rail 514b will also be referred to as outer rail 514b.

[0166] A guide region R21 is formed between the inner rail 514a and the outer rail 514b. In the guide region R21, the game ball PB launched by a launching mechanism (not shown) is guided to the game area 516. The ball return prevention mechanism 800 prevents the game ball PB from returning from the game area 516 to the guide region R21. The ball return prevention mechanism 800 has a displaceable displacement member 802.

[0167] The displacement member 802 has a side portion 802a facing the outer rail 514b and a tip portion 802b on the tip side of the side portion 802a. The displacement member 802 is displaceable to a first state, a second state, and a third state. Hereinafter, the first, second, and third states of the displacement member 802 will also be referred to as the first, second, and third states of the ball return prevention mechanism 800. Figure 19 is a partially enlarged view showing the ball return prevention mechanism 800 in the first state. Figure 20 is a partially enlarged view showing the ball return prevention mechanism 800 in the second state. Figure 21 is a partially enlarged view showing the ball return prevention mechanism 800 in the third state.

[0168] For example, the displacement member 802 is rotatable around its lower end, as shown in Figures 19 to 21. When unloaded, the displacement member 802 is maintained in the first state shown in Figure 19 by being biased by a biasing member. For example, in the first state, the displacement member 802 is biased by a biasing member and pressed against a stopper (not shown), thereby being held in the position shown in Figure 19. The displacement member 802 is biased counterclockwise in Figure 19 by the biasing member. The game ball PB launched by a launching mechanism (not shown) can move to the game area 516 by pushing the displacement member 802 against the biasing force of the biasing member.

[0169] As shown in Figure 19, in the first state, the specific distance D21, which is the distance from the tip 802b of the displacement member 802 to the outer rail 514b, is shorter than the diameter of the game ball PB. Therefore, in the first state, the game ball PB, attempting to return from the game area 516 to the guide area R21, is blocked by the displacement member 802 and cannot enter the guide area R21. Specifically, in the first state, the angle between the side surface 802a of the displacement member 802 and the outer rail 514b is acute. Therefore, the game ball PB that collides with the displacement member 802 from the game area 516 side is repelled away from the outer rail 514b and returned appropriately to the game area 516 side. As will be described later, the first state is a state in which the specific distance D21 is shorter than in the second state.

[0170] As shown in Figure 20, in the second state, the specific distance D21 is approximately the same as or longer than the diameter of the game ball PB. The second state is when the game ball PB, launched by a launching mechanism (not shown), pushes the displacement member 802 and moves beyond the displacement member 802. In the second state, the game ball PB is guided from the guide area R21 to the game area 516. In the second state, the specific distance D21 is longer than in the first state. After the game ball PB has moved beyond the displacement member 802 from the guide area R21 to the game area 516, the ball return prevention mechanism 800 returns from the second state to the first state. This prevents the game ball PB from returning from the game area 516 to the guide area R21.

[0171] The first game ball PB1 shown in Figure 21 is a game ball PB that is guided from the guide area R21 to the game area 516. The second game ball PB2 shown in Figure 21 is a game ball PB that is trying to return from the game area 516 to the guide area R21. As shown in Figure 21, the third state is a state in which the timing of the second game ball PB2, which was launched before the first game ball PB1, returning to the displacement member 802 coincides with the timing of the first game ball PB1 reaching the displacement member 802, and the first game ball PB1 and the second game ball PB2 collide. In the third state, the first game ball PB1 is in contact with the side surface 802a of the displacement member 802, the outer rail 514b, and the second game ball PB2. The second game ball PB2 is in contact with the tip surface 802b of the displacement member 802, the outer rail 514b, and the first game ball PB1. As a result, the specific distance D21 is longer than in the first state and shorter than in the second state, and shorter than the distance D22 from the lowest point P21 of the second game ball PB2 to the outer rail 514b.

[0172] As described above, when the ball return prevention mechanism 800 enters the third state, even if the second game ball PB2 attempts to return to the guide area R21 after a collision between the first game ball PB1 and the second game ball PB2, the tip 802b of the displacement member 802 will come into contact with the game area 516 side. Therefore, the displacement member 802 is likely to rotate counterclockwise due to a contact force applied from the game area 516 side toward the guide area R21 side. Consequently, the displacement member 802 can make it difficult for the second game ball PB2 to return to the guide area R21. As a result, even when the first game ball PB1 and the second game ball PB2 collide, as shown in Figure 21, the return of the second game ball PB2 to the guide area R21 can be suppressed. In other words, it is possible to suppress the return of two game balls PB to the guide area R21 in a row, and to suppress the jamming of game balls PB in the guide area R21 or the launching device.

[0173] (Third embodiment: Smart Pachinko) In the embodiments described above, a gaming machine (pachinko machine) 500 was used as an example. Instead of such a gaming machine 500, a smart pachinko machine is being considered in which the pachinko machine is of the sealed-circulation type, allowing the player to play without touching the game balls.

[0174] In Smart Pachinko, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 204, counting switch 112, and game medal count display device 114 in Smart Pachislo 100, it becomes possible to proceed with the game without circulating game balls between Smart Pachinko and the dedicated unit 350, just like in Smart Pachislo 100. The game ball count display device is a display device that shows the game ball count, which is the total number of electronic game balls that can be used for the game. The game ball count is an example of the game value count, which is the total number of game values ​​that can be used for the game.

[0175] Furthermore, in a smart pachinko machine, the same configuration as the display unit 400 described above may be applied to the display unit equipped with a counting switch and a game ball count display device. In other words, the present invention may be applied to a smart pachinko machine. In this case as well, the same effects as the display unit 400 described above will be achieved. In this case, the number of segments on the display of the game ball count display device is, for example, 6. This prevents a shortage of digits for displaying the game ball count.

[0176] In the Smart Pachislo 100, the example given was that the counting switch 112 and the game token display device 114 are each installed on the control unit mounting base 111. However, in Smart Pachinko, the counting switch and the game ball display device may be installed on the upper tray 532, for example, near the directional pad 609. Also, in Smart Pachinko, the second character section C12 may be replaced with the string "number of balls held" or the string "number of balls held". Furthermore, in Smart Pachinko, if the first character section C11 includes the string "short press" and the string "long press", the number of game balls transmitted to a specific unit by a "short press" (for example, 1 ball) may be listed alongside the string "short press", and the number of game balls transmitted to a specific unit by a "long press" (for example, 250 balls) may be listed alongside the string "long press". The first character section C11 may also include text indicating that pressing the button section 112a will transmit a portion of the number of game balls to a specific unit.

[0177] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0178] In the embodiments described above, using Figures 12 to 18, an example was given in which a gaming machine 500 is equipped with a performance lighting device 604 including a 7-segment display device L, and the lighting control means (lighting task) 736 of the sub-CPU 730a controls the lighting of the performance lighting device 604. However, the invention is not limited to this case. For example, as shown in Figure 22, a performance lamp 126 including multiple (in this case, four) 7-segment display devices L may be placed below the symbol display window 108 of a smart pachislo 100 or slot machine, and the lighting control means (lighting task) of the sub-CPU 202a controls the lighting of the performance lamp 126. The lighting control means restricts (prohibits) the execution of data output processing while it is executing data setting processing.

[0179] In Smart Pachislo 100 and slot machines, there are devices that the player directly operates during gameplay, such as the bet switch 116, start switch 118, and stop switch 120. In particular, when the start switch 118 is operated, processes such as the lottery for the winning type and the transition of game and performance states are concentrated, which increases the time occupied by the data setting process. This increases the likelihood that the next interrupt process will occur before the data setting process is completed, leading to the execution of the data output process. Here, the lighting control means can prevent the 7-segment display device L from being in an intermediate lighting state during the data setting process by using an output prohibition flag to restrict the execution of the data output process while the data setting process is being executed. Therefore, it becomes possible to appropriately display information based on the progress of the game through the 7-segment display device L. [Explanation of Symbols]

[0180] 100 Smart Pachislo (Gaming Machine) 500 gaming machines 736 Lighting control means (lighting control unit) L 7-segment display device (collective light source)

Claims

[Claim 1] A collective light-emitting body composed of multiple light-emitting elements, A lighting control unit that controls the lighting of the collective light-emitting element, Equipped with, The aforementioned lighting control unit, A data setting process is executed to set data indicating the lighting mode of the collective light-emitting element. The data output process is executed to output the data set in the data setting process described above. The aforementioned data setting process and the aforementioned data output process are executed within the interrupt process. The execution timing of the aforementioned data setting process and the aforementioned data output process may overlap. A gaming machine that restricts the execution of the data output process while the data setting process is being executed.

Citation Information

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