Gaming machine
The gaming machine addresses the challenges of managing electronic gaming media in smart pachislot and pachinko machines by implementing a control system that transfers value and provides animation feedback, enhancing security and reducing costs while improving the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-03
- Publication Date
- 2026-04-15
AI Technical Summary
Smart pachislot and pachinko machines lack effective management systems for electronic gaming media, leading to potential cheating, increased design and manufacturing costs, and challenges in preventing fraud and managing game progression.
A gaming machine with a gaming control system that manages electronic gaming value, includes a counting operation to transfer value to an external device, and performs animations indicating different counting processes based on operation duration, ensuring appropriate game management.
Enables secure and efficient management of electronic gaming media, reducing cheating and fraud, lowering costs, and enhancing the gaming experience through centralized control and animation-based feedback.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Smart pachislot machines that can conduct games without the intervention of actual medals while maintaining the gaming properties of slot machines have been studied (for example, Patent Document 1). Also, smart pachinko machines that make the pachinko machine a sealed circulation type and enable games to be conducted without the player touching the game balls have been studied (for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such smart pachislot machines and smart pachinko machines, there is no need to provide a path for circulating game media such as medals and game balls outside the gaming machine. In smart pachislot machines, the physical game media itself becomes unnecessary. Thus, in smart pachislot machines, the game media itself is not used, and in smart pachinko machines, by using non-magnetic game balls, it becomes possible to prevent cheating acts premised on the use of metallic game media. Also, since there is no need to provide a mechanism for inserting and paying out game media inside the gaming machine, design costs and manufacturing costs can be reduced. Furthermore, by centrally managing lending game media to players and counting the acquired game media, etc., it becomes possible to prevent fraud and suppress the element of chance.
[0005] It is necessary to improve the gaming experience by incorporating new approaches, such as the management of electronic gaming media, and by implementing new systems that ensure the game progresses appropriately.
[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]
[0007] To solve the above problems, the gaming machine of the present invention includes a gaming control means for controlling a game played using gaming value, a management control means for managing the gaming value, and a counting operation means for receiving an operation from a player to perform a counting process that transfers at least a portion of the gaming value managed by the management control means to an external device. A means for controlling the effects of a gaming machine, The management control means performs a single counting process, which is a counting process that transfers a single game value, in response to an OFF edge when the time the counting operation means has been continuously ON for less than 1 hour; when the time the counting operation means has been continuously ON for 1 hour or more, it performs a multiple counting process, which is a counting process that transfers a predetermined number of game values at predetermined intervals; when the time the counting operation means has been continuously ON for 2 hours or more, which is longer than 1 hour, it enters a full counting state in which the multiple counting process can be executed even if the counting operation means is turned OFF; and in the full counting state, when the counting operation means is turned OFF and then operated again, it performs a process to release the full counting state in response to an OFF edge. The system is configured such that it can send an animation control command to the animation control means to perform an animation indicating that the single counting process is performed based on the execution of the single counting process, an animation control command to the animation control means to perform an animation indicating that the multiple counting process is performed based on the execution of the multiple counting process, an animation control command to the animation control means to perform an animation indicating that the system is transitioning to the full counting state based on the transition to the full counting state, and an animation control command to the animation control means to perform an animation indicating that the full counting state is canceled based on the execution of the full counting state cancellation process. . [Effects of the Invention]
[0008] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]
[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2]This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 5] This is a flowchart showing the main processing of the main control board. [Figure 6] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 7] This is a flowchart illustrating the medal processing of the medal count control board. [Figure 8] This is an explanatory diagram to explain the winning roles. [Figure 9] This diagram shows the draw table for the winning categories. [Figure 10] This is an explanatory diagram to illustrate the transitions between game states. [Figure 11] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 12] This is a timing chart to explain the counting process when the counting switch is briefly pressed. [Figure 13] This is an explanatory diagram for describing the main control transmit buffer. [Figure 14] This is a timing chart to explain the counting process when the counting switch is pressed and held. [Figure 15] This timing chart explains the other steps in the counting process when the counting switch is pressed and held. [Figure 16] This is a timing chart to explain the counting process when all counting operations are performed using the counting switch. [Figure 17] This timing chart explains the other steps in the counting process when all counting switches are operated. [Figure 18] This flowchart shows an example of the counting process flow in a medal count control board. [Figure 19]It is a flowchart showing an example of the flow of multiple counting processes. [Figure 20] It is a flowchart showing an example of the flow of a single counting process. [Figure 21] It is a flowchart showing an example of the flow of command transmission processing. [Figure 22] It is a flowchart showing an example of the flow of counting corresponding processing in the main control board. [Figure 23] It is a flowchart showing an example of the flow of counting corresponding processing in the sub-control board. [Figure 24] It is a timing chart for explaining another flow of counting processing when the counting switch is subjected to all counting operations. [Figure 25] It is a flowchart showing an example of the flow of counting corresponding processing in the medal number control board. [Figure 26] It is an external view for explaining the mechanical configuration of the game medal number display device. [Figure 27] It is a timing chart for explaining the flow of counting processing when all counting switches are operated. [Figure 28] It is a timing chart for explaining another flow of counting processing when all counting switches are operated. [Figure 29] It is a flowchart showing an example of the flow of counting corresponding processing in the medal number control board.
Modes for Carrying Out the Invention
[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. 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 the present specification and 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.
[0011] (Mechanical configuration of slot machine 100) Slot machines 100, as a form of amusement, can be divided into two types: those that use physical tokens to advance the game, and those that do not. The latter is sometimes called a smart pachislo. Here, we will explain using a smart pachislo as an example of a slot machine 100. In a smart pachislo, instead of physical tokens, electronic tokens are used as electronic game value for the game.
[0012] Figure 1 is an external view illustrating the general mechanical configuration of slot machine 100. Figure 2 is an external view of slot machine 100 with the front door open, illustrating the general mechanical configuration of slot machine 100. Figure 2(a) shows the front door viewed from the rear, and Figure 2(b) shows the casing viewed from the player's side.
[0013] As shown in the external views of Figures 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, 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 housing 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, and the left reel 110a, middle reel 110b, and right reel 110c are independently rotatable at positions corresponding to the symbol display window 108 inside the housing 102. On the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement in Figure 3(a), multiple types of symbols are arranged in each of the 20 equally divided areas. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108. Note that the left reel 110a, middle reel 110b, and right reel 110c are sometimes collectively referred to simply as reel 110.
[0014] An operating panel mounting base 112 is formed above the front lower door 106, and the operating panel mounting base 112 is equipped with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game token count display device 128, a main segment display unit 130, and the like.
[0015] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. 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 1 electronic token within the predetermined range. Here, the total number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game, which is the game value number, is sometimes referred to as the "number of game tokens," and the memory area that holds the number of game tokens is sometimes referred to as the "token holding unit." Betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding unit through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, which will be described in more detail later. The entity that performs betting in this way is sometimes referred to as the inserting means.
[0016] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.
[0017] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.
[0018] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holder (adds them to the number of game tokens).
[0019] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.
[0020] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. Here, operations of the counting switch 126 where it is ON for less than 500 msec are called "short press operations," and operations where it is ON continuously for 500 msec or more are called "long press operations." With a short press operation of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press operation, 50 electronic tokens (250 electronic game balls in smart pachinko) are counted from the number of game tokens at the timing of counting notifications every 300 msec after the ON time has been 500 msec. If the number of game tokens is less than 50 while a long press operation is being performed, all of the remaining game tokens will be counted. Furthermore, if the counting switch 126 is operated while the game is playable, the counting process will always be executed regardless of the game state at that time. Here, "while the game is playable" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play a game on the slot machine 100, and count the results of the game). Note that if the power of the slot machine 100 is ON but the power of the dedicated unit 300 is OFF, or if the slot machine 100 and the dedicated unit 300 are not connected, that is, if the VL connection signal is OFF, there is a risk that the number of counted tokens will be lost even if the slot machine 100 accepts the operation of the counting switch 126, so the operation of the counting switch 126 is disabled, and that period is not included in "while the game is playable". Furthermore, the period during which slot machine 100 is unable to proceed with gameplay as a standalone unit, including during the initialization process after power-on, during setting changes and setting confirmation, and during error states requiring recovery processing such as resetting, is not included in the "period during which gameplay is possible."
[0021] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and 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 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum number of tokens inserted (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If the value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the dispensing process for electronic tokens (described later), and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined upper limit, for example, 16369, an error notification (total over error notification) is issued, and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are prohibited from being pressed. When such a complete function is activated (a stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display unit 132, which will be described later, and a complete activation sound indicating that the complete function is activated is output from the speaker 134, which will be described later. The token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.
[0022] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).
[0023] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.
[0024] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (machine payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting change is possible, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.
[0025] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, 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. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.
[0026] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holder. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.
[0027] (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 slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.
[0028] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.
[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0030] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.
[0031] The reel control means 216 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.
[0032] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.
[0033] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.
[0034] 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 216 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, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.
[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one line rising to the right) connecting the positions corresponding to the symbols that stop on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 dispenses a number of electronic tokens (value) corresponding to the winning combination to the token holder (added to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).
[0036] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.
[0037] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.
[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.
[0039] Furthermore, the main control board 200 is equipped with a random number generator 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 a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.
[0040] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.
[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.
[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places a bet with electronic tokens. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated game token insertion command to the token count control board 260.
[0043] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.
[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.
[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0047] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.
[0048] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.
[0049] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holder is inserted via the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, 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, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of the simulated game does not affect the counting of the number of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be included in the count of games, depending on the specifications.
[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.
[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.
[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.
[0053] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.
[0054] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.
[0055] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.
[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.
[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.
[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.
[0059] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.
[0061] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.
[0062] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.
[0063] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.
[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.
[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.
[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.
[0067] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.
[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.
[0069] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.
[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.
[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of the medal RAM 260c is used as a medal holding area. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and 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 slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.
[0072] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.
[0073] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.
[0074] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holder in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.
[0075] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.
[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. The initialization means 270 continuously generates backup data while the power is on and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding unit, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.
[0077] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holder has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.
[0078] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.
[0079] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.
[0080] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.
[0081] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.
[0082] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".
[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.
[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.
[0085] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.
[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.
[0087] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 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 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section 312. The acquired medal count display device 324 displays the total number of digitized medals held by the dedicated unit 300, which is the number of acquired medals.
[0088] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.
[0089] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.
[0090] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.
[0091] In this embodiment, as shown in Figure 8, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 23," and minor combinations "Minor Combination 1" to "Minor Combination 20." In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 4" may be abbreviated as "8-coin combination," winning combinations "Minor Combination 5" and "Minor Combination 6" as "3-coin combination," and winning combinations "Minor Combination 7" to "Minor Combination 20" as "1-coin combination."
[0092] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.
[0093] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning combinations "Small Win 1" to "Small Win 4", "Small Win 6" to "Small Win 10", and "Small Win 17" are arranged on each reel 110 so that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", "Small Win 5", "Small Win 11" to "Small Win 16", and "Small Win 18" to "Small Win 20" are not necessarily arranged on the active line A in each reel 110 due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.
[0094] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section.
[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.
[0096] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.
[0097] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.
[0098] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.
[0099] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".
[0100] For example, if the winning type "Bat Order Bell A1" in winning area 5, which is a selected winning type, is won, and the correct operation method (batting order 3) is performed, the symbol combination corresponding to the winning role "Small Role 1" (winning role "8-coin role"), which is the correct role with a payout of 8 coins (resulting in the symbols "Bell", "Bell", and "Bell" aligning in a straight line on invalid line B1), is stopped so that it is preferentially displayed on the active line A due to so-called coin-priority control. Also, if the operation is performed in batting order 1, 2, 4-6, the symbol combination corresponding to the winning role "1-coin role", which is the incorrect role with a payout of 1 coin, is stopped so that it is preferentially displayed on the active line A due to so-called number-priority control.
[0101] Furthermore, the probability of winning (number of wins) for the selected winning types in winning areas 5-8 (winning types "Batting Order Bell A1" to "Batting Order Bell A4") and the probability of winning for the selected winning types in winning areas 9-12 (winning types "Batting Order Bell B1" to "Batting Order Bell B4") are set to be equal. Since players usually cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult to win the correct combination. Also, as described above, even if the stop switch 120 is operated in a manner in which incorrect combinations are displayed preferentially, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on the active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the eight winning types in winning areas 5-12 may be simply abbreviated as the winning type "Batting Order Bell".
[0102] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.
[0103] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.
[0104] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).
[0105] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "All Small Wins" in Winning Area 1 and "All 1-Coin Wins" in Winning Area 2. When "All Small Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 20" is displayed on active line A. When "All 1-Coin Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 7" to "Small Win 20" is displayed on active line A. Here, the expected number of coins won per game during RBB operation is low due to the configuration of the small wins.
[0106] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).
[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).
[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.
[0109] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.
[0110] (Transition of performance state) Figure 11 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).
[0111] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.
[0112] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of such management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games, or when MY exceeds 2400 coins). MY represents the difference in coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate the advantageous period, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated during the advantageous period (all variables that affect the performance related to the instruction function) by transitioning the game period from the advantageous period to the non-advantageous period.
[0113] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.
[0114] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, normal AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. As shown below, the normal AT performance state and special performance state can be called AT performance states in that auxiliary performances are executed. On the other hand, the other performance states, non-advantageous performance state, normal performance state, pre-announcement performance state, distribution performance state, and special pre-announcement performance state, can be called non-AT performance states in that auxiliary performances are not executed. Each performance state will be explained individually below.
[0115] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the normal AT performance state, and the performance state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the normal AT performance state (1), and causes the performance control means 254 to execute a pre-announcement performance that increases the expectation that the transition to the normal AT performance state has been decided. Furthermore, even if the AT lottery is not won, the performance state control means 224 may cause the performance control means 254 to execute a pre-announcement performance while maintaining the normal performance state, so that the player may expect that the transition to the normal AT performance state has been decided. Furthermore, the performance state control means 224 executes a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 also transitions the performance state to a pre-announcement performance state (1).
[0116] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the normal AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the normal AT performance state has been decided. The performance state control means 224 then always transitions the performance state to the normal AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement sequence is being performed while the game is in the pre-announcement sequence state, it will inevitably transition to the normal AT sequence state. In this respect, the pre-announcement sequence state is more advantageous to the player than the normal sequence state. Furthermore, the decision to transition to the pre-announcement sequence state is equivalent to the decision to transition to the normal AT sequence state afterward.
[0117] (Normal AT performance state) The normal AT performance state is a performance state in which auxiliary performances are executed, and which belongs to the advantageous section. When the normal AT performance state is started, the performance state control means 224 first transitions to the continuation period determination performance state, and in the continuation period determination performance state, it determines the continuation period of the normal AT performance state (in this case, the number of continuous games). The performance state control means 224 continues the auxiliary performances until a predetermined termination condition is met, for example, until the number of games played in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). In addition, in the normal AT performance state, the performance state control means 224 conducts a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the normal AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 224 transitions the performance state to the normal performance state (3).
[0118] Thus, in this embodiment, the player remains in the normal performance state and expects to transition to the normal AT performance state. When a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance within the pre-announcement performance state. Here, if the transition to the normal AT performance state is not announced during the pre-announcement performance, the normal performance state continues. If the transition to the normal AT performance state is announced during the pre-announcement performance, the normal AT performance state is executed after the pre-announcement performance state ends.
[0119] When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (3). However, in order to realize gameplay such as continuing the normal AT performance state, it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.
[0120] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).
[0121] (Distribution and presentation state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 7 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 3 / 10 and change the performance state to the normal performance state (7). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the normal AT performance state can continue with a probability of 7 / 10. In this way, it becomes possible to effectively remove the upper limit of MY. However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 7:3 and can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.
[0122] If a pre-announcement state is determined during the distribution state, the state will always transition to the normal AT state via the pre-announcement state, which continues for a predetermined number of games. If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the normal AT state to the normal state (3), the state control means 224 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the normal AT state (not from a non-advantageous state).
[0123] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 224 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning probabilities for the AT lottery have been given and explained: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for winning probabilities, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the normal AT state is more likely when transitioning from a non-advantageous state to a normal state than when transitioning from a non-advantageous state to a normal state. For example, if the probability of winning the AT lottery in the normal state transitioned from a non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from a non-advantageous state, then that probability can be set arbitrarily.
[0124] However, the performance state control means 224, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits transitioning to the normal AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not a transition to the pre-announcement performance state is permitted, and when it is turned on, a transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 224 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.
[0125] The performance state control means 224 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 224 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.
[0126] Thus, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 7 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning through the pre-announcement performance state to a normal AT performance state, or there is a 3 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after a block period has elapsed, and then transitioning through the pre-announcement performance state to a normal AT performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to a normal AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.
[0127] Here, when a player passes through a non-advantageous performance state, that is, when they transition from a non-advantageous section to an advantageous section, a normal performance state is adopted that makes it highly likely to transition to the normal AT performance state. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the normal AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the normal AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the normal AT performance state after it has ended, thus improving the utilization rate of slot machine 100.
[0128] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from a normal AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to the normal AT performance state on their own, the normal AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in the chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 transitions the performance state back to a non-advantageous performance state after the normal AT performance state ends (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the normal AT state executed at least twice.
[0129] In this embodiment, as described above, when the normal AT performance state ends, the performance state control means 224 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to a normal AT performance state that has a predetermined game benefit. For example, there are multiple types of normal AT performance states that differ in the number of continuous games played and the probability of increasing the difference in the number of tokens. If the player wins a specific normal AT performance state, the performance state control means 224 will always transition the performance state to a non-advantageous performance state after the normal AT performance state ends (4). Alternatively, even if the player does not win a specific normal AT performance state, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the normal AT performance state ends (4).
[0130] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the normal AT performance state has ended, the performance state control means 224 transitions the performance state to a pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state via the pre-announcement performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 ultimately decides to transition to a non-advantageous performance state, and without transitioning the performance state to a pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the transition to the normal AT performance state has not been made directly, and then first transitions to a special pre-announcement performance state (9). Here, the predetermined transition conditions for determining the transition to a non-advantageous performance state (non-advantageous section) are described as the number of games played in the normal performance state reaching a predetermined number of games (for example, 1000 games) and then winning an AT lottery in the normal performance state. However, the predetermined transition conditions are not limited to this case; the predetermined transition conditions may also be the number of games played in the advantageous section reaching a predetermined number of games and then winning an AT lottery in the normal performance state. In addition, the predetermined transition conditions may also include, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).
[0131] (Special premonition state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for adding to the number of games played, and if the number of games is added by one or more times, the transition to the special performance state is determined. The performance state control means 224 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of adding to the number of games through the special performance state lottery than the lower the setting value. Therefore, for example, the number of games added will be 30 games for setting 1 and 60 games for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 224, upon winning the special performance state lottery, sets the cumulative number of added games (number of continuous games) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 224 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given in which the number of continuous games is increased by the special performance state lottery in the special performance state, but it is not limited to this case; a predetermined number of continuous games may be added, or the number of continuous games may be increased by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given in which the number of continuous games is increased in the special performance state, but it is not limited to this case; the number of acquired coins (number of payouts) or the difference between the number of electronic medals inserted (number of bets) and the number of payouts may be added.
[0132] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the number of games played while in the special performance state reaches the number of continuous games, and the awarding of game benefits determined before the start of the special performance state is completed while in the special performance state. For example, at the end of the special premonition performance state (at the start of the special performance state), the number of continuous games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games played while in the special performance state reaches the number of continuous games, the termination condition is met, and the special performance state ends. Here, the termination condition is not changed in the special performance state, and no additional lottery is executed. Then, when the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to a non-advantageous performance state (12).
[0133] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the normal AT performance state.
[0134] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the normal AT performance state. Therefore, to allow players to understand this, the LCD display unit 132 displays a predetermined message indicating that there is a high probability of transitioning to the normal AT performance state.
[0135] However, in the case of winning the AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), and in the case of winning the AT lottery before the predetermined number of games, although the advantageous period is reset, the game profit is not much different in terms of being able to execute the normal AT performance state once. Furthermore, in the latter case, the normal AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the normal AT performance state may start after waiting for an additional block period to elapse. In that case, it can be said that the game profit is smaller in the former case because electronic tokens are consumed in the normal performance state until the transition to the normal AT performance state is made possible. Therefore, if the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional game profits are given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.
[0136] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the normal AT performance state.
[0137] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the normal AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins obtained in the normal AT performance state becomes large, the special performance state can absorb that fluctuation, further suppressing the range of fluctuation in the expected number of coins obtained according to the setting value, while raising the design value of the expected number of coins obtained in the normal AT performance state.
[0138] Furthermore, after the end of the normal AT performance state, the game directly transitions to the normal performance state (3). Without going through the pre-announcement performance state to transition to the normal AT performance state, when the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games), the performance state control means 224 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance ends, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have passed, the game can transition to the normal AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the normal AT performance state, the game will transition to the normal AT performance state within a predetermined number of games (for example, 1628 games). With this ceiling function, players can have the reassurance that they can receive relief measures even if they are unlucky enough to consume a lot of electronic tokens. Furthermore, once the normal performance state has been played for a certain period, the expected number of coins to be won if the game continues increases, and the game will continue until the ceiling (for example, 1628 games played), thus improving the utilization rate of slot machine 100.
[0139] The predetermined number of games for this ceiling function (for example, 96 to 1628 games) is determined at the following timings. For example, when transitioning directly from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the distribution performance state to the normal performance state. However, unlike when transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.
[0140] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from a normal AT performance state to a normal performance state. However, the case is not limited to these examples. For example, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery from the start of the normal performance state may become high if certain conditions are met, such as winning a lottery.
[0141] (Example of operation of counting switch 126) As described above, by operating the counting switch 126, the player can transfer (transmit) some or all of the electronic tokens (number of game tokens) held by the slot machine 100 to the dedicated unit 300. There are two types of operations for the counting switch 126: a short press operation where it is ON for less than 500 msec, and a long press operation where it is ON continuously for 500 msec or more. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press operation, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications, which occur every 300 msec after the ON time has been 500 msec or more (hereinafter simply referred to as the "counting timing"). Therefore, by performing a long press operation, the player can transfer a large number of electronic tokens to the dedicated unit 300.
[0142] With this type of long-press operation, there is a limit to the number of electronic tokens that can be transferred per unit of time. This is because if a large number of electronic tokens could be transferred at once, the impact of any malfunction would be greater, and the damage in the event of fraudulent activity (cheating) would also be greater. In the counting process based on the long-press operation, the number of game tokens is divided into groups of 50 and counted repeatedly at 300 msec intervals, so hall staff can easily see that the counting process is in progress, making it possible to prevent fraudulent activity.
[0143] However, if the number of electronic tokens that can be transferred per unit of time is fixed, the more tokens a player tries to transfer, the longer the counting process will take. For example, if the number of tokens is 5000, the counting notification will be sent every 300 msec 100 times (5000 tokens / 50 tokens), so it will take 30 seconds for the counting process to complete. The player must keep the counting switch 126 ON continuously during this time in order to maintain the long-press operation. If the counting switch 126 is turned OFF in the middle of the counting process based on the long-press operation, the counting process itself will stop.
[0144] Therefore, in addition to short-press and long-press operations, a "total counting operation" is provided as an operation mode. The total counting operation is functionally equivalent to the long-press operation in that counting is performed continuously at a predetermined interval, but it is more convenient than the long-press operation in that counting can be continued without continuously operating the counting switch 126. The following describes the counting process based on the short-press operation, long-press operation, and total counting operation. The counting process based on the short-press operation is called "single counting process," the counting process based on the long-press operation is called "continuous counting process," and the counting process based on the total counting operation is called "total counting process." Furthermore, continuous counting and total counting processes can be collectively referred to as "multiple counting processes" because they allow for the counting of multiple items every 300 msec.
[0145] Figure 12 is a timing chart illustrating the counting process when the counting switch 126 is briefly pressed. The medal count update means 274 in the medal count control board 260 determines (monitors) the operating state of the counting switch 126 at predetermined intervals (for example, every 1 msec) and performs counting processing based on whether the counting switch 126 is ON or OFF, and the duration of the ON state. In order to prevent chattering of the counting switch 126, the medal count update means 274, if the counting switch 126 is OFF, measures the duration of the ON state after detecting a physical ON edge, and determines that it has turned ON (control ON edge) only after the ON state has continued for 16 msec or more. Also, if the counting switch 126 is ON, the medal count update means 274 measures the duration of the ON state, and determines that it has turned OFF (control OFF edge) only after the ON state has continued for 16 msec or more at the time of detection of a physical OFF edge. Therefore, even if the medal count update means 274 detects a physical OFF edge, it determines that no operation was performed on the counting switch 126 unless the preceding ON state had continued for 16 msec or longer. Here, the ON edge refers to the rising edge from OFF to ON, and the OFF edge refers to the falling edge from ON to OFF.
[0146] As shown in Figure 12, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according to the ON edge of the counting switch 126. Here, the operation status flag is a flag that indicates the operation status of the counting switch 126 by the player, where 0 indicates that the operation status is "not operated", 1 indicates that the operation status is equivalent to "short press", 2 indicates that the operation status is equivalent to "long press", 3 indicates that the operation status is equivalent to "full count", and 4 indicates that the operation status is "full counting released", which is the operation status where the player is waiting for the full counting operation to be released and the counting switch 126 to turn OFF. The medal count update means 274 also measures the time from the ON edge of the counting switch 126 using a counting timer.
[0147] Then, when the player turns OFF the counting switch 126, the medal count update means 274 refers to the counting timer according to the OFF edge of the counting switch 126, and if the time since the ON edge of the counting switch 126 has not reached 500 msec, it determines that the player's operation is a short press operation and executes single counting processing. Specifically, the medal count update means 274 sets the counting reservation flag to 1 (singular) according to the OFF edge of the counting switch 126. Here, the counting reservation flag is a flag that reserves the first counting process, where 0 indicates that no counting process is reserved, 1 indicates a reservation for the first single counting process, 2 indicates a reservation for the first continuous counting process, and 3 indicates a reservation for the first full counting process. In this way, by setting the counting reservation flag, the first counting process is executed according to the arrival of the counting timing. Subsequently, the medal count update means 274 cancels the short press operation by setting the operation status flag to 0 (no operation).
[0148] As will be described later, in this embodiment, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press) when the time since the ON edge of the counting switch 126 reaches 500 msec. Therefore, instead of referring to the counting timer, the medal count update means 274 can also determine that the time since the ON edge of the counting switch 126 has not reached 500 msec by confirming that the operation status flag is 1 (short press).
[0149] After the counting switch 126 is turned OFF by a short press by the player, when the counting timing arrives, the medal count update means 274 sets the number of medals to be counted in the counting notification to "1" based on the fact that the counting reservation flag is set to 1 (single counting process), resets the counting reservation flag to 0, and updates the number of medals to "170" by subtracting 1 from the current number of game medals "171". The command transmission / reception means 272 sends the counting notification with the number of medals to be counted set to the dedicated unit 300. In this way, the single counting process is executed. Consequently, the number of game medals "170" is displayed on the game medal count display device 128.
[0150] Here, the timing of the OFF edge of the counting switch 126, which is determined to be a short press operation, differs from the counting timing. Therefore, in the case of a short press operation, the counting reservation flag is set to 1 in accordance with the OFF edge of the counting switch 126, and the transfer of one electronic medal is reserved. Then, when the counting timing arrives, the counting process for one medal is performed based on the fact that the counting reservation flag is 1. With this configuration, even if the timing of the OFF edge of the counting switch 126, which is determined to be a short press operation, differs from the counting timing, it is possible to reliably perform single counting at the counting timing. Furthermore, for example, even if multiple short press operations are detected between counting timings due to chattering of the counting switch 126, the counting reservation flag does not change from 1 once it has been set, so it is possible to reliably perform counting of only one medal.
[0151] Furthermore, in this case, single counting is performed at the counting timing after the OFF edge of the counting switch 126 during a short-press operation. Therefore, not only when the short-press operation is completed within the 300 msec interval between counting timings as illustrated in Figure 12, but also, for example, when a counting timing occurs during a short-press operation, single counting is not performed at that counting timing, but rather at the first counting timing that occurs after the OFF edge of the counting switch 126 during a short-press operation.
[0152] Furthermore, when the counting timing arrives and the counting process is executed, the medal count update means 274 sets the value of the main control transmission buffer, which is a memory area of the medal RAM 260c, in order to inform the main CPU 200a that the counting process has been executed, and causes the command transmission / reception means 272 to send a command.
[0153] Figure 13 is an explanatory diagram illustrating the main control transmit buffer. As shown in Figure 13, the main control transmit buffer consists of 8 bits (1 byte) and is used to manage the state of the number of game tokens. Bits 1 and 0 of the main control transmit buffer are assigned to the number of tokens inserted, which is the total number of electronic tokens that have already been inserted. When the number of tokens inserted is 0, the value of bits 1 and 0 is 00b; when the number of tokens inserted is 1, the value of bits 1 and 0 is 01b; when the number of tokens inserted is 2, the value of bits 1 and 0 is 10b; and when the number of tokens inserted is 3, the value of bits 1 and 0 is 11b. Bit 2 of the main control transmit buffer is assigned to "full counting processing". Therefore, bit 2 is 1b while full counting processing is being performed. Bit 3 of the main control transmit buffer is assigned to "continuous counting processing". Therefore, bit 3 is 1b while continuous counting processing is being performed. Note that, since its operation is the same as continuous counting processing, both bit 2 and bit 3 are set to 1b while full counting processing is being performed. Bit 4 of the main control transmit buffer is assigned to "single counting processing". Therefore, when single counting processing is performed, bit 4 becomes 1b. Bit 5 of the main control transmit buffer is assigned to "loan processing". Therefore, while loan processing is being performed, bit 5 becomes 1b. Bit 6 of the main control transmit buffer is assigned to "ACK", which is sent back to the main CPU 200a by the medal CPU 260a when it receives a command from the main CPU 200a, indicating that the command has been successfully received. Bit 7 of the main control transmit buffer is assigned to whether or not the number of game tokens has been cleared. For example, if the game token count is backed up (not cleared) when the system is started, bit 7 becomes 0b, and if the game token count is cleared when the system is started, bit 7 becomes 1b. This information in bit 7 is maintained after power-on until the command transmission / reception means 272 sends a command to the main CPU 200a, and is set to 0b after the command is sent. The information in bit 7 is used to inform the main CPU 200a that the number of game tokens has been cleared to 0.
[0154] The medal count update means 274 updates the main control transmission buffer, for example, in response to the execution of counting or lending processes. The command transmission / reception means 272 sends a medal status command to the main CPU 200a when a value is set in the main control transmission buffer in response to the counting or lending process, that is, when any bit 5 to 2 of the main control transmission buffer is set to 1b. This medal status command is represented by 4 bytes. The first byte of the medal status command is set directly to the value in the main control transmission buffer. The second and third bytes of the command are set to the number of game medals. The fourth byte of the command is set to the result of the checksum. After sending the medal status command, the command transmission / reception means 272 resets bits 5 to 2 of the main control transmission buffer (overwriting 0000b).
[0155] In this document, we will refer to bits 4-2 of the main control transmit buffer related to the counting process, and the number of game tokens. Bits 7-5, 1, and 0 of the main control transmit buffer are of little relevance to this embodiment, and therefore their explanation will be omitted.
[0156] Therefore, as shown in Figure 12, when the counting timing arrives, the medal count update means 274 sets bit 4 (single counting processing) of the main control transmit buffer to 1b and the values of bits 4 to 2 to 100b, based on the fact that the counting reservation flag is set to 1 (single counting processing). Note that when setting a specific bit (for example, bit 4) to 1b, the logical OR of the value of the main control transmit buffer and an 8-bit value (for example, 00010000b) in which the specific bit is 1b and the other bits are 0b should be calculated, and the result of that calculation should be overwritten in the main control transmit buffer. Also, when setting a specific bit (for example, bit 4) to 0b, the logical AND of the value of the main control transmit buffer and an 8-bit value (for example, 11101111b) in which the specific bit is 0b and the other bits are 1b should be calculated, and the result of that calculation should be overwritten in the main control transmit buffer.
[0157] The command transmission / reception means 272 generates a medal status command in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer. Here, the command transmission / reception means 272 directly copies the value of the main control transmission buffer, where at least bits 4 to 2 are set to 100b, as the data of the main control transmission buffer (hereinafter simply referred to as "main control transmission data") into the first byte of the medal status command. The command transmission / reception means 272 also copies the number of game medals after counting into the second and third bytes of the medal status command. Furthermore, the command transmission / reception means 272 performs a checksum on the first to third bytes of the medal status command and sets the check result into the fourth byte of the medal status command. Then, the command transmission / reception means 272 sends the generated medal status command to the main CPU 200a and resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, the fact that the single counting process has been performed and the number of game medals after counting are communicated to the main CPU 200a.
[0158] Upon receiving the command, the main CPU 200a adds information to the sub-CPU 240a indicating that it is a command (medal status command) sent from the medal count control board 260, and sends a command indicating that single counting processing has been performed and the number of game medals after counting. In response to receiving the command, the sub-CPU 240a notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the digitized medals have been transferred to the dedicated unit 300 by single counting processing.
[0159] Specifically, the performance control means 254 of the sub-CPU 240a displays, for example, the message "Single counting complete" and the number of game tokens after single counting is complete, "170," on the liquid crystal display unit 132, depending on whether bit 4 (single counting processing) of the main control transmission data in the command is 1b. After a predetermined time has elapsed since the command was received, or in response to a switch operation by the player, the display is deleted. The performance control means 254 also outputs a predetermined counting sound (for example, a short beep "piro") from the speaker 134 for a predetermined time, depending on whether bit 4 (single counting processing) of the main control transmission data in the command is 1b. The performance control means 254 also illuminates the performance lamp 136 with a predetermined light color for a predetermined time, depending on whether bit 4 (single counting processing) of the main control transmission data in the command is 1b.
[0160] In this case, as shown in Figure 12, the medal count update means 274 determines whether a short press operation has occurred based on the OFF edge of the count switch 126, not the ON edge of the count switch 126. Therefore, if the OFF edge of the count switch 126 is not detected until 500 msec or more has passed since the ON edge of the count switch 126, the single counting process will not be executed. However, the medal count update means 274 may also determine whether a short press operation has occurred based on the ON edge of the count switch 126. In this case, depending on the ON edge of the count switch 126, the single counting process will first be executed based on the short press operation, and then, when 500 msec or more has passed since the ON edge of the count switch 126, the continuous counting process will be executed based on the long press operation.
[0161] Figure 14 is a timing chart illustrating the counting process when the counting switch 126 is pressed and held.
[0162] As shown in Figure 14, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according to the ON edge of the counting switch 126. The medal count update means 274 also measures the time elapsed since the ON edge of the counting switch 126 using a counting timer.
[0163] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) and reserves continuous counting processing.
[0164] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, for example, "170", and updates the number of game medals to "120". Accordingly, the number of game medals "120" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process each time there is a counting timing. Therefore, the number of game medals is subtracted by 50 each time, changing from "70" to "20", and so on. Then, if the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the number of tokens to be counted in the count notification at the counting timing to the remaining number of game tokens, "20". Consequently, the number of game tokens becomes 0, and the continuous counting process via long press operation ends.
[0165] Then, if the player turns off the counting switch 126 before the time elapsed since the ON edge of the counting switch 126 reaches 4000 msec, the medal count update means 274 sets the operation status flag to 0 (not operated) according to the OFF edge of the counting switch 126.
[0166] Here, the timing at which a long press operation is determined (500 msec from the ON edge) and the counting timing are different. Therefore, the medal count update means 274 sets the operation status flag to 2 at the timing at which a long press operation is determined, and performs a continuous counting process of 50 medals at each counting timing based on the operation status flag being 2. With this configuration, even if the timing at which a long press operation is determined and the counting timing are different, the medal count update means 274 can reliably perform the counting process at the counting timing.
[0167] Furthermore, the medal count update means 274 sets the count reservation flag to 2 when 500 msec has elapsed since the counting switch 126 was turned ON, reserving a continuous counting process for 50 medals. When the counting timing arrives, the continuous counting process for 50 medals is performed based on the fact that the count reservation flag is set to 2. With this configuration, even if the counting switch 126 is turned OFF after 500 msec has elapsed since the ON edge but before the next counting timing arrives, the continuous counting process will be performed at least once during the subsequent counting timing, thus avoiding situations where the counting switch 126 is pressed and held down but no counting process is performed.
[0168] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting processing) of the main control transmission buffer to 1b and the values of bits 4 to 2 to 010b. The command transmission and reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission and reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in Figure 14, while the counting switch 126 is ON, each time a counting timing arrives, the continuous counting processing has been executed and the number of game medals after counting is communicated to the main CPU 200a via the medal status command.
[0169] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0170] Specifically, the performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process, "120," on the LCD display unit 132, depending on whether bit 3 (continuous counting) of the main control transmission data in the command is 1b. It updates the display of the number of game tokens from "70" to "20" each time a command is received. Furthermore, when the number of game tokens becomes 0 through continuous counting, the performance control means 254 displays the message "Counting complete" and the number of game tokens, "0," on the LCD display unit 132, and deletes this display after a predetermined time has elapsed since the command was received, or in response to the player's operation of a switch. Additionally, depending on whether bit 3 (continuous counting) of the main control transmission data in the command is 1b, the performance control means 254 outputs a predetermined counting sound from the speaker 134 until the number of game tokens becomes 0 through continuous counting. Furthermore, the performance control means 254 determines that the game has ended when the number of game tokens becomes 0 through continuous counting processing, and outputs an ending voice message such as "Thank you for your hard work" from the speaker 134. Also, depending on whether bit 3 (continuous counting processing) of the main control transmission data in the command is 1b, the performance control means 254 illuminates the performance lamp 136 in a predetermined light color until the number of game tokens becomes 0 through continuous counting processing.
[0171] Furthermore, the performance control means 254 can determine the number of game tokens that have been counted by subtracting the number of game tokens after counting included in the current command from the number of game tokens after counting included in the previous command. Therefore, based on the subtracted value, the performance control means 254 can confirm that the subtracted value is 1 token in the case of single counting, or that the subtracted value is 50 tokens (except when the number of game tokens after counting is 0) in the case of continuous counting or total counting, and thus confirm that the counting process has been executed correctly.
[0172] In the embodiment described above, the medal count update means 274 terminates the counting process when the number of game medals becomes 0 during the continuous counting process. Also, for example, if the VL connection signal becomes OFF (loan device connection error) as described above, or if it is no longer "while the game is playable", the medal count update means 274 stops the counting process. In this case, the error code "EL" is displayed on the main segment display unit 130, and a message indicating that a connection error with the dedicated unit 300 has occurred is displayed on the liquid crystal display unit 132. Furthermore, if the player turns OFF the counting switch 126 in the middle of a long-press operation, the medal count update means 274 stops the continuous counting process, assuming that the player has intentionally interrupted the counting process. The following describes the flow of the counting process when the player turns OFF the counting switch 126 while continuous counting is being performed by a long-press operation.
[0173] Figure 15 is a timing chart illustrating another flow of the counting process when the counting switch 126 is pressed and held.
[0174] As shown in Figure 15, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according to the ON edge of the counting switch 126. The medal count update means 274 also measures the time since the ON edge of the counting switch 126 using a counting timer.
[0175] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) and reserves continuous counting processing.
[0176] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, "170", and updates the number of game medals to "120". Accordingly, the number of game medals "120" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 and updated to "70". Accordingly, the number of game medals "70" is displayed on the game medal count display device 128.
[0177] If the player turns off the counting switch 126 before the time elapsed since the ON edge of the counting switch 126 reaches 4000 msec, the medal count update means 274 releases the long press operation by setting the operation status flag to 0 (not operated) according to the OFF edge of the counting switch 126. In this way, the continuous counting process stops.
[0178] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting processing) of the main control transmission buffer to 1b and the values of bits 4 to 2 to 010b. The command transmission and reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission and reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. In this way, as shown in Figure 15, while the counting switch 126 is ON and until it is turned OFF, each time a counting timing occurs, the continuous counting processing has been executed and the number of game medals after counting is transmitted to the main CPU 200a via the medal status command.
[0179] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0180] Specifically, the performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process, "120," on the liquid crystal display unit 132, depending on whether bit 3 (continuous counting) of the main control transmission data in the command is 1b. Depending on whether bit 3 (continuous counting) of the main control transmission data in the next command is 1b, it updates the display of the number of game tokens to "70," and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. The performance control means 254 also outputs a predetermined counting sound from the speaker 134, for example, until the continuous counting process stops, depending on whether bit 3 (continuous counting) of the main control transmission data in the command is 1b. The performance control means 254 also illuminates the performance lamp 136 in a predetermined light color, for example, until the continuous counting process stops, depending on whether bit 3 (continuous counting) of the main control transmission data in the command is 1b.
[0181] Here, the performance control means 254 can determine that the continuous counting process has been interrupted (terminated) based on the fact that it did not receive a command from the main CPU 200a at the time when it should have received a command indicating that the continuous counting process had been executed (for example, not receiving a command for 400 msec). Here, the timing for determining that a command was not received is given as 400 msec elapsed since the previous command was received, but it is not limited to this case. It can be any value that has elapsed, for example, 310 msec or more, which is the interval of 300 msec that the medal CPU 260a sends commands to the main CPU 200a plus a transmission delay. Also, if the counting switch 126 is turned ON / OFF repeatedly, there is a possibility that a command indicating that the continuous counting process has been executed will be received at intervals of 600 msec, so it is preferable to set the timing for determining that a command was not received to less than 600 msec from the previous command was received, for example, 590 msec. Furthermore, even if the counting switch 126 is turned ON / OFF consecutively, if the second operation is determined to be a short press, it will not be considered that commands indicating that continuous counting processing has been executed have been received consecutively, so no problem will occur.
[0182] Figure 16 is a timing chart illustrating the counting process when the counting switch 126 is fully counted.
[0183] As shown in Figure 16, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according to the ON edge of the counting switch 126. The medal count update means 274 also measures the time elapsed since the ON edge of the counting switch 126 using a counting timer.
[0184] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal count update means 274 sets the counting reservation flag to 2 (continuous counting processing) and reserves continuous counting processing.
[0185] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0186] Then, if the player keeps the counting switch 126 ON and the time elapsed since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full counting).
[0187] Here, the condition for switching to the full counting operation is described as the time elapsed since the ON edge of the counting switch 126 being 4000 msec or more. However, this time is not limited to 4000 msec; it can be arbitrarily determined as long as it is determined that the counting switch 126 has been kept ON for a certain period of time. Furthermore, the medal count update means 274 may determine whether or not the condition for switching to the full counting operation is met based on other triggers equivalent to 4000 msec (for example, the number of counting timings described later).
[0188] The medal count update means 274 then refers to the operation status flag at the counting timing. If the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50," similar to when the operation status flag is set to 2. The medal count update means 274 also subtracts 50 from the current number of game medals, "470," and updates the number of game medals to "420." Consequently, the game medal count display device 128 displays "420." The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 performs the counting process each time a counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, changing as follows: "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20." Then, if the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the number of tokens to be counted to the total remaining number of game tokens, "20", at the counting timing. Consequently, the number of game tokens becomes 0, and the counting process using the total counting operation is completed. Once the counting process using the total counting operation is completed, the token count update means 274 cancels the total counting operation by setting the operation status flag to 0 (not operating).
[0189] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, as shown in Figure 16, even if the player turns OFF the counting switch 126 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0190] Here, the timing at which a full counting operation is determined (4000 msec from the ON edge) differs from the counting timing. Therefore, the medal count update means 274 sets the operation status flag to 3 at the timing at which a full counting operation is determined, and performs counting of 50 medals at each counting timing based on the operation status flag being 3. With this configuration, even if the timing at which a full counting operation is determined differs from the counting timing, the medal count update means 274 can reliably perform counting processing at the counting timing.
[0191] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting processing) of the main control transmission buffer to 1b and the values of bits 4 to 2 to 010b. The command transmission and reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission and reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.
[0192] Furthermore, when the operation status flag changes from 2 (long press) to 3 (total counting), the medal count update means 274 sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, at the counting timing, the medal count update means 274 refers to the operation status flag, and if the operation status flag is set to 3 (total counting), it sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to any bit 4-2 of the main control transmission buffer being set to 1b, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4-2 of the main control transmission buffer to 000b. Thus, as shown in Figure 16, when the time since the ON edge of the counting switch 126 becomes 4000 msec or more and the operation status flag changes from 2 (long press) to 3 (full count), the main CPU 200a is informed via the medal status command that the full counting process has started. Also, as shown in Figure 16, from the time the counting switch 126 is turned ON until the counting process is completed, each time a counting timing arrives, the main CPU 200a is informed via the medal status command that the continuous counting process and the full counting process have been executed, as well as the number of game medals after counting.
[0193] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0194] The performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process, "970", on the LCD display unit 132 in response to bit 3 (continuous counting processing) of the main control transmission data in the command being 1b. Each time a command is received, the display of the number of game tokens is updated as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470". In addition, in response to the reception of a command in which bit 2 (total counting processing) of the main control transmission data is 1b, the performance control means 254 updates the display of the message "Counting" to the message "Total counting" (it is also possible to display with the addition of "Counting switch can be turned OFF", etc.). The performance control means 254 continues to update the display of the number of game tokens each time it receives a command, in the sequence "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game tokens becomes 0 through the total counting process, the performance control means 254 displays the message "Total counting complete" and the number of game tokens "0" on the liquid crystal display unit 132, and deletes this display after a predetermined time has elapsed since the command was received, or in response to the player's operation of a switch. Furthermore, depending on whether bit 3 (continuous counting process) of the main control transmission data in the command is 1b, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the number of game tokens becomes 0 through the continuous counting process. Furthermore, when the number of game tokens becomes 0 through continuous counting, the performance control means 254 determines that the game has ended and outputs an ending voice message such as "Thank you for your hard work" from the speaker 134. Here, the performance control means 254 may change the voice output from the speaker 134 or execute a specific performance that outputs a specific voice message to indicate that the game has moved to full counting, depending on whether bit 2 (total counting) of the main control transmission data in the command becomes 1b. Also, depending on whether bit 3 (continuous counting) of the main control transmission data in the command is 1b, the performance control means 254 may, for example, illuminate the performance lamp 136 in a predetermined light color until the number of game tokens becomes 0 through continuous counting.Here, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the system has transitioned to the full counting process, or execute a specific performance that indicates the transition to the full counting process by changing the lighting pattern, in response to bit 2 (full counting processing) of the main control transmission data in the command becoming 1b. Furthermore, while the performance control means 254 is continuously executing a performance based on the full counting process, it may determine that the full counting process has ended in response to bit 2 (full counting processing) of the main control transmission data in the command becoming 0b, and execute a special performance (such as an ending sound) from the speaker 134 and the performance lamp 136.
[0195] Furthermore, the performance control means 254 may change the counting sound output from the speaker 134 each time it receives a command, or each time it receives a predetermined number of commands (for example, twice), in order to inform the player of the progress of the multiple counting process. For example, the performance control means 254 can appeal to the player that it is counting many electronic tokens by repeating a stepwise counting sound such as "Do," "Re," "Mi," "Fa," "So," "La," "Si," and "Do."
[0196] The player can understand that the system has transitioned to full counting processing, and that the counting process can continue even if the counting switch 126 is turned OFF, through changes in the display on the LCD 132, changes in the sound output from the speaker 134, and changes in the illumination pattern of the effect lamp 136.
[0197] In the embodiment described above, the counting process is terminated when the number of game tokens becomes 0 in the entire counting process. Also, as described above, if the VL connection signal is turned OFF or if it is no longer "while the game is playable", the token count update means 274 stops the counting process.
[0198] As mentioned above, the full counting operation continues even if the counting switch 126 is turned OFF, so unlike the long-press operation, the counting process is not stopped by turning off the counting switch 126. However, it would be less convenient if the continuous counting process could be stopped with the long-press operation, but the full counting process could not be stopped with the full counting operation. Therefore, in the full counting process, a function has been added that stops the full counting process when the player turns the counting switch 126 ON again after initially turning it OFF. The following explains the flow of the counting process when the player turns the counting switch 126 ON again while the full counting process is being executed by the full counting operation.
[0199] Figure 17 is a timing chart illustrating another flow of the counting process when the counting switch 126 is fully counted.
[0200] As shown in Figure 17, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according to the ON edge of the counting switch 126. The medal count update means 274 also measures the time elapsed since the ON edge of the counting switch 126 using a counting timer.
[0201] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press). In addition, the medal count update means 274 sets the counting reservation flag to 2 to reserve continuous counting processing.
[0202] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0203] Then, if the player keeps the counting switch 126 ON and the time elapsed since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full counting).
[0204] The medal count update means 274 then checks the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, "470", and updates the number of game medals to "420". Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 executes the counting process each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, changing from "370" → "320" → "270" → "220".
[0205] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, as shown in Figure 17, even if the player turns OFF the counting switch 126 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0206] Now, suppose the player turns the counting switch 126 OFF and then ON again. The medal count update means 274 sets the operation status flag to 4 (all counting canceled) according to the ON edge of the counting switch 126. Therefore, the counting process stops at the ON edge of the counting switch 126, and the number of game medals stops at "220" at the counting timing before the ON edge of the counting switch 126.
[0207] In this type of total counting process, if the counting switch 126 is turned ON again, it is sufficient that the total counting process stops in accordance with the operation of the counting switch 126. Therefore, it is not necessary to determine whether the re-turning ON of the counting switch 126 is a short press, a long press, or a new total counting operation. Here, in the total counting process, if the counting switch 126 is turned ON to stop the counting process, the medal count update means 274 does not determine whether the ON state of the counting switch 126 is a short press, a long press, or a new total counting operation. Therefore, even if the time from the ON edge of the counting switch 126 exceeds 500 msec, the continuous counting process will not start, and even if the counting switch 126 is subsequently turned OFF, the single counting process will not be executed in accordance with that OFF edge.
[0208] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting processing) of the main control transmission buffer to 1b and the values of bits 4 to 2 to 010b. The command transmission and reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission and reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.
[0209] Furthermore, when the operation status flag changes from 2 (long press) to 3 (total counting), the medal count update means 274 sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, at the counting timing, the medal count update means 274 refers to the operation status flag, and if the operation status flag is set to 3 (total counting), it sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to any bit 4-2 of the main control transmission buffer being set to 1b, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4-2 of the main control transmission buffer to 000b. When the counting switch 126 is turned ON again, the medal count update means 274 sets bits 4-2 of the main control transmission buffer to 000b as command information to notify that the entire counting process has ended, and sends the medal status command. When the entire counting process is completed (when neither single counting, continuous counting, nor all counting processes have been performed), bits 4-2 of the main control transmission buffer are all 0b, and there is no data to trigger the transmission of the medal status command. However, due to a special process at the end of the entire counting process, described later, a medal status command with bits 4-2 of the main control transmission data set to 000b is sent. Then, the command transmission / reception means 272 resets bits 4-2 of the main control transmission buffer to 000b.Thus, as shown in Figure 17, when the time since the ON edge of the counting switch 126 exceeds 4000 msec and the operation status flag changes from 2 (long press) to 3 (full count), the main CPU 200a is informed via the medal status command that the full counting process has started. Also, as shown in Figure 17, from the time the counting switch 126 is turned ON, then turned OFF after 4000 msec, until the counting switch 126 is turned ON again and the full counting process is canceled, the main CPU 200a is informed via the medal status command each time a counting timing arrives that the continuous counting process and the full counting process have been executed, as well as the number of game medals after counting. Also, as shown in Figure 17, when the counting switch 126 is turned ON again, the main CPU 200a is informed via the medal status command that the full counting process has finished.
[0210] In this explanation, we have described an example in which the medal count update means 274 sets not only bit 2 (full counting) but also bit 3 (continuous counting) of the main control transmission buffer to 1b while the full counting process is being performed, and sets the values of bits 4 to 2 to 011b. However, it is not limited to this case; it is sufficient to communicate that the full counting process is being executed, and the medal count update means 274 may set bit 2 (full counting) of the main control transmission buffer to 1b while the full counting process is being performed, and set the values of bits 4 to 2 to 001b.
[0211] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0212] The performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process, "970", on the LCD display unit 132, depending on whether bit 3 (continuous counting processing) of the main control transmission data in the command is 1b. Each time a command is received, the display of the number of game tokens is updated as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470". Furthermore, the performance control means 254 updates the display of the message "Counting" to the message "Total counting" in response to the reception of a command in which bit 2 (total counting processing) of the main control transmission data is 1b. The performance control means 254 continues to update the display of the number of game tokens as follows each time a command is received: "420" → "370" → "320" → "270" → "220". Furthermore, the performance control means 254 updates the message "Counting All" to the message "Counting Completed" in response to the reception of a command in which bit 2 (total counting processing) of the main control transmission data is 0b, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. Also, the performance control means 254 outputs a predetermined counting sound from the speaker 134 in response to bit 3 (continuous counting processing) of the main control transmission data in the command being 1b, for example, until the total counting processing is stopped. Here, the performance control means 254 may also perform a specific effect in response to bit 2 (total counting processing) of the main control transmission data in the command becoming 1b, such as changing the sound output from the speaker 134 or outputting a specific sound to indicate that the system has transitioned to total counting processing. Furthermore, the performance control means 254 may change the sound output from the speaker 134 or perform a termination effect that outputs a specific sound to indicate that the total counting process has stopped, depending on whether bit 2 (total counting processing) of the main control transmission data in the command becomes 0b. Depending on whether bit 3 (continuous counting processing) of the main control transmission data in the command becomes 1b, the performance control means 254 may, for example, illuminate the performance lamp 136 in a predetermined light color until the total counting process stops.Here, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the system has transitioned to the full counting process, or execute a specific performance that indicates the system has transitioned to the full counting process by flashing, in response to bit 2 (full counting processing) of the main control transmission data in the command becoming 1b. Furthermore, while the performance control means 254 is continuously executing a performance based on the full counting process, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the full counting process has stopped, or execute a termination performance that indicates the full counting process has stopped by flashing, in response to bit 2 (full counting processing) of the main control transmission data in the command becoming 0b.
[0213] Players can understand that the system has transitioned to full counting and that counting can continue even if the counting switch 126 is turned OFF, based on the changes in the display on the LCD 132, the changes in the sound output from the speaker 134, and the changes in the illumination pattern of the effect lamp 136. Furthermore, players can understand that after the system has transitioned to full counting, they can stop the full counting process by turning the counting switch 126 OFF and then ON again.
[0214] Note that the timing at which the full counting is determined to be canceled (the timing at which the counting switch 126 is turned ON again) and the counting timing are independent of each other. Therefore, the timing at which the sub-CPU 240a receives a command in which bit 2 (full counting processing) of the main control transmission data becomes 0b is unlikely to overlap with the timing at which it receives a command according to the counting timing. However, if the timings at which both commands are received are close, the notification that the full counting processing has stopped and the notification that the counting processing has been executed may overlap, making it difficult for the player to recognize one of the notifications. Therefore, in this case, the notification that the full counting processing has stopped is given priority over the notification that the counting processing has been executed. For example, in the LCD display unit 132, the message "Full counting finished" is placed on a higher layer than the display of the number of game tokens, or the sound indicating that the full counting processing has stopped is output from the speaker 134 at a higher volume than the sound indicating that the counting processing has been executed, or the performance lamp 136 is illuminated in a lighting pattern that indicates that the full counting processing has stopped. With this configuration, players can reliably understand that the entire counting process has stopped. Alternatively, the system may be configured to display a message indicating the completion of the entire counting process for a predetermined period of time, and then start displaying a demo screen to invite the next player when the message display ends.
[0215] Figure 18 is a flowchart showing an example of the counting process flow in the medal count control board 260. This counting process is executed at a predetermined timer interrupt cycle (for example, every 1 msec).
[0216] (Step S400) The medal count update means 274 refers to the operation status flag and determines whether the operation status flag is 3 (total count). If the operation status flag is not 3, the process moves to step S401; if the operation status flag is 3, the process moves to step S425.
[0217] (Step S401) The medal count update means 274 determines whether the counting switch 126 is ON or OFF. If the counting switch 126 is ON, the process moves to step S402; otherwise, the process moves to step S415.
[0218] (Step S402) The medal count update means 274 determines whether the counting switch 126 was on the ON edge. If the counting switch 126 was on the ON edge, the process moves to step S403; otherwise, the process moves to step S404.
[0219] (Step S403) If the counting switch 126 is ON, the medal count update means 274 first assumes that the player's operation is a short press operation, sets the operation status flag to 1, and moves the process to step S429.
[0220] (Step S404) If the counting switch 126 is ON but it is determined in step S402 that it is not an ON edge, the medal count update means 274 determines whether the operation status flag is 4 (all counting canceled). If the operation status flag is not 4, the process moves to step S405; if the operation status flag is 4, the process moves to step S429 so that no counting process is executed, as the all counting operation has been canceled.
[0221] (Step S405) Next, the medal count update means 274 determines whether the operation status flag is 2 (long press). If the operation status flag is not 2, the process moves to step S406; if the operation status flag is 2, the process moves to step S410.
[0222] (Step S406) The medal count update means 274 refers to the counting timer and determines whether 500 msec has elapsed since the ON edge of the counting switch 126. If 500 msec has elapsed, the process moves to step S407; if 500 msec has not elapsed, it determines that the operation is still equivalent to a short press operation and moves to step S409 without changing the operation status flag.
[0223] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 2 (long press) as the operation is a long press operation.
[0224] (Step S408) Next, the medal count update means 274 sets the count reservation flag to 2 (continuous counting process) in order to perform at least one continuous counting process.
[0225] (Step S409) The medal count update means 274 increments the count timer by 1 to measure the time since the ON edge of the count switch 126, and then moves the process to step S429. Here, since the timer interrupt period is set to 1 msec, incrementing by 1 means that time is measured in 1 msec increments.
[0226] (Step S410) When 500 msec has elapsed since the ON edge of the counting switch 126, and it is determined in step S405 that the operation status flag is 2 (long press), the medal count update means 274 refers to the counting timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. If 4000 msec has elapsed, the process moves to step S411; if 4000 msec has not elapsed, it is determined that the operation is still equivalent to a long press, and the process moves to step S412 without changing the operation status flag.
[0227] (Step S411) If 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 3 (total count) as the operation is a total counting operation.
[0228] (Step S412) Next, the medal count update means 274 determines whether or not it is time for counting. If it is time for counting, the process moves to step S413; otherwise, the process moves to step S409 without performing any counting.
[0229] (Step S413) If it is the counting timing, the medal count update means 274 performs multiple counting processing (continuous counting processing) based on a long press operation. In such multiple counting processing, the values of bits 4 to 2 of the main control transmission buffer are set to 010b or 011b. This multiple counting processing will be described in detail later.
[0230] (Step S414) The medal count update means 274 resets the count reservation flag to 0 (no reservation) assuming that continuous counting processing based on the long press operation has been performed at least once.
[0231] (Step S415) If it is determined in step S401 that the counting switch 126 is OFF, the medal count update means 274 determines whether the counting reservation flag is 1 (reservation of single counting processing) and whether it is counting timing. If the counting reservation flag is 1 and it is counting timing, the process moves to step S416; if the counting reservation flag is not 1 or it is not counting timing, the process moves to step S418 without performing single counting processing.
[0232] (Step S416) If the counting reservation flag is 1 and it is the counting timing, the medal count update means 274 performs a single counting operation based on a short press operation. In this single counting operation, the values of bits 4 to 2 of the main control transmission buffer are set to 100b. This single counting operation will be described in detail later.
[0233] (Step S417) The medal count update means 274 resets the count reservation flag to 0 (no reservation) as it indicates that a single counting process based on a short press operation has been performed.
[0234] (Step S418) Next, the medal count update means 274 determines whether the count reservation flag is 2 (meaning a long press operation was performed, but the count switch 126 was turned OFF before the count timing arrived) and whether it is the count timing. If the count reservation flag is 2 and it is the count timing, the multiple counting process in step S413 is executed. If the count reservation flag is not 2, or it is not the count timing, the process moves to step S420 without performing the multiple counting process. The multiple counting process in step S413 will be described in detail later.
[0235] (Step S419) The medal count update mechanism 274 resets the count reservation flag to 0 (no reservation) when it is determined that multiple counting processes based on a long press operation have been performed.
[0236] (Step S420) The medal count update means 274 determines whether the counting switch 126 was on the OFF edge or not. If the counting switch 126 is on the OFF edge, the process moves to step S421; otherwise, the process moves to step S429.
[0237] (Step S421) If the counting switch 126 is OFF and it is the OFF edge, the medal count update means 274 determines whether the operation status flag is 1 (short press). If the operation status flag is 1, the process moves to step S422; otherwise, the process moves to step S423.
[0238] (Step S422) Next, the medal count update means 274 sets the count reservation flag to 1 (single counting process) in order to perform single counting processing. Thus, in step S415, if the count reservation flag is 1 and it is the counting timing, the single counting processing in step S416 is executed.
[0239] (Step S423) The medal count update means 274 sets the operation status flag to 0 (no operation) in order to reset short-press and long-press operations in response to the OFF edge of the counting switch 126.
[0240] (Step S424) The medal count update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126, and also resets the multiple count counter to 0, then proceeds to step S429. This multiple count counter is a counter that counts the number of times the multiple count process has been executed.
[0241] (Step S425) If the operation status flag is determined to be 3 in step S400, that is, if it is determined that all counting operations have been performed, the medal count update means 274 determines whether or not it is time to count, without determining whether the counting switch 126 is ON or OFF in step S401. If it is time to count, the multiple counting process in step S413 is executed; otherwise, the process moves to step S426 without performing any counting operations.
[0242] (Step S426) The medal count update means 274 determines whether the counting switch 126 is an ON edge. As a result, if the counting switch 126 is an ON edge, the process proceeds to step S427, and if the counting switch 126 is not an ON edge, the process proceeds to step S429.
[0243] (Step S427) If the counting switch 126 is an ON edge, the medal count update means 274 sets 4 (total count release) in the operation state flag on the assumption that all counting operations have been released. In addition, the medal count update means 274 also sets the values of bits 4 to 2 of the main control transmission buffer in response to setting the operation state flag to 4. The values to be set in bits 4 to 2 of the main control transmission buffer will be described in detail later. Here, by setting the operation state flag to 4, even if the counting switch 126 turns ON for releasing all counting processes, the command transmission process S429 is skipped in step S404, so it is not determined that the operation of the counting switch 126 is, for example, a short press operation.
[0244] (Step S428) The medal count update means 274 resets the counting timer to 0 in response to the OFF edge of the counting switch 126. In addition, the medal count update means 274 also resets the multiple count times counter to 0 and proceeds to step S429.
[0245] (Step S429) The command transmission / reception means 272 transmits a medal state command to the main CPU 200a in response to 1b being set in any one of bits 4 to 2 of the main control transmission buffer, and ends the counting corresponding process. Such command transmission processing will be described in detail later.
[0246] FIG. 19 is a flowchart showing an example of the flow of the multiple count process (S413).
[0247] (Step S413-1) The medal count update means 274 determines whether the number of game medals at that time is 50 or more. As a result, if the number of game medals is 50 or more, the process proceeds to step S413-2, and if the number of game medals is less than 50, the process proceeds to step S413-4.
[0248] (Step S413-2) If the number of game medals is 50 or more, the medal count update means 274 sets 50 for the count notification.
[0249] (Step S413-3) The medal count update means 274 increments the multiple count number counter by 1. The value of such a multiple count number counter can be used, for example, to change the display on the liquid crystal display unit 132, the sound output from the speaker 134, and the emission color of the effect lamp 136 according to the number of times of the counting process.
[0250] (Step S413-4) If the number of game medals is less than 50, the medal count update means 274 sets all the game medals at that time for the count notification.
[0251] (Step S413-5) The medal count update means 274 determines whether the operation state flag is 3 (total count) and the count switch 126 is OFF. As a result, if the operation state flag is 3 and the count switch 126 is OFF, the process proceeds to step S413-6, and if the operation state flag is not 3 or the count switch 126 is ON, the process proceeds to step S413-7.
[0252] (Step S413-6) If the operation status flag is 3 and the counting switch 126 is OFF, the medal count update means 274 resets the operation status flag to 0 (not operating), indicating that all counting processes are complete. In addition, the medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer in accordance with the setting of the operation status flag to 0. The values to be set for bits 4 to 2 of the main control transmission buffer will be described in detail later.
[0253] (Step S413-7) The command transmission / reception means 272 sends a counting notification with the number of counted medals set to the dedicated unit 300.
[0254] (Step S413-8) The medal count update means 274 determines whether the operation status flag is 2 (long press). If the operation status flag is 2, the process moves to step S413-9; otherwise, if the operation status flag is not 2, i.e., if the operation status flag is 3 (total count), the process moves to step S413-10.
[0255] (Step S413-9) The medal count update means 274, if the operation status flag is 2 (long press), sets bit 3 (continuous counting process) of the main control transmission buffer to 1b, sets the values of bits 4 to 2 to 010b, and terminates the multiple counting process.
[0256] (Step S413-10) If the operation status flag is 3 (total counting), the medal count update means 274 sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, sets the values of bits 4 to 2 to 011b, and terminates the multiple counting processing.
[0257] Figure 20 is a flowchart showing an example of the flow of single-count processing (S415).
[0258] (Step S415-1) The medal count update means 274 determines whether the current number of game medals is one or more. If the number of game medals is one or more, the process moves to step S415-2; if the number of game medals is less than one, i.e., zero, the single counting process ends.
[0259] (Step S415-2) If the number of game tokens is one or more, the token count update means 274 sets the count notification to 1.
[0260] (Step S415-3) The command transmission / reception means 272 sends a counting notification with the number of counted medals set to the dedicated unit 300.
[0261] (Step S415-4) The medal count update means 274 sets bit 4 (single counting process) of the main control transmission buffer to 1b, sets the value of bits 4 to 2 to 100b, and terminates the single counting process.
[0262] Next, the command transmission process in step S429 will be described in detail. As mentioned above, the medal count update means 274 updates the main control transmission buffer in accordance with the execution of the counting process. When any bit 4 to 2 of the main control transmission buffer is set to 1b, the command transmission / reception means 272 sends a medal status command to the main CPU 200a. Then, after sending the medal status command, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer (overwriting 000b). In this way, the command transmission / reception means 272 sends the medal status command using the change in the value of bits 4 to 2 of the main control transmission buffer as a transmission trigger (transmission opportunity).
[0263] For example, in the single count process described using FIG. 12, medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 100b based on the fact that 1 (single count process) is set in the count reservation flag at the count timing. Command transmission / reception means 272 transmits a medal state command to main CPU 200a and resets the main control transmission buffer in response to 1b being set in any of bits 4 to 2 of the main control transmission buffer.
[0264] Also, in the continuous count process described using FIGS. 14 and 15, medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 010b based on the fact that 2 (continuous count process) is set in the count reservation flag at the count timing, or based on the fact that the operation state flag is set to 2 (long press). Command transmission / reception means 272 transmits a medal state command to main CPU 200a and resets the main control transmission buffer in response to 1b being set in any of bits 4 to 2 of the main control transmission buffer.
[0265] Furthermore, in the total counting process explained using Figures 16 and 17, as shown in Figure 17, when the time from the ON edge of the counting switch 126 exceeds 4000 msec and the operation status flag changes from 2 (long press) to 3 (total counting), the medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 011b. The command transmission / reception means 272 sends a medal status command to the main CPU 200a and resets the main control transmission buffer. Also, as shown in Figure 17, after the continuous counting process, the medal count update means 274 sets the values of bits 4 to 2 of the main control transmission buffer to 011b based on the fact that the operation status flag is set to 3 (total counting process) at the counting timing. The command transmission / reception means 272 sends a medal status command to the main CPU 200a and resets the main control transmission buffer in response to the setting of 1b in any of bits 4 to 2 of the main control transmission buffer. Furthermore, as shown in Figure 17, the medal count update means 274 terminates the full counting process when the counting switch 126 is turned ON again. At the end of the full counting process, neither single counting, continuous counting, nor full counting has been performed, and bits 4-2 of the main control transmission buffer become 000b, requiring special processing for transmitting the medal status command. This special processing for transmitting the medal status command at the end of the full counting process will be described in detail later.
[0266] Thus, when continuous counting is switched to full counting, or when the player turns on the counting switch 126 again to stop full counting while full counting is in progress, the command transmission / reception means 272 transmits a medal status command asynchronously with the counting timing. For example, when the time since the ON edge of the counting switch 126 becomes 4000 msec or more, the medal count update means 274 immediately sets the values of bits 4 to 2 of the main control transmission buffer to 011b, and the command transmission / reception means 272 transmits a medal status command to the main CPU 200a in response to the change in the main control transmission buffer. Also, at the ON edge of the counting switch 126, the medal count update means 274 immediately sets the values of bits 4 to 2 of the main control transmission buffer to 000b, and the command transmission / reception means 272 transmits a medal status command to the main CPU 200a in response to the change in the main control transmission buffer. This is for the following reasons.
[0267] In other words, once the continuous counting process switches to the full counting process, the player can continue counting even if they turn off the counting switch 126. To put it another way, the player waits for the timing when the system switches to the full counting process, at which point the operation of the counting switch 126 can be canceled. In this case, the command transmission / reception means 272 should immediately inform the main CPU 200a that the system has switched to the full counting process. Therefore, the command transmission / reception means 272 sends a medal status command at the timing when the continuous counting process switches to the full counting process.
[0268] Furthermore, if a player attempts to stop the entire counting process, they must turn on the counting switch 126 at a precise timing so that the number of counted electronic tokens becomes the desired number, or so that the number of game tokens remaining in the slot machine 100 when the counting process is stopped becomes the desired number. Therefore, the token count update means 274 should immediately stop the entire counting process in response to the ON edge of the counting switch 126. Also, when the entire counting process is stopped, the command transmission / reception means 272 should immediately inform the main CPU 200a that the entire counting process has stopped. Therefore, here, the command transmission / reception means 272 transmits a token status command in response to the ON edge of the player's counting switch 126.
[0269] However, as described above, the command transmission / reception means 272 sends a medal status command to the main CPU 200a in response to the setting of 1b in any of bits 4 to 2 of the main control transmission buffer. However, if the player attempts to stop the entire counting process, and the values of bits 4 to 2 of the main control transmission buffer are set to 000b as a result of stopping the entire counting process, then 1b will not be set in any of bits 4 to 2 of the main control transmission buffer. In that case, the command transmission / reception means 272 will not be able to obtain a transmission trigger to send the medal status command.
[0270] Furthermore, as can be understood by referring to Figure 17, when the player turns the counting switch 126 ON again while the entire counting process is in progress, the values of bits 4 to 2 of the main control transmission buffer are already 000b. Therefore, even if the medal count update means 274 updates the values of bits 4 to 2 of the main control transmission buffer to 000b, the state of the main control transmission buffer does not change. Consequently, the command transmission / reception means 272 is still unable to obtain a transmission trigger.
[0271] Therefore, as a special process, a total counting flag is provided separately from the operation status flag to determine the start and end of the total counting process, and this total counting flag is used to trigger the transmission of a medal status command to the command transmission / reception means 272. The total counting flag consists of 1 byte and indicates whether or not the total counting process is in progress. It is set to 1 at the start of the total counting process and to 0 at the end of the total counting process.
[0272] For example, (1) The medal count update means 274 sets the total count flag to 0 at the end of the total counting process and temporarily sets one of bits 4 to 2 of the main control transmission buffer, which should originally be 000b, to 1b, thereby generating a transmission trigger for the command transmission / reception means 272. (2) The command transmission / reception means 272 performs the transmission process for the medal status command in response to the setting of one of bits 4 to 2 of the main control transmission buffer to 1b (transmission trigger). However, bits 4 to 2 of the main control transmission buffer are currently at their temporarily set values. Therefore, (3) the command transmission / reception means 272 changes bits 4 to 2 of the main control transmission buffer to 000b, which should originally be transmitted, during the transmission process for the medal status command. Once the value of the main control transmission buffer is returned to its original value, (4) the command transmission / reception means 272 transmits a medal status command that reflects the changed values of bits 4 to 2 of the main control transmission buffer. In this embodiment, bit 2 of the main control transmission buffer is allocated for the total counting process. Therefore, in the processes (1) to (4) above, the value of at least bit 2 is temporarily set to 1b, which is configured to trigger the transmission of the medal status command. The specific processes of (1) to (4) above are shown below.
[0273] In step S411 of Figure 18, if 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 3 (full count) as the operation is a full count operation. In addition, the medal count update means 274 sets the full count flag to 1 (full count processing in progress) and temporarily sets the values of bits 4 to 2 of the main control transmission buffer to 011b.
[0274] Furthermore, in step S427 of Figure 18, if the counting switch 126 is at the ON edge, the medal count update means 274 sets the operation status flag to 4 (all counting canceled) as the all counting operation has been canceled. In addition, the medal count update means 274 sets the all counting flag to 0 (all counting completed) and temporarily sets the values of bits 4 to 2 of the main control transmission buffer to 011b. Similarly, in step S413-6 of Figure 19, if the operation status flag is 3 and the counting switch 126 is OFF, the medal count update means 274 resets the operation status flag to 0 (no operation) as the all counting process has been completed. In addition, the medal count update means 274 sets the all counting flag to 0 (all counting completed) and temporarily sets the values of bits 4 to 2 of the main control transmission buffer to 011b. Through this process, (1) the medal count update means 274 sets the total count flag to 0 at the end of the total counting process, and temporarily sets one of bits 4 to 2 of the main control transmission buffer, which should originally be 000b, to 1b, thereby generating a transmission trigger for the command transmission / reception means 272.
[0275] Figure 21 is a flowchart showing an example of the command transmission process.
[0276] (Step S429-1) The command transmission / reception means 272 refers to the main control transmission buffer and determines whether any of bits 4 to 2 of the main control transmission buffer are set to 1. If any of bits 4 to 2 of the main control transmission buffer are set to 1, the process moves to step S429-2. If none of bits 4 to 2 of the main control transmission buffer are set to 1, the command transmission process is terminated.
[0277] (Step S429-2) If bit 4 to 2 of the main control transmission buffer is set to 1b, the command transmission / reception means 272 determines whether the operation status flag is 3 (all counting) or 4 (all counting deactivated). If the operation status flag is 3 or 4, the process moves to step S429-3; otherwise, if the operation status flag is neither 3 nor 4, i.e., 1 (short press) or 2 (long press), the process moves to step S429-6.
[0278] (Step S429-3) If the operation status flag is 3 or 4, the command transmission / reception means 272 determines whether the total counting flag is 1 (total counting in progress). If the total counting flag is 1 (total counting in progress), the process moves to step S429-4; otherwise, if the total counting flag is not 1, i.e., 0 (total counting completed), the process moves to step S429-5.
[0279] (Step S429-4) The command transmission / reception means 272 changes the values of bits 4 to 2 of the main control transmission buffer from the provisionally set values to 011b.
[0280] (Step S429-5) The command transmission / reception means 272 changes the values of bits 4 to 2 of the main control transmission buffer from the provisionally set values to 000b.
[0281] (Step S429-6) The command transmission / reception means 272 copies the value of the main control transmission buffer to the first byte of the medal status command and sends the medal status command to the main CPU 200a.
[0282] (Step S429-7) The command transmission / reception means 272 resets the values of bits 4 to 2 of the main control transmission buffer to 000b and terminates the command transmission process.
[0283] Here, the medal count update means 274 provisionally sets 1b to one of bits 4 to 2 of the main control transmission buffer at the end of the total counting process. Therefore, in step S429-1, (2) the command transmission / reception means 272 can start the medal status command transmission process in response to the setting of 1b to one of bits 4 to 2 of the main control transmission buffer. Then, in response to the total counting flag not being 1 (being 0), in step S429-5, (3) the command transmission / reception means 272 can change bits 4 to 2 of the main control transmission buffer to the value that should be transmitted (000b) during the preparation stage for the medal status command transmission process. Thus, in step S429-6, (4) the command transmission / reception means 272 can transmit a medal status command that reflects the changed values of bits 4 to 2 of the main control transmission buffer.
[0284] Since the total counting flag is synchronized with the operation status flag, the operation status flag may be used instead of the total counting flag. For example, the medal count update means 274 may determine that the operation status flag is 3 instead of determining that the total counting flag is 1. Alternatively, the medal count update means 274 may determine that the operation status flag is not 3 (0, 1, 2, 4) instead of determining that the total counting flag is 0. In this way, by substituting the total counting flag with the operation status flag, the memory area occupied by the flag in the medal RAM 260c can be reduced.
[0285] Furthermore, in steps S429-3 and S429-4, an example was given in which, if the total counting flag is 1 (total counting in progress), the command transmission / reception means 272 changes the values of bits 4 to 2 of the main control transmission buffer to 011b. However, if the operation status flag is 3 (total counting in progress), the values of bits 4 to 2 of the main control transmission buffer should already be 011b, and there is no need to overwrite 011b. Therefore, the processing in step S429-4 can be omitted.
[0286] In this configuration, the medal count update means 274, upon completion of all counting processes, temporarily sets bit 2 of the main control transmission buffer to 1b (first value) to create a transmission trigger for the value of the main control transmission buffer. The command transmission / reception means 272 then changes the value of bit 2 of the main control transmission buffer from 1b to 0b (second value) and transmits the modified main control transmission buffer to the main CPU 200a. As a result, the command transmission / reception means 272 can immediately transmit a medal status command to the main CPU 200a upon completion (stopping) of all counting processes. Therefore, players can quickly grasp the completion (stopping) of all counting processes.
[0287] Furthermore, the medal count update means 274 sets the total counting flag when the total counting process starts, and desets the flag when the total counting process ends. It also sets bit 2 of the main control transmission buffer to 1b (a specific value) when the total counting process starts. The command transmission / reception means 272 transmits the value of the main control transmission buffer to the main CPU 200a. The medal count update means 274 also sets the same 1b (a specific value) to bit 2 of the main control transmission buffer while the total counting flag is set. The command transmission / reception means 272 transmits the value of the main control transmission buffer to the main CPU 200a in response to a transmission trigger. With this configuration, the command transmission / reception means 272 can continuously transmit medal status commands to the main CPU 200a while the total counting process is running, and the player can reliably understand that the total counting process is being executed.
[0288] Figure 22 is a flowchart showing an example of the counting processing flow in the main control board 200.
[0289] (Step S450) The command transmission / reception means 226 in the main CPU 200a determines whether it has received a command from the command transmission / reception means 272 in the medal CPU 260a indicating that the counting process has been executed and the number of game medals after counting. If a command has been received, the process moves to step S451; otherwise, the counting process is terminated.
[0290] (Step S451) The command transmission / reception means 226 determines whether the command received this time is different from a command it holds. If the commands are different, the process moves to step S452; otherwise, the counting process is terminated.
[0291] (Step S452) If the command is different, the command transmission / reception means 226 transmits at least the main control transmission data of the received command to the sub-CPU 240a as is. In this way, the sub-CPU 240a can inform the player that the electronic medals have been transferred to the dedicated unit 300 by the counting process via the liquid crystal display 132, speaker 134, and effect lamp 136.
[0292] (Step S453) The command transmission / reception means 226 stores the received command in the main RAM 200c for use in the next comparison, and then terminates the counting-related processing.
[0293] Figure 23 is a flowchart showing an example of the counting-related processing flow in the sub-control board 240.
[0294] (Step S470) The command receiving means 252 in the sub-CPU 240a determines whether or not it has received a command from the command sending / receiving means 226 in the main CPU 200a indicating that the counting process has been executed and the number of game tokens after counting. If a command has been received, the process moves to step S471; otherwise, the process moves to step S478.
[0295] (Step S471) The performance control means 254 of the sub-CPU 240a determines whether the number of game tokens after counting, as indicated by the received command, is 0. If the number of game tokens after counting is not 0, the process moves to step S472; if the number of game tokens after counting is 0, the process moves to step S477.
[0296] (Step S472) The performance control means 254 determines whether bit 2 of the main control transmission data in the received command is 1b. If bit 2 of the main control transmission data is 1b, the process moves to step S473; otherwise, the process moves to step S474.
[0297] (Step S473) If bit 2 of the main control transmission data is 1b, the performance control means 254 assumes that the full counting process has started and performs performances for the full counting process, such as displaying the message "Full counting in progress" on the liquid crystal display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.
[0298] (Step S474) The performance control means 254 determines whether bit 2 of the main control transmission data in the received command is 0b. If bit 2 of the main control transmission data is 0b, the process moves to step S475; otherwise, the process moves to step S476.
[0299] (Step S475) If bit 2 of the main control transmission data is 0b, the performance control means 254 assumes that the entire counting process has finished (stopped) and performs a performance to indicate the end of the entire counting process, for example, by displaying the message "All counting complete" on the liquid crystal display unit 132, changing the sound output from the speaker 134, or changing the color of the light emitted by the performance lamp 136.
[0300] (Step S476) The performance control means 254 displays the number of game tokens after counting on the liquid crystal display unit 132 and terminates the counting-related processing.
[0301] (Step S477) In step S471, if it is determined that the number of game tokens after counting is 0, the performance control means 254 terminates the performance related to the counting process and terminates the counting-related process.
[0302] (Step S478) In step S470, if it is determined that no command has been received, the performance control means 254 determines whether 400 msec or more has elapsed since the last command was received. If 400 msec or more has elapsed, the process proceeds to step S479; otherwise, the counting process is terminated.
[0303] (Step S479) In step S478, if it is determined that 400 msec or more has elapsed since the last command was received, the performance control means 254 terminates the performance related to the counting process and terminates the counting-related processing. However, if the performance data set as a performance related to the counting process is performance data of 400 msec or longer, for example, image data, audio data, or light data that is not loop data, such as the "Thank you for your hard work" audio at the end of all counting, and the accompanying image display, lamp illumination, etc., the performance data may be allowed to continue beyond 400 msec without being terminated midway.
[0304] (A variation of the full counting process) The above describes the counting process when the counting switch 126 is fully counted, using Figures 17 to 23. Specifically, when the medal count update means 274 determines that the player's operation of the counting switch 126 is a full counting operation and executes the full counting process, it continues the counting process without interruption even if the player turns the counting switch 126 OFF. Then, when the player turns the counting switch 126 ON / OFF again after turning it OFF, the medal count update means 274 stops the full counting process according to the ON edge of the counting switch 126.
[0305] In the examples shown in Figures 17 to 23, the medal count update means 274 immediately stops the entire counting process in response to the ON edge of the counting switch 126, assuming that the player turns on the counting switch 126 at a precise timing so that the number of counted electronic medals becomes the desired number, or so that the number of game medals remaining in the slot machine 100 when the counting process is stopped becomes the desired number, when attempting to stop the entire counting process. However, not limited to these examples, some players may want to immediately stop the entire counting process by first operating the counting switch 126 (turning it ON) and then releasing the operation of the counting switch 126 (turning it OFF) at a precise timing when attempting to stop the entire counting process. In this case, if the player turns the counting switch 126 OFF during the entire counting process, then turns the counting switch 126 ON again, and then turns it OFF again, the medal count update means 274 stops the entire counting process in response to the OFF edge of the counting switch 126. The following example illustrates how to stop all counting processes using an OFF edge.
[0306] Figure 24 is a timing chart illustrating another flow of the counting process when the counting switch 126 is fully counted, and Figure 25 is a flowchart showing an example of the counting-related processing flow in the medal count control board 260. Figure 24 corresponds to Figure 17, and Figure 25 corresponds to Figure 18. Figures 24 and 25 differ from Figures 17 and 18 in that the player turns off the counting switch 126 after the medal count update means 274 determines that a full counting operation has been performed, and then the player turns the counting switch 126 ON / OFF again, causing the medal count update means 274 to stop the full counting process due to the OFF edge. Note that the processing in Figures 19 to 23 also corresponds to Figures 24 and 25, similar to Figures 17 and 18.
[0307] In the examples in Figures 24 and 25, in addition to the operation status flag and the counting reservation flag, a "long press flag" is used. The long press flag indicates that the counting switch 126 has been operated for a long time, that is, that the counting switch 126 is ON and has remained ON for 500 msec or more. Therefore, the long press flag is set to 1 when the counting switch 126 has remained ON for 500 msec or more, and to 0 when the counting switch 126 is turned OFF in that state. If the player turns the counting switch 126 OFF after the medal count update means 274 has determined that a full counting operation has been performed, the long press flag will not be set until the full counting process is completed. Therefore, in this case, the state of the long press flag when the counting switch 126 is turned OFF allows the system to determine whether the counting switch 126 was turned OFF after the medal count update means 274 determined that a full counting operation had been performed, or whether the counting switch 126 was turned OFF to stop the full counting process.
[0308] As shown in Figure 24, when a player turns on the counting switch 126, the medal count update means 274 sets the operation status flag to 1 (short press) according to the ON edge of the counting switch 126. The medal count update means 274 also measures the time elapsed since the ON edge of the counting switch 126 using a counting timer.
[0309] Then, when the time elapsed since the ON edge of the counting switch 126 exceeds 500 msec, the medal count update means 274 determines that the player's operation is a long press operation and executes continuous counting processing. Specifically, the medal count update means 274 switches the operation status flag from 1 (short press) to 2 (long press). The medal count update means 274 also sets the count reservation flag to 2 to reserve continuous counting processing. Furthermore, the medal count update means 274 determines that a long press operation has begun and switches the long press flag from 0 to 1.
[0310] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 2, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial continuous counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the continuous counting process that is performed each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470".
[0311] Then, if the player keeps the counting switch 126 ON, and the time elapsed since the ON edge of the counting switch 126 exceeds 4000 msec, the medal count update means 274 determines that the player's operation is a full counting operation and executes the full counting process. Specifically, the medal count update means 274 switches the operation status flag from 2 (long press) to 3 (full count). However, since the counting switch 126 remains ON, the long press flag is maintained at 1.
[0312] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals, "470", and updates the number of game medals to "420". Accordingly, the number of game medals "420" is displayed on the game medal count display device 128. The command transmission / reception means 272 transmits the counting notification with the counted medal count set to the dedicated unit 300. The medal count update means 274 executes the counting process each time the counting timing occurs. Therefore, the number of game medals is subtracted by 50 each time, changing as follows: "370" → "320" → "270" → "220" → "170".
[0313] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the counting switch 126. For example, suppose the player turns OFF the counting switch 126 after the operation state flag has switched to 3, as shown in Figure 24. This creates an OFF edge for the counting switch 126. However, even if an OFF edge occurs for the counting switch 126, the medal count update means 274 maintains 3 (full counting) without changing the operation state flag, provided that the long press flag is 1. Therefore, even if the counting switch 126 is turned OFF, the counting process continues without interruption. The medal count update means 274 switches the long press flag from 1 to 0 in response to the OFF edge of the counting switch 126.
[0314] Now, suppose the player turns the counting switch 126 OFF and then turns it ON again. This creates an ON edge for the counting switch 126. However, even if an ON edge for the counting switch 126 occurs, the medal count update means 274 maintains 3 (total count) without changing the operation state flag. Therefore, even if the counting switch 126 is turned ON, the counting process continues without interruption.
[0315] Furthermore, suppose that during the execution of the entire counting process, the player turns the counting switch 126 OFF and then turns it ON / OFF again. In this case, an OFF edge occurs for the counting switch 126. The medal count update means 274, provided that the long-press flag is 0, resets the operation state flag in response to the OFF edge of the counting switch 126 and stops the entire counting process. Therefore, the counting process stops at the OFF edge of the counting switch 126, and the number of game medals stops at "170" at the counting timing before the OFF edge of the counting switch 126.
[0316] In this type of total counting process, if the counting switch 126 is turned ON / OFF again, it is sufficient that the total counting process stops in response to that operation of the counting switch 126. Therefore, it is not necessary to determine whether the subsequent ON / OFF operation of the counting switch 126 is a short press, a long press, or a new total counting operation. Here, in the total counting process, if the counting switch 126 is turned ON / OFF to stop the counting process, the medal count update means 274 does not determine whether the ON state of the counting switch 126 is continued as a short press, a long press, or a new total counting operation. Therefore, even if the time since the ON edge of the counting switch 126 exceeds 500 msec, continuous counting will not start, and even if the counting switch 126 is subsequently turned OFF, the total counting process will simply stop, and no single counting process will be executed in response to that OFF edge.
[0317] Furthermore, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 2 (long press), it sets bit 3 (continuous counting processing) of the main control transmission buffer to 1b and the values of bits 4 to 2 to 010b. The command transmission and reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission and reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b.
[0318] Furthermore, when the operation status flag changes from 2 (long press) to 3 (total counting), the medal count update means 274 sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4 to 2 of the main control transmission buffer to 000b. Also, at the counting timing, the medal count update means 274 refers to the operation status flag, and if the operation status flag is set to 3 (total counting), it sets bit 2 (total counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to any bit 4-2 of the main control transmission buffer being set to 1b, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4-2 of the main control transmission buffer to 000b. Furthermore, when the counting switch 126 is turned ON again and then OFF, the medal count update means 274 sets bits 4-2 of the main control transmission buffer to 000b as command information to notify that the entire counting process has ended, and sends the medal status command. Note that when the entire counting process is completed (when neither single counting, continuous counting, nor all counting processes have been performed), bits 4-2 of the main control transmission buffer are all 0b, and there is no data to trigger the transmission of the medal status command. However, due to the special processing at the end of the entire counting process as described above, a medal status command with bits 4-2 of the main control transmission data set to 000b is transmitted. Then, the command transmission / reception means 272 resets bits 4-2 of the main control transmission buffer to 000b.Thus, as shown in Figure 24, when the time since the ON edge of the counting switch 126 exceeds 4000 msec and the operation status flag changes from 2 (long press) to 3 (full count), the main CPU 200a is notified via the medal status command that the full counting process has started. Also, as shown in Figure 24, from the time the counting switch 126 is turned ON, then turned OFF after 4000 msec, until the counting switch 126 is turned ON / OFF again to cancel the full counting process, each time a counting timing arrives, the main CPU 200a is notified via the medal status command that the continuous counting process and the full counting process have been executed, as well as the number of game medals after counting. Also, as shown in Figure 24, when the counting switch 126 is turned OFF again, the main CPU 200a is notified via the medal status command that the full counting process has ended.
[0319] In this explanation, we have described an example in which the medal count update means 274 sets not only bit 2 (full counting) but also bit 3 (continuous counting) of the main control transmission buffer to 1b while the full counting process is being performed, and sets the values of bits 4 to 2 to 011b. However, it is not limited to this case; it is sufficient to communicate that the full counting process is being executed, and the medal count update means 274 may set bit 2 (full counting) of the main control transmission buffer to 1b while the full counting process is being performed, and set the values of bits 4 to 2 to 001b.
[0320] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0321] The performance control means 254 of the sub-CPU 240a displays, for example, the message "Counting" and the number of game tokens after the first continuous counting process, "970", on the LCD display unit 132, depending on whether bit 3 (continuous counting processing) of the main control transmission data in the command is 1b. Each time a command is received, the display of the number of game tokens is updated as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470". In addition, the performance control means 254 updates the display of the message "Counting" to the message "Total counting" in response to the reception of a command in which bit 2 (total counting processing) of the main control transmission data is 1b. The performance control means 254 continues to update the display of the number of game tokens each time it receives a command, in the sequence "420" → "370" → "320" → "270" → "220" → "170". In addition, in response to the reception of a command in which bit 2 (total counting processing) of the main control transmission data is 0b, the performance control means 254 updates the display of the message "Total counting in progress" to the message "Total counting completed", and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. Furthermore, in response to bit 3 (continuous counting processing) of the main control transmission data in the command being 1b, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the total counting processing stops. Here, the performance control means 254 may change the sound output from the speaker 134 or perform a specific performance by outputting a specific sound to indicate that the system has transitioned to full counting, depending on whether bit 2 (full counting processing) of the main control transmission data in the command becomes 1b. The performance control means 254 may also change the sound output from the speaker 134 or perform a termination performance by outputting a specific sound to indicate that the full counting processing has stopped, depending on whether bit 2 (full counting processing) of the main control transmission data in the command becomes 0b. Depending on whether bit 3 (continuous counting processing) of the main control transmission data in the command is 1b, the performance control means 254 may, for example, illuminate the performance lamp 136 in a predetermined light color until the full counting processing stops.Here, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the system has transitioned to the full counting process, or execute a specific performance that indicates the system has transitioned to the full counting process by flashing, in response to bit 2 (full counting processing) of the main control transmission data in the command becoming 1b. Furthermore, while the performance control means 254 is continuously executing a performance based on the full counting process, the performance control means 254 may change the light color emitted by the performance lamp 136, output a specific light color to indicate that the full counting process has stopped, or execute a termination performance that indicates the full counting process has stopped by flashing, in response to bit 2 (full counting processing) of the main control transmission data in the command becoming 0b.
[0322] Players can understand that the system has transitioned to full counting and that counting can continue even if the counting switch 126 is turned OFF, based on the changes in the display on the LCD 132, the changes in the sound output from the speaker 134, and the changes in the illumination pattern of the effect lamp 136. Furthermore, players can understand that after the system has transitioned to full counting, they can stop the full counting process by turning the counting switch 126 ON / OFF again after turning it OFF.
[0323] Note that the timing at which the system determines that all counting has been canceled (the timing at which the counting switch 126 is turned OFF again) is independent of the counting timing. Therefore, the timing at which the sub-CPU 240a receives a command in which bit 2 (all counting processing) of the main control transmission data becomes 0b is unlikely to overlap with the timing at which it receives a command according to the counting timing. However, if the timings at which both commands are received are close, the notification that all counting processing has stopped and the notification that counting processing has been executed may overlap, making it difficult for the player to recognize one of the notifications. Therefore, in this case, the notification that all counting processing has stopped is given priority over the notification that counting processing has been executed. For example, in the LCD display unit 132, the message "All counting finished" is placed on a higher layer than the display of the number of game tokens, or the sound indicating that all counting processing has stopped is output from the speaker 134 at a higher volume than the sound indicating that counting processing has been executed, or the performance lamp 136 is illuminated in a lighting pattern that indicates that all counting processing has stopped. With this configuration, players can reliably understand that the entire counting process has stopped. Alternatively, the system may be configured to display a message indicating the completion of the entire counting process for a predetermined period of time, and then start displaying a demo screen to invite the next player when the message display ends.
[0324] Next, using Figure 25, an example of the counting process flow in the medal count control board 260 will be explained. This counting process is executed at a predetermined timer interrupt period (for example, every 1 msec).
[0325] In the example shown in Figure 18, the medal count update means 274 performs a short press operation of the counting switch 126 in response to the OFF edge of the counting switch 126 (step S420). Also in the example shown in Figure 18, the medal count update means 274 performs the operation to stop the full counting process by the player after determining that a full counting operation has been performed, in response to the ON edge of the counting switch 126 (step 426). Thus, in the example shown in Figure 18, processing is performed independently based on two independent judgment criteria, such as the ON edge and OFF edge of the counting switch 126. This would require a program to handle multiple judgments and processes, which would occupy memory space and potentially strain the memory space of the medal ROM 260b. Therefore, as described above, the medal count update means 274 performs the operation to stop the full counting process by the player after determining that a full counting operation has been performed, in response to the OFF edge of the counting switch 126. Specifically, the medal count update means 274 enables the player to stop the total counting process after it has determined that the total counting operation has been completed, in accordance with the OFF edge of the counting switch 126 (step S420 in Figure 25), similar to a short press operation of the counting switch 126.
[0326] With this configuration, the processing after the operation status flag changes to 3 (total count) in the example of Figure 18, that is, the processing after transitioning to the total counting process, steps S400, S413, and S425-S428 can be omitted. Therefore, in the example of Figure 25, the memory area for steps S400 and S425-S428 in Figure 18 is not required, and the capacity of the memory area can be appropriately allocated for other processing.
[0327] (Step S401) The medal count update means 274 determines whether the counting switch 126 is ON or OFF. If the counting switch 126 is ON, the process moves to step S440; otherwise, the process moves to step S415.
[0328] (Step S440) The medal count update means 274 determines whether the operation status flag is 0 and whether the counting switch 126 was on the ON edge. If the operation status flag is 0 and the counting switch 126 was on the ON edge, the process moves to step S403; otherwise, the process moves to step S441. Here, in addition to determining whether the counting switch 126 was on the ON edge, the operation status flag is also determined to be 0 in order to distinguish between the ON edge of the counting switch 126 at the start of operation and the ON edge of the counting switch 126 to stop the full counting process after it has been determined that a full counting operation has been performed. As shown in Figure 24, even if the counting switch 126 is turned ON after it has been determined that a full counting operation has been performed, the operation status flag remains at 3 (full counting). Therefore, even if the counting switch 126 is on the ON edge, the medal count update means 274 does not proceed to step S403 if the operation status flag is 3, and only proceeds to step S403 if the operation status flag is 0.
[0329] (Step S403) If the counting switch 126 is ON, the medal count update means 274 first assumes that the player's operation is a short press operation, sets the operation status flag to 1, and moves the process to step S429.
[0330] (Step S441) Next, the medal count update means 274 determines whether the operation status flag is 2 (long press) or 3 (total count). If the operation status flag is not 2 or 3, the process moves to step S406; if the operation status flag is 2 or 3, the process moves to step S410. Here, by adding operation status flag = 3 to the operation status flag determination, the multiple counting process S413, which is executed when the operation status flag is 3 in the example in Figure 18, is made common.
[0331] (Step S406) The medal count update means 274 refers to the counting timer and determines whether 500 msec has elapsed since the ON edge of the counting switch 126. If 500 msec has elapsed, the process moves to step S407; if 500 msec has not elapsed, it determines that the operation is still equivalent to a short press operation and moves to step S409 without changing the operation status flag.
[0332] (Step S407) If 500 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 2 (long press) as the operation is a long press operation.
[0333] (Step S408) Next, the medal count update means 274 sets the count reservation flag to 2 (continuous counting process) in order to perform at least one continuous counting process.
[0334] (Step S442) Next, the medal count update means 274 sets the long-press flag to 1, indicating that a long-press operation has been initiated.
[0335] (Step S409) The medal count update means 274 increments the count timer by 1 to measure the time since the ON edge of the count switch 126, and then moves the process to step S429. Here, since the timer interrupt period is set to 1 msec, incrementing by 1 means that time is measured in 1 msec increments.
[0336] (Step S410) When 500 msec has elapsed since the ON edge of the counting switch 126, and it is determined in step S405 that the operation status flag is 2 (long press), the medal count update means 274 refers to the counting timer and determines whether 4000 msec has elapsed since the ON edge of the counting switch 126. If 4000 msec has elapsed, the process moves to step S411; if 4000 msec has not elapsed, it is determined that the operation is still equivalent to a long press, and the process moves to step S412 without changing the operation status flag.
[0337] (Step S411) If 4000 msec has elapsed since the ON edge of the counting switch 126, the medal count update means 274 sets the operation status flag to 3 (total count) as the operation is a total counting operation.
[0338] (Step S412) Next, the medal count update means 274 determines whether or not it is time for counting. If it is time for counting, the process moves to step S413; otherwise, the process moves to step S409 without performing any counting.
[0339] (Step S413) If it is the counting timing, the medal count update means 274 performs multiple counting processing (continuous counting processing) based on a long press operation. In such multiple counting processing, the values of bits 4 to 2 of the main control transmission buffer are set to 010b or 011b. This multiple counting processing will be described in detail later.
[0340] (Step S414) The medal count update means 274 resets the count reservation flag to 0 (no reservation) assuming that continuous counting processing based on the long press operation has been performed at least once.
[0341] (Step S415) If it is determined in step S401 that the counting switch 126 is OFF, the medal count update means 274 determines whether the counting reservation flag is 1 (reservation of single counting processing) and whether it is counting timing. If the counting reservation flag is 1 and it is counting timing, the process moves to step S416; if the counting reservation flag is not 1 or it is not counting timing, the process moves to step S443 without performing single counting processing.
[0342] (Step S416) If the counting reservation flag is 1 and it is the counting timing, the medal count update means 274 performs a single counting operation based on a short press operation. In this single counting operation, the values of bits 4 to 2 of the main control transmission buffer are set to 100b. This single counting operation will be described in detail later.
[0343] (Step S417) The medal count update means 274 resets the count reservation flag to 0 (no reservation) as it indicates that a single counting process based on a short press operation has been performed.
[0344] (Step S443) Next, the medal count update means 274 determines whether the count reservation flag is 2 (a long press operation was performed, but the count switch 126 was turned OFF before the count timing arrived) or whether the operation status flag is 3 (all counting) and whether it is the counting timing. As a result, if the count reservation flag is 2 or the operation status flag is 3 (all counting) and it is the counting timing, the multiple counting process in step S413 is executed. If the count reservation flag is not 2 and the operation status flag is not 3, or it is not the counting timing, the process moves to step S420 without performing the multiple counting process. Here, by adding the operation status flag = 3 to the counting process determination, the multiple counting process S413 executed when the operation status flag is 3 in the example in Figure 18 is made common.
[0345] (Step S419) The medal count update mechanism 274 resets the count reservation flag to 0 (no reservation) when it is determined that multiple counting processes based on a long press operation have been performed.
[0346] (Step S420) The medal count update means 274 determines whether the counting switch 126 was on the OFF edge or not. If the counting switch 126 is on the OFF edge, the process moves to step S421; otherwise, the process moves to step S429.
[0347] (Step S421) If the counting switch 126 is OFF and it is the OFF edge, the medal count update means 274 determines whether the operation status flag is 1 (short press). If the operation status flag is 1, the process moves to step S422; otherwise, the process moves to step S444.
[0348] (Step S422) Next, the medal count update means 274 sets the count reservation flag to 1 (single counting process) in order to perform single counting processing and moves the process to step S444. Thus, in step S415, if the count reservation flag is 1 and it is the counting timing, the single counting processing in step S416 is executed.
[0349] (Step S444) Next, the medal count update means 274 determines whether the counting status flag is 3 and the long-press flag is 1. If the counting status flag is not 3 or the long-press flag is 0, the process moves to step S423. If the counting status flag is 3 and the long-press flag is 1, the process moves to step S445 without performing steps S423 and S424. The reason for checking the long-press flag here is to distinguish between the OFF edge of the counting switch 126 after determining that a full counting operation has been performed and the OFF edge for stopping the full counting process. As shown in Figure 24, even if the counting switch 126 is turned OFF after determining that a full counting operation has been performed, the operation status flag remains at 3 (full counting). Therefore, even if the counting switch 126 is at the OFF edge, the medal count update means 274 does not proceed to step S423 if the operation state flag is 3 and the long press flag is 1, but proceeds to step S423 if the long press flag is 0, or if the long press flag is 1 but the operation state flag is 2 (not 3).
[0350] (Step S423) The medal count update means 274 sets the operation status flag to 0 (no operation) in order to reset short-press and long-press operations in response to the OFF edge of the counting switch 126.
[0351] (Step S424) The medal count update means 274 resets the count timer to 0 in response to the OFF edge of the count switch 126, and also resets the multiple count counter to 0, then proceeds to step S429. This multiple count counter is a counter that counts the number of times the multiple count process has been executed.
[0352] (Step S445) The medal count update means 274 sets the long-press flag to 0 in response to the OFF edge of the counting switch 126 and moves the process to step S429.
[0353] (Step S429) Then, the command transmission / reception means 272 sends a medal status command to the main CPU 200a in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, and terminates the counting-related processing.
[0354] As explained using Figures 24 and 25, here, the medal count update means 274 determines that the operation of the counting switch 126 is a full counting operation, and when the player turns the counting switch 126 OFF and then turns it ON / OFF again, the medal count update means 274 stops the full counting process in accordance with the OFF edge of the counting switch 126. Therefore, the player can stop the full counting process at a precise timing by first turning the counting switch 126 ON while the counting switch 126 is OFF during the full counting process, and then releasing (turning OFF) the operation of the counting switch 126.
[0355] Furthermore, the medal count update means 274 enables the player to stop the full counting process after it has determined that a full counting operation has been performed, triggered by the OFF edge of the counting switch 126. Specifically, in the example in Figure 25, the medal count update means 274 enables the player to stop the full counting process after it has determined that a full counting operation has been performed, triggered by the OFF edge of the counting switch 126 in step S420, similar to a short press operation of the counting switch 126. With this configuration, the processing after the operation status flag changes to 3 (full counting) in the example in Figure 18, that is, the processing after transitioning to full counting, the processing in steps S400, S413, and S425-S428 can be omitted. Therefore, in the example in Figure 25, the memory area for steps S400 and S425-S428 in Figure 18 is not needed, and the capacity of the memory area can be appropriately secured for other processing. Thus, in this embodiment, by introducing variations in all counting operations, it is possible to improve the convenience of the player.
[0356] (Other operating examples of the counting switch 126) In the embodiment described above, short-press operation, long-press operation, and full counting operation were realized depending on the operation mode of the counting switch 126. However, with such operation modes, for example, it would take 4000 msec to continue the counting process without turning on the counting switch 126 (full counting process). Therefore, a full counting switch 142 is provided separately from the counting switch 126 to realize full counting with a simple operation.
[0357] Figure 26 is an external view illustrating the mechanical configuration of the game token count display device 128. In Figure 26, arrow F indicates the front of the slot machine 100, and arrow B indicates the rear of the slot machine 100.
[0358] As shown in Figure 26, the game token count display device 128 is housed in a housing 128a along with the collective light-emitting elements L1 to L5, the counting switch 126, and the total counting switch 142. The housing 128a is located in the upper right part of the operating unit mounting base 112 of the slot machine 100 shown in Figure 1. In other words, the game token count display device 128 is installed in a position corresponding to the location of the token slot in a slot machine where the game is played using physical tokens. This makes effective use of the space that would otherwise be occupied by the token slot when the slot machine 100 is introduced. Furthermore, since the game token count display device 128 displays the number of game tokens through the collective light-emitting elements L1 to L5, which are 7-segment LEDs with 7 light-emitting elements, its use is the same as the token slot used for adding tokens, as both handle tokens (electronic tokens), and players do not feel any discomfort with the presence of the game token count display device 128.
[0359] The counting switch 126 and the total counting switch 142 detect the player's actions to perform the counting process. The player can perform the short-press operation, long-press operation, and total counting operation described above through the counting switch 126. The player can also perform the total counting operation through the total counting switch 142. Here, it is assumed that the total counting operation can be achieved using either the counting switch 126 or the total counting switch 142. However, if the total counting switch 142 is provided and the total counting operation is achieved using the total counting switch 142, the counting switch 126 may be restricted to only short-press and long-press operations.
[0360] As mentioned above, when performing the full counting process, the counting switch 126 must remain ON for 4000 msec or more, but the full counting switch 142 only needs to be ON for a short time. Players are likely to operate the full counting switch 142 when counting a large number of game tokens, such as at the end of a game. Therefore, as shown in the example in Figure 26, the area of the pressable part of the full counting switch 142 may be made larger to make it easier to press than the counting switch 126. Also, as shown in the example in Figure 26, by positioning the full counting switch 142 to the right of the counting switch 126 in the housing 128a, the full counting switch 142 becomes easier for the player to operate with their right hand than the counting switch 126 when they attempt to operate it. Furthermore, as shown in the example in Figure 26, in the housing 128a, by positioning the center of the total counting switch 142 closer to the player (towards the player) than the center of the counting switch 126, the total counting switch 142 becomes easier for the player to operate than the counting switch 126 when the player attempts to operate the total counting switch 142. In addition, the total counting switch 142 may be made to turn ON easily with a relatively shallow press, while the counting switch 126 may not turn ON unless it is pressed deeper than the total counting switch 142. However, if the total counting switch 142 is made to turn ON easily with a very shallow press, there is a risk that the total counting process may be started unintentionally simply by the player touching the total counting switch 142. Therefore, the total counting switch 142 may be made to not turn ON unless it is pressed deeper than the bet switch 116 (especially the max bet switch) or the effect switches 124 (especially the directional keys for changing the volume, the menu screen transition switch for transitioning to the menu screen, and the effect switches used during effects). Furthermore, in the example shown in Figure 26, both the total counting switch 142 and the counting switch 126 display their respective indicators ("Total Counting" and "Counting"). However, it is not limited to this case; the total counting switch 142 may display only its indicator ("Total Counting"), while the counting switch 126 may not display its indicator.Furthermore, in the example in Figure 26, the indicator "Total Count" for the total counting switch 142 and the indicator "Count" for the counting switch 126 are displayed at the same size (points). However, not limited to this case, the indicator "Total Count" may be displayed larger than the indicator "Count" to make it easier for the player to grasp the location of the total counting switch 142. Also, in the example in Figure 26, the indicator "Number Held," which indicates the display position of the number of game tokens, is displayed at the same size as the indicator "Total Count" for the total counting switch 142 and the indicator "Count" for the counting switch 126. However, not limited to this case, the indicator "Number Held" may be displayed larger than the indicator "Total Count," or the indicator "Number Held" may be displayed larger than the indicator "Count." Furthermore, in the example shown in Figure 26, neither the total counting switch 142 nor the counting switch 126 has instructions on how to operate them. However, not limited to this case, the operating instructions for the total counting switch 142 may be displayed, and the operating instructions for the counting switch 126 may only be available through a demo screen or menu screen. Additionally, the sound (SE) when the total counting switch 142 is turned ON and the sound (SE) when the counting switch 126 is turned ON may be different, with the sound for the total counting switch 142 being louder or more emphasized than the sound for the counting switch 126 being turned ON.
[0361] Since the operation of the counting switch 126 has already been described in detail, here we will explain the flow of the counting process using the total counting operation with the total counting switch 142.
[0362] Figure 27 is a timing chart illustrating the counting process when all counting switches 142 are operated.
[0363] As shown in Figure 27, when a player turns on the all-count switch 142, the medal count update means 274 determines that the player's operation is an all-count operation and executes the all-count process. Specifically, the medal count update means 274 sets the operation status flag to 3 (all-count) and sets the count reservation flag to 3 (all-count process) in response to the ON edge of the all-count switch 142, and reserves the all-count process.
[0364] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial full counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the full counting process each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". When the number of game tokens falls below 50, for example to "20", the token count update means 274 sets the counted token count to the remaining number of game tokens, "20", at the counting timing. Therefore, the number of game tokens becomes 0, and the counting process by the total counting operation is completed. When the counting process by the total counting operation is completed, the token count update means 274 sets the operation status flag to 0 (not operating) and cancels the total counting operation.
[0365] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as a long press operation without having to continuously operate the full counting switch 142. For example, as shown in Figure 27, even if the player turns OFF the full counting switch 142 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0366] Here, the timing at which a full counting operation is determined (the ON edge of the full counting switch 142) and the counting timing are different. Therefore, the medal count update means 274 sets the operation status flag to 3 at the timing at which a full counting operation is determined, and performs counting processing for 50 medals each time a counting timing occurs, based on the operation status flag being 3. With this configuration, even if the timing at which a full counting operation is determined and the counting timing are different, the medal count update means 274 can reliably perform counting processing at the counting timing.
[0367] Furthermore, the medal count update means 274 sets the count reservation flag to 3 (full counting process) at the ON edge of the full counting switch 142, reserving the full counting process for 50 medals. When the counting timing arrives, the full counting process for 50 medals is performed based on the count reservation flag being 3. With this configuration, even if the full counting switch 142 is turned OFF and ON after the ON edge but before the next counting timing arrives, the full counting process will be performed at least once at the subsequent counting timing, thus avoiding situations where the full counting process is not performed despite operating the full counting switch 142. Also, for example, even if multiple ON / OFF cycles are detected between counting timings due to chattering of the full counting switch 142, the count reservation flag will not change from 3 once it has been set, so the full counting process can be reliably executed at least once.
[0368] When the all-counting switch 142 is turned ON, the medal count update means 274 sets bit 2 (all-counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. In addition, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 3 (all-counting), it sets bit 2 (all-counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to any bit 4-2 of the main control transmission buffer being set to 1b, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. Then, the command transmission / reception means 272 resets bits 4-2 of the main control transmission buffer to 000b. In this way, as shown in Figure 27, when the all-counting switch 142 is turned ON, the main CPU 200a is informed via the medal status command that the all-counting process has started. Also, as shown in Figure 27, from the time the all-counting switch 142 is turned ON until the counting process is completed, each time a counting timing arrives, the main CPU 200a is informed via the medal status command that the continuous counting process and the all-counting process have been executed, as well as the number of game medals after counting.
[0369] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0370] Specifically, upon receiving the command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that the entire counting process has been executed. At this time, the main CPU 200a may also communicate that the entire counting process has been executed by sending at least the main control transmission data of the command sent from the medal count control board 260 directly to the sub-CPU 240a as part of the command. Alternatively, the main CPU 200a may only send a command to the sub-CPU 240a if the command sent from the medal count control board 260 changes, for example, if bit 2 (entire counting process) of the main control transmission data changes from OFF to ON.
[0371] The performance control means 254 of the sub-CPU 240a, upon receiving a command in which bit 2 (total counting processing) of the main control transmission data is 1b, displays, for example, the message "Total counting in progress" and the current number of game tokens "1020" on the liquid crystal display unit 132. Then, each time the performance control means 254 receives a command, it updates the display of the number of game tokens in the following order: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220" → "170" → "120" → "70" → "20". Furthermore, when the number of game tokens becomes 0 through the total counting process, the performance control means 254 displays the message "Total counting complete" and the number of game tokens "0" on the liquid crystal display unit 132, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player's operation of a switch. Also, depending on whether bit 2 (total counting process) of the main control transmission data in the command is 1b, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the number of game tokens becomes 0 through the total counting process. Furthermore, when the number of game tokens becomes 0 through the total counting process, the performance control means 254 determines that the game has ended and outputs an ending sound such as "Thank you for your hard work" from the speaker 134. Also, depending on whether bit 2 (total counting process) of the main control transmission data in the command is 1b, the performance control means 254 illuminates the performance lamp 136 in a predetermined light color, for example, until the number of game tokens becomes 0 through the total counting process.
[0372] The player can understand that the full counting process is being performed, and that the counting process can continue even if the full counting switch 142 is turned OFF, through the display on the LCD display unit 132, the sound output from the speaker 134, and the illumination pattern of the effect lamp 136.
[0373] In the embodiment described above, the counting process is terminated when the number of game tokens becomes 0 in the entire counting process. Also, for example, if the VL connection signal is turned OFF as described above, or if it is no longer "while the game is playable", the token count update means 274 stops the counting process.
[0374] Furthermore, in the full counting process, a function has been added that allows the player to stop the full counting process by turning the full counting switch 142 ON again after initially turning it OFF. The following describes the flow of the counting process when the player turns the full counting switch 142 ON again while the full counting process is being executed by the full counting operation.
[0375] Figure 28 is a timing chart illustrating another flow of the counting process when all counting switches 142 are operated.
[0376] As shown in Figure 28, when a player turns on the all-count switch 142, the medal count update means 274 determines that the player's operation is an all-count operation and executes the all-count process. Specifically, the medal count update means 274 sets the operation status flag to 3 (all-count) and sets the count reservation flag to 3 (all-count process) in response to the ON edge of the all-count switch 142, and reserves the all-count process.
[0377] The medal count update means 274 then refers to the operation status flag at the counting timing, and if the operation status flag is set to 3, it sets the counted medal count in the counting notification to "50". The medal count update means 274 also subtracts 50 from the current number of game medals "1020", for example, and updates the number of game medals to "970". Accordingly, the number of game medals "970" is displayed on the game medal count display device 128. The command transmission / reception means 272 sends the counting notification with the counted medal count set to the dedicated unit 300. After the initial full counting process is executed, there is no longer a need to keep the counting reservation flag, so the medal count update means 274 resets the counting reservation flag to 0. After that, the medal count update means 274 executes the full counting process each time a counting timing occurs. Therefore, the number of game tokens is reduced by 50 each time, changing as follows: "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220".
[0378] Thus, when the operation state is determined to be a full counting operation, the player can perform the same counting process as with a long press operation without having to continuously operate the full counting switch 142. For example, as shown in Figure 28, even if the player turns OFF the full counting switch 142 after the operation state flag has switched to 3, the counting process will continue without interruption and will continue counting until the number of game tokens reaches 0.
[0379] Now, suppose the player turns the all-count switch 142 OFF and then turns it ON again. The medal count update means 274 cancels the all-count operation by setting the operation status flag to 4 (all-count canceled) in response to the ON edge of the all-count switch 142. Therefore, the counting process stops at the ON edge of the all-count switch 142, and the number of game medals stops at "220" at the counting timing before the ON edge of the all-count switch 142. The command transmission / reception means 272 sends a command to the main CPU 200a indicating that the all-count process has stopped and the number of game medals after counting. Note that even if the count switch 126 is turned ON instead of the all-count switch 142 during the all-count process, the all-count process stops at that ON edge, just as if the all-count switch 142 had been turned ON. Note that while this explanation uses an example where all counting processing is stopped at the ON edge, the process is not limited to this example; as shown in Figures 24 and 25, all counting processing may also be stopped at the OFF edge.
[0380] In this type of total counting process, if the total counting switch 142 is turned ON again, it is sufficient that the total counting process stops in accordance with the operation of the total counting switch 142. Therefore, it is not necessary to determine that the ON state of the total counting switch 142 again constitutes a new total counting operation. Here, in the total counting process, if the total counting switch 142 is turned ON to stop the counting process, the medal count update means 274 does not determine that the ON state of the total counting switch 142 continues to constitute a new total counting operation.
[0381] When the all-counting switch 142 is turned ON, the medal count update means 274 sets bit 2 (all-counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, copies the value of the main control transmission buffer as main control transmission data to the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. In addition, the medal count update means 274 refers to the operation status flag at the counting timing, and if the operation status flag is set to 3 (all-counting), it sets bit 2 (all-counting processing) and bit 3 (continuous counting processing) of the main control transmission buffer to 1b, and sets the values of bits 4 to 2 to 011b. The command transmission / reception means 272, in response to the setting of 1b in any bit 4 to 2 of the main control transmission buffer, duplicates the value of the main control transmission buffer as main control transmission data into the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. Furthermore, when the total counting switch 142 is turned ON again, the medal count update means 274 sets bits 4 to 2 of the main control transmission buffer to 000b, making the values of bits 4 to 2 000b. The command transmission / reception means 272 duplicates the value of the main control transmission buffer as main control transmission data into the first byte of the medal status command and sends the medal status command to the main CPU 200a. The command transmission / reception means 272 then resets bits 4 to 2 of the main control transmission buffer to 000b. Thus, as shown in Figure 28, when the all-counting switch 142 is turned ON, the main CPU 200a is informed via the medal status command that the all-counting process has started. Also, as shown in Figure 28, from the time the all-counting switch 142 is turned ON until the counting process is completed, each time a counting timing occurs, the main CPU 200a is informed via the medal status command that the continuous counting process and the all-counting process have been executed, as well as the number of game medals after counting.Furthermore, as shown in Figure 28, when the all-counting switch 142 is turned ON again, the main CPU 200a is notified via the medal status command that the all-counting process has been completed.
[0382] Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then notifies the player via the LCD display 132, speaker 134, and effect lamp 136 that the electronic tokens have been transferred to the dedicated unit 300 through the counting process.
[0383] Specifically, upon receiving the command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that the full counting process has been executed. Alternatively, the main CPU 200a may only send a command to the sub-CPU 240a if the command sent from the medal count control board 260 changes, for example, if bit 2 (full counting process) of the main control transmission data changes from OFF to ON. Furthermore, when the full counting process stops, this fact is communicated to both the main CPU 200a and the sub-CPU 240a. Upon receiving the command, the main CPU 200a refers to the command and sends a command to the sub-CPU 240a indicating that the full counting process has stopped.
[0384] The performance control means 254 of the sub-CPU 240a, upon receiving a command in which bit 2 (total counting processing) of the main control transmission data is 1b, displays, for example, the message "Total counting in progress" and the current number of game tokens "1020" on the liquid crystal display unit 132. Then, each time the performance control means 254 receives a command, it updates the display of the number of game tokens in the following order: "970" → "920" → "870" → "820" → "770" → "720" → "670" → "620" → "570" → "520" → "470" → "420" → "370" → "320" → "270" → "220". Furthermore, the performance control means 254 updates the message "Counting All" to the message "Counting Completed" in response to the reception of a command in which bit 2 (total counting processing) of the main control transmission data is 0b, and deletes the display after a predetermined time has elapsed since the command was received, or in response to the player operating a switch. Also, depending on whether bit 2 (total counting processing) of the main control transmission data in the command is 1b, the performance control means 254 outputs a predetermined counting sound from the speaker 134, for example, until the total counting processing stops. Also, depending on whether bit 2 (total counting processing) of the main control transmission data in the command is 0b, the performance control means 254 may change the sound output from the speaker 134 or execute a termination performance that outputs a specific sound to indicate that the total counting processing has stopped. Depending on whether bit 2 (total counting processing) of the main control transmission data in the command is 1b, the performance control means 254 illuminates the performance lamp 136 in a predetermined light color, for example, until the total counting processing stops. Furthermore, the performance control means 254 may change the color of the light emitted by the performance lamp 136, output a specific light color to indicate that the total counting process has stopped, or perform a termination performance that indicates the total counting process has stopped by blinking, depending on whether bit 2 (total counting processing) of the main control transmission data in the command becomes 0b.
[0385] The player can understand that the full counting process is being performed and that the counting process can continue even if the full counting switch 142 is turned OFF, based on the display on the LCD display unit 132, the sound output from the speaker 134, and the illumination pattern of the effect lamp 136. Furthermore, the player can understand that the full counting process will stop after turning the full counting switch 142 OFF following the start of the full counting process and then turning it ON again.
[0386] Figure 29 is a flowchart showing an example of the counting process flow in the medal count control board 260.
[0387] (Step S500) The medal count update means 274 determines whether the all-counting switch 142 was on the ON edge. If the all-counting switch 142 is on the ON edge, the process moves to step S501; otherwise, the process moves to step S504 without changing the operation status flag.
[0388] (Step S501) The medal count update means 274 refers to the operation status flag and determines whether the operation status flag is 3 (total count). If the operation status flag is not 3, the process moves to step S502; if the operation status flag is 3, the process moves to step S508.
[0389] (Step S502) If the operation status flag is not 3, the medal count update means 274 sets the operation status flag to 3 (full count) assuming that the operation is a full count operation. The medal count update means 274 also sets the full count flag to 1 (full count processing in progress) and sets the values of bits 4 to 2 of the main control transmission buffer to 011b.
[0390] (Step S503) Next, the medal count update means 274 sets the count reservation flag to 3 (full counting process) in order to perform at least one full counting process.
[0391] (Step S504) The medal count update means 274 determines whether the all-count switch 142 is in the OFF edge state and whether the operation status flag is 4 (all-counting disabled). If the all-count switch 142 is not in the OFF edge state or the operation status flag is not 4, the process moves to step S505. If the all-count switch 142 is in the OFF edge state and the operation status flag is 4, the process moves to step S509.
[0392] (Step S505) The medal count update means 274 determines whether the operation status flag is 3 (total count) or whether the count reservation flag is 3. If the operation status flag is 3 or the count reservation flag is 3, the process moves to step S506. If the operation status flag is not 3 and the count reservation flag is not 3, the command transmission process S429 shown in Figure 21 is executed, and the counting process ends.
[0393] (Step S506) Next, the medal count update means 274 determines whether or not it is time for counting. If it is time for counting, it executes the multiple counting process S413 shown in Figure 19. If it is not time for counting, it executes the command transmission process S429 shown in Figure 21 without performing any counting, and terminates the counting process.
[0394] (Step S507) The medal count update means 274 determines that the total counting process based on all counting operations has been executed at least once, resets the counting reservation flag to 0 (no reservation), executes the command transmission process S429 shown in Figure 21, and terminates the counting-related process.
[0395] (Step S508) If the operation status flag is determined to be 3 in step S501, the medal count update means 274 sets the operation status flag to 4 (all counting canceled), indicating that the all-counting operation has been canceled. The medal count update means 274 also sets the all-counting flag to 0 (all counting completed) and sets the values of bits 4 to 2 of the main control transmission buffer to 011b.
[0396] (Step S509) In step S504, if it is determined that the all-counting switch 142 is in the OFF edge and the operation status flag is 4, the medal count update means 274 sets the operation status flag to 0 (not operated) in order to reset the all-counting operation.
[0397] Thus, the slot machine 100 includes a game control means (e.g., a main CPU 200a) that controls the game played using game value (e.g., electronic tokens), a management control means (e.g., a token CPU 260a, a token count update means 274) that manages the game value, and a counting operation means (e.g., a counting switch 126) that accepts player input to perform a counting process that transfers at least a portion of the game value managed by the management control means to an external device (e.g., a dedicated unit 300). The management control means performs a single counting process, which is a counting process that transfers a single unit of game value, in response to an OFF edge when the time the counting operation means has been continuously ON for less than a first time (e.g., 500 msec). When the calculation is performed and the time the counting operation means is continuously ON exceeds 1 hour, a multiple counting process is performed, which is a counting process that transfers a predetermined number (e.g., 50) of game value at predetermined intervals (e.g., 300 msec intervals). When the time the counting operation means is continuously ON exceeds 2 hours (e.g., 4000 msec) which is longer than 1 hour, the system enters a full counting state (e.g., a state where all counting processes are being performed), which allows multiple counting processes to be executed even if the counting operation means is turned OFF. In the full counting state, when the counting operation means is turned OFF and then operated again (e.g., ON / OFF operation), a process to clear the full counting state (e.g., reset the operation state flag to 0) is performed according to the OFF edge.
[0398] With this configuration, if the player keeps the counting switch 126 ON for a predetermined period of time, the counting process will continue even if the player then turns the counting switch 126 OFF. Furthermore, in the full counting state, the player can stop the full counting process by turning the counting switch 126 ON / OFF again. Here, the player can stop the full counting process at a precise timing by first turning the counting switch 126 ON while the counting switch 126 is OFF, and then releasing (turning OFF) the operation of the counting switch 126.
[0399] Furthermore, the slot machine 100 includes a game control means (e.g., a main CPU 200a) that controls the game played using game value (e.g., electronic tokens), a management control means (e.g., a token CPU 260a) connected to the game control means and managing the game value, a performance control means (e.g., a sub-CPU 240a) that controls the performance based on receiving predetermined control information (e.g., commands) from the game control means, and a counting operation means (e.g., a counting switch 126, a total counting switch 142) that accepts player operations to perform a counting process that transfers at least a portion of the game value managed by the management control means to an external device, and the management control means periodically transfers all or part of the game value (e.g., when the total counting process is stopped) in predetermined units to an external device (e.g., a dedicated unit 300) based on a first operation (e.g., a total counting operation) to the counting operation means. The system is capable of executing the entire counting process, and in the entire counting process, when all game value has been transferred, or when a second operation (e.g., an operation to stop the entire counting process) is performed on the counting operation means, the entire counting process is terminated, and the management information (e.g., bit 2 of the main control transmission buffer), which is information related to the start or end of the entire counting process, becomes a first value (e.g., 1b), which is used as a transmission trigger (e.g., a transmission trigger) to transmit the management information to the game control means, the game control means transmits the control information including the management information to the performance control means, the performance control means is configured to be able to identify the start or end of the entire counting process according to the management information contained in the control information, the management control means, in response to the end of the entire counting process, provisionally sets a first value in the management information to create a transmission trigger for the management information, changes the management information from the first value to a second value different from the first value (e.g., 0b), and transmits the changed management information to the game control means.
[0400] With this configuration, the command transmission / reception means 272 can immediately send a medal status command to the main CPU 200a in response to the completion (stopping) of all counting processes, allowing the player to quickly grasp the completion (stopping) of all counting processes.
[0401] Furthermore, the slot machine 100 includes a game control means (e.g., a main CPU 200a) that controls games played using game value (e.g., electronic tokens), a management control means (e.g., a token CPU 260a) connected to the game control means that manages game value, a performance control means (e.g., a sub-CPU 240a) that controls performances based on receiving predetermined control information (e.g., commands) from the game control means, and a counting operation means (e.g., a counting switch 126, a total counting switch 142) that accepts player operations to perform a counting process that transfers at least a portion of the game value managed by the management control means to an external device, and the management control means is capable of performing a total counting process that transfers all or part of the game value (e.g., if the total counting process is stopped) to an external device (e.g., a dedicated unit 300) in predetermined units based on a f...
Claims
[Claim 1] A game control means that controls a game played using game value, The management control means for managing the game value, A counting operation means that receives an operation from a player to cause the management control means to perform a counting process to transfer at least a portion of the game value managed by the management control means to an external device, A means for controlling the effects of a gaming machine, Equipped with, The aforementioned management and control means is If the time during which the counting operation means is continuously ON is less than 1 hour, the single counting process, which is the counting process that transfers a single game value, is executed according to the OFF edge. When the time during which the counting operation means is continuously ON exceeds the first hour, the multiple counting process, which is the counting process that transfers a predetermined number of the game value at predetermined intervals, is executed. If the time during which the counting operation means is continuously ON is longer than the first time, for a second time or more, then even if the counting operation means is turned OFF, the system enters a full counting state in which the multiple counting processes can be executed. In the aforementioned total counting state, the system is configured to execute a process to release the total counting state in accordance with the OFF edge when the counting operation means is turned OFF and then operated again. Based on the execution of the unit counting process, the performance control means can send a performance control command to cause a performance indicating that the unit counting process is performed. Based on the execution of the aforementioned multiple counting processes, the performance control means can transmit a performance control command to cause a performance indicating that the aforementioned multiple counting processes are being performed. Based on the transition to the full counting state, the performance control means can transmit a performance control command to cause the performance to execute a performance indicating that the transition to the full counting state is performed. A gaming machine capable of transmitting a performance control command to the performance control means for executing a performance indicating that the total counting state is canceled based on the execution of the process for canceling the total counting state.
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